PatrickMcGinnisII: then write an output that you can cut/paste back into the ide
MaliciouslyCrypticUsername: You mean just hardcoding the solutions?
PatrickMcGinnisII: i forgot what det. pikaptcha was about
MaliciouslyCrypticUsername: For each passage, find the number of adjacent passages
MaliciouslyCrypticUsername: THe way I'm doing it rn is calculating from every passage to each other passage, and counting the ones with a distance of 1.
PatrickMcGinnisII: like if i need the first 100 prime numbers in a quick lookup array, i would write code to generate the primes, output them in a format i can just cut/paste back into the IDE for the real program to use.
PatrickMcGinnisII: oh, lemme look... just a sec
PatrickMcGinnisII: which episode?
PatrickMcGinnisII: a 100x100 grid w/ a max of 5 if's per cell should never timeout
jrke: can anyone tell me an easy way to sort array in c++
PatrickMcGinnisII: umm, sort(a,asize); ?
jrke: and if i want to sort from arr.score
jrke: then is there any way
jrke: or i have to use vectors then?
MaliciouslyCrypticUsername: patrickmcginnisII I'm looping (number of passages)^2 times :sweat_smile:
MaliciouslyCrypticUsername: Are you saying I should just break after 100 iterations?
PatrickMcGinnisII: jrke you can define a function to use as a comparator or use vector
PatrickMcGinnisII: MaliciouslyCrypticUsername try a different method
jacek: happy Caturday
eulerscheZahl: beat me by a blink of an eye
eulerscheZahl: was catching up with yesterday's chat first
eulerscheZahl: happy Caturday to you too
MaliciouslyCrypticUsername: I live in CA
MaliciouslyCrypticUsername: So only 9:57 for me :)
Majeck: Can someone explain to me what the winter throne is?
MaliciouslyCrypticUsername: A contest...
PatrickMcGinnisII: its ...
**PatrickMcGinnisII is tapping his foot
**Majeck is patiently waiting for an aswer
jrke: its contest just started 30 sec ago
Majeck: jrke really?
PatrickMcGinnisII: so it's COIF
PatrickMcGinnisII: damn, i was rewriting T7D
PatrickMcGinnisII: i voted for coif tho
Majeck: I wanted to do Fantastic Bits
Majeck: So how do I play?
Majeck: Do I just submit my COIF bot again?
PatrickMcGinnisII: it's already there, but yeah w/ improvements
Majeck: That's cool
Majeck: I wanted to get the "get a bot into gold" achievement anyways
jrke: if you have bot improve it
Majeck: And getting to gold in COIF shouldn't be that hard since I'm already in silver
PatrickMcGinnisII: my T&D was gonna get better
Majeck: Jeez I wrote 980 lines for the original contest
Majeck: A lot of refactoring is going to happen lol
Majeck: Oh mannnnn
Majeck: I remember that I wrote 3000 lines originally but didn't test it once
Majeck: Stupid past me
Majeck: Well, see y'all tomorrow it's 2 AM where I live :dizzy_face:
Majeck: GL and have fun!
PatrickMcGinnisII: did anyone write an after-contest breakdown?
PatrickMcGinnisII: forum doesn't seem so
eulerscheZahl: for which contest?
eulerscheZahl: no i won. i wrote there long before you shared the link
jacek: i dont read chat
eulerscheZahl: i wrote in the forum
jacek: we have forum?
eulerscheZahl: oh, you didn't share the forum link
eulerscheZahl: https://www.codingame.com/forum/t/a-code-of-ice-fire-feedbacks-and-strategies/105722 i think that's what PatrickMcGinnisII asked for
PatrickMcGinnisII: ahh, cool...tx eulerscheZahl
PatrickMcGinnisII: oh man, this was so long ago, i remeber the "cuts" discussions in chat
eulerscheZahl: was fun
eulerscheZahl: one of my favorite games here
kovi: too bad you missed top3
nickarshadi: love to everyone
eulerscheZahl: i'm no longer suicidal about it :D
PatrickMcGinnisII: it's almost 1:30am my dinner is still on stove, glhf
kovi: at least coif is not that random than some other
eulerscheZahl: i'm curious what they plan for the next contest
MadKnight: anyone playing contest ?
MadKnight: it's CoIF
MadKnight: eulerscheZahl ?
eulerscheZahl: yes, i play the contest
eulerscheZahl: solved the 300 point coding, illedan and squid solved another one each
MadKnight: oh can u send the link to the contest ?
eulerscheZahl: now i try to get into that password protected 7z archive
MadKnight: i lost the link
MadKnight: and i got a random team and i think nobody plays
MadKnight: > R-Boy finds the time machine, which Zer0 used to travel to another era. Nearby, lies a copy of HG Wells’ The Time Machine. Could this book from the past help R-Boy travel in time? Unfortunately, R-Boy can’t read or understand it, because the space-time continuum has changed some of the words. Help R-Boy to start his time travels!
MadKnight: wooow, such a clear description
MadKnight: i have absolutely no idea what i'm supposed to do for this puzzle
eulerscheZahl: coding300 is pretty clear
MadKnight: a picture with a code ?
MadKnight: just random squares
MadKnight: how to get code from these squares ?
eulerscheZahl: sorry, running contest won't tell you
but i'm surprised you don't know yourself
MadKnight: are those just bits ?
MadKnight: i think i'm not gonna participate, i don't have a team of people i know
MadKnight: so u can tell me
MadKnight: >Freed by the guards, R-Boy looks for Zer0 who’s disappeared. He finds Zer0’s notebook and hopes to understand his plans, but his enemy’s writing is in a strange code R-Boy has to decrypt. and then they just give the decryptor - where do i find the message ?
Westicles: So it seems unicode has a bunch of gaps making it useless for encoding. Looks like base65536 is the way to go?
DomiKo: For me base65536 was wosre than base256
Westicles: That is what you use?
DomiKo: 40K chars ouput
DomiKo: in base256 is 10K
DomiKo: but in base65536 is 12K :/
DomiKo: some characters must count for 3!
jrke: I like 2048 a lot,Thanks euler :)
dbdr: DomiKo: you hard code in 2048?
eulerscheZahl: if you want to hardcode, the way to go probably is using some heuristic and only save the moves where you do something else
eulerscheZahl: or try to zip it
jrke: hardcoding in this optim i think is not a good idea
DomiKo: I never try so hard to zip the output
DomiKo: so I challanged myself to do my best
eulerscheZahl: just solve it online as you are supposed to do
dbdr: 10K * 30 = 300K
dbdr: that's above the limit
eulerscheZahl: and still too little to get to ille's score
jrke: did ille did beam search or made his own search?
eulerscheZahl: i don't know
eulerscheZahl: i only know he doesn't have a constant search depth each turn
eulerscheZahl: and at work they have 1 hour each friday where they can present their personal projects in the team
eulerscheZahl: so he talked about 2048 :D
dbdr: so they know
dbdr: inb4 top 10 full of norsemen
eulerscheZahl: time to stalk some Norwegians
Westicles: Hacker euler needs to get that ppt
eulerscheZahl: i'm a bad hacker, failing hard or reply
eulerscheZahl: can't even make the blueberries great again
eulerscheZahl: wait, they aren't even blueberries :D
dbdr: is that the contest?
eulerscheZahl: yes, one of the 25 tasks
dbdr: I think
Jeroo: blackberries (not the phone :) )
dbdr: oh right :facepalm:
Orpheo: hello ! Does anyone know how the ranking of clash of code is done ? I thought I won one but I'm 6th x) https://www.codingame.com/clashofcode/clash/report/14143153f6bf818299e6cf7d2f32260ada00eff
eulerscheZahl: there are different modes. this one was about code size
eulerscheZahl: you solved the fastest but with a long code
Orpheo: ohh i didn't know
Orpheo: but I guess in java I have 0 chnace in that case :D
eulerscheZahl: you are free to use another language
eulerscheZahl: 15min are enough to look up a few things
Orpheo: yup that's true I just didn't know this type of problem did exist.
dbdr: good attitude!
wlesavo: nice dbdr :slight_smile:
wlesavo: make Illes talk at work worthless :smiley:
dbdr: are you still working on it wlesavo?
wlesavo: dbdr also wanted to ask you, are you often reuse approaches that allowed you achieve top scores or is it often small improvements that makes it posiible?
wlesavo: yeah, but not very successful, sim is working, but i feel like neither my eval nor search is god,
dbdr: in optim?
wlesavo: yeah in optim specifically
dbdr: in optim, I reused simulated annealing several times
wlesavo: in 2048 SA worked worse than anythyng for me, i wonder if it is a bug or just a bad implementation
kovi: uh, nice dbdr
dbdr: thx kovi
kovi: sa is still local optima
dbdr: i'm not using sa in 2048
Illedan: nice dbdr
dbdr: thx Illedan!
dbdr: 55M now
Illedan: Soon 1st then
dbdr: well, probably you're close to optimal
dbdr: I have a single case at 1.3M, probably losing points there
Illedan: What score do you get on testcase 11205586?
Illedan: From 2.6-2.8 mill depending on it being able to solve the 16k tile at the end or not
dbdr: my solver is deterministic
Illedan: Not running some ms each round?
DomiKo: deterministic :scream:
Illedan: Set depth?
Illedan: With a little more speed I could do that too
dbdr: everyone else is randomized?
Illedan: What round do you get 5.8 mill on it?
kovi: i use depth, but cant reach it consistently
dbdr: none Illedan
eulerscheZahl: didn't pay attention for a few minutes :shocked:
dbdr: just #2
Lauwie-Timmer: With ghost in the cell what should a valid action look like?
dbdr: isn't it mentioned in the statement?
wlesavo: so suddenly my aval was based on a single fcking tile
Lauwie-Timmer: I found it nvm
dbdr: what? :D
Illedan: none? :P
dbdr: yeah, that cannot work too well
wlesavo: due to some bug summing of the score was just first tile x 16
Illedan: I mean how many steps do you use
Illedan: to get that max score
Illedan: Wow, you are close
dbdr: inb4 wlesavo #1
dbdr: ah, you ment 2.8M, not 5.8M?
Illedan: Yeah, how many frames P:
dbdr: 65488 actions
wlesavo: oh, almost twice the score and now im hitting 600 due to poor search optimisation
dbdr: isn't it just that you should send more actions per turn?
dbdr: fear Illedan, fear...
wlesavo: kind of, but now i can search less
wlesavo: well at least it does hit 8r now
wlesavo: oh 8mil
Illedan: I pray for dbdr to have no more submits :D
DomiKo: ohhh yes finally 32K online
dbdr: Illedan, it's OK, you can relax now
DomiKo: Ice and Fire are on fire right now
DomiKo: I got promoted to bronze
DomiKo: I guess a lot of submits in wood
wlesavo: dam so it is kind of easy, and i was thinking im stupid
wlesavo: simple mc gives 10mil
dbdr: are you evaluating 2 tiles now? ;)
wlesavo: hitting 32k at least it does play better than i ever could :slight_smile:
kovi: i was unable to reach 10mil with simple mc
DomiKo: 16mln online
wlesavo: grats dbdr :slight_smile:
dbdr: thx :)
Nerchio: you need to have class Player as main right?
eulerscheZahl: always fun when coding bosses with the SDK the offline version expects the code to be a little different than the arena
wlesavo: hm almost 15 mil with a raw mc
DomiKo: i just squared some contant and from 6mln to 12mln
geppoz: which game are you talking about?
Westicles: DomiKo, I ended up with 8 moves per character. Did you get better than that?
wlesavo: wow nice
dbdr: exactly 8 Westicles?
dbdr: what about the holes?
dbdr: not all 16 bit values are valid
dbdr: (09:02:37 AM) Westicles: So it seems unicode has a bunch of gaps making it useless for encoding.
Westicles: oh, I used https://github.com/Parkayun/base65536
dbdr: so that must take the holes into account, and encode slightly less than 16 bits per char
DomiKo: i didn't even get 8 moves per character
Westicles: I'm not sure what it does, but I doubt it is the best out there.
DomiKo: are you sure that it's 8 per character?
DomiKo: isn't CG counting some for more than one?
Westicles: You stuff four moves into one ASCII character, then base65536 gives you another factor of 2
dbdr: not exactly 2
Westicles: 16424 moves to 4106 ASCII to 2053 gibberish
dbdr: in that case. it's possible it's not hitting the special cases
dbdr: the other possibility is, it's generating half the unicode characters, but not all are counted as 1 char by CG
Westicles: Right, half would make sense. A full 32 bit solution would give you 16 moves per character, so there is room for improvement
dbdr: but that's not how CG counts
Westicles: oh, how does it count?
dbdr: also most 32 bit values are not valid unicode code points
dbdr: CG uses Java, and Java uses UTF-16
Westicles: Is there some way to tell CG count?
dbdr: send a text and see if CG rejects it as being over the limit :)
Westicles: Dang, you guys are right. It complains with >64k of these
Westicles: Somebody put in a bug report
dbdr: it's not a bug it's a feature :)
dbdr: gg wlesavo!
wlesavo: thx, still just MC though :slight_smile:
RoboStac: you can past into the ide in any of the code golfs - the character count displayed in that works the same way as the limit
Westicles: good thinking. my 2053 chinese characters counts up to 3202. just terrible
dbdr: a lvl2 from japan #2 at Number Shifting :D
Westicles: good, I hope he goes all the way.
eulerscheZahl: "Sorry for my English, I'm not dumb but French" found a funny README on github
DomiKo: I guess Number Shifting is his second puzzle :scream:
eulerscheZahl: after the onboarding
eulerscheZahl: lvl2 doesn't mean you are a noob. just that you didn't play on CG much
DomiKo: yes I know
DomiKo: he just came here to crush us in NS
Shadowtick: how are you?
Shadowtick: I'm doing fine
dbdr: that beats anyone else with 0%
eulerscheZahl: it usually does. not today
jacek: and yesterday and the day before..
wlesavo: wow, bruteforce depth 6 gives 16.5kk
eulerscheZahl: you still need some scoring to get there
wlesavo: sure but scoring is a simple part
eulerscheZahl: double result = 0;
result += Grid[0, 0]; result *= 5; result += Grid[0, 1]; result *= 5; result += Grid[0, 2]; result *= 5;
wlesavo: (when one not scoring based on a single tile)
eulerscheZahl: anything smarter?
wlesavo: sum everything with discount in snake order
eulerscheZahl: i do
wlesavo: oh i see, it is the same
wlesavo: but discount weight matters quite a bit for me
eulerscheZahl: couldn't share more or it would be an expired pastebin
eulerscheZahl: if i go wild on the discount, the lower numbers have no impact at all due to precision
eulerscheZahl: i could use decimal
eulerscheZahl: i use that so rarely that i always half forget it exists
wlesavo: yeah, it should be somewhat balanced
wlesavo: i feel like with depth 7-8 it could be even solved, but my implementation is to poor for that
eulerscheZahl: 5 => 9 is a little better but 96% correct only, timeout
wlesavo: with bruteforce?
eulerscheZahl: beam depth 30
wlesavo: oh i see
PatrickMcGinnisII: beam decisions over one interation depth haven't worked for me, so I been experimenting with 2 ply tree cuts
PatrickMcGinnisII: I gen. depth 5, gen 2 depths for all the nodes with score>=maxscore/4, then over and over 2 ply at a time
wlesavo: if i would skip more options in bruteforce i feel like i could go deeper, but im kindof lazy to implement it, but im really surprised that bruteforce and MC is almost equal with this scoring
PatrickMcGinnisII: i do this til i gen. 20k boards total, can vary between 7 and 12 actually output moves per turn, and it still doesn't produce great results.
PatrickMcGinnisII: my current submit is only a depth 5 full gen., then once with 2-ply, outputting best score w/ a variation of euler's cell modifier
wlesavo: i was stuck at 1.3kk trying different things, until i discovered my scoring is grid(0,0)*16
PatrickMcGinnisII: ok, wow u jumped up to 17M
wlesavo: that jump is basically fixed bug, and some tuning
dbdr: wlesavo what is kk?
jacek: and kkk?
dbdr: why not M?
wlesavo: old habbit i guess
wlesavo: jacek :clap:
wlesavo: experimenting in ide is painful
darkhorse64: Trying to catch up on scoring. I am late on the party sorry. Scoring does not take into account game score but rather how tiles are arranged ? This allows for (but not only) a limited depth when searching right ?
wlesavo: darkhorse64 well i think thats what most people do, its kind of natural if you played the game by hand
darkhorse64: Yeah, I spend a few hours *cough* on this game. But when you say it, it suddenly looks obvious
darkhorse64: int64_t instead of double should cure precision problems
eulerscheZahl: my scoring says this is good :thinking: https://prnt.sc/uws9yh
wlesavo: hm, thats an idea to change scoring
PatrickMcGinnisII: in a paper i read yesterday it said the best place to have the highest number was in the 2nd position
PatrickMcGinnisII: of course that was for completely random play
PatrickMcGinnisII: i didn't try it ... yet
eulerscheZahl: that article prefers the corner for the highest number
eulerscheZahl: seems natural to me as well
PatrickMcGinnisII: omg, yup i read that one...wow, sorry brainfart
PatrickMcGinnisII: i guess I meant to keep track of 2nd and 3rd place tiles, to see if it improved
PatrickMcGinnisII: ok i suck
geppoz: I suppose that the fair game is when you don't know how next tile will spawn
geppoz: so you have to evaluate BEFORE the spawn
PatrickMcGinnisII: i took score and modified it score=score<<16+ pos0tile<<8 + pos1tile<<4 + pos2tile<<2 + pos3tile . And it improved 2.4%, but I haven't tried other ways to modify the eval
geppoz: CG varsion is a bit "cheater"
eulerscheZahl: if you don't know the next spawn, you can only print 1 action each time
eulerscheZahl: with a limit of 600 user interactions the board isn't even halfway full at that point
geppoz: y, I understand why CG is in that way
eulerscheZahl: sure, it's a different game. but given the research done on the original i don't think that's bad
jacek: 600 frame limit then why a code of ice and fire can have over 2000?
eulerscheZahl: 600 user interactions, not frames
geppoz: my program doesn't cheat (yet)
geppoz: next step is to eval with spawn ;)
eulerscheZahl: i could split the single moves into different frames too (had that at first)
eulerscheZahl: but it makes the replay loading more laggy
wlesavo: one possibility would be eulerscheZahl to display only last frames of a turn, but i guess that would ruin many things
geppoz: I didn't meant that it is not nice! :D
eulerscheZahl: that would force some rewrite to make it happen
geppoz: just saying that is different from the ones in the article
PatrickMcGinnisII: wlesavo I think he did, I think he added '-' as a modifier to supress frames
eulerscheZahl: but that - completely disables the viewer
PatrickMcGinnisII: ok, i don't think anyone needs it til u get to maybe 10M, lol
wlesavo: yeah euler, at least animation of mooves would be gone that way, and probably quite a few other things
eulerscheZahl: sure it's possible to only show the final state
eulerscheZahl: but right now the - completely blocks sending any data to the viewer
eulerscheZahl: i would have to send again compute the new state but don't update until the end
eulerscheZahl: some refactoring involved
eulerscheZahl: but feel free to fork and send me a pull request ;)
eulerscheZahl: or figure out why loading the replay takes so much time with viewer and speed it up
eulerscheZahl: that would benefit the whole website
MaliciouslyCrypticUsername: Last 8 messages from euler
eulerscheZahl: 3.5s to load my test match that isn't even that huge
eulerscheZahl: you broke my wall!
eulerscheZahl: hm, each time i call addState, it loops over all the states of taht entity within the frame to see if it's at the same time
eulerscheZahl: linear time for a list. i have a lot of states each frame
Magus: Automaton2000 AutomatonNN
AutomatonNN: go learn coding site for the first time to check if you save their bots
Automaton2000: oh what the hell is that
eulerscheZahl: oh no, the NN is back :(
PatrickMcGinnisII: AutomatonNN loves eulerscheZahl
eulerscheZahl: even when i completely disable the collision check, it takes almost the same time :(
eulerscheZahl: or maybe my logging is just wrong return directly when entering the function and still most of the time taken there
eulerscheZahl: (╯°□°）╯︵ ┻━┻
PatrickMcGinnisII: I hate the new puzzle Unique Prefixes...i did it, but i hate it
eulerscheZahl: i had a short look, didn't really try
eulerscheZahl: trie haha
PatrickMcGinnisII: Imma go do like work and stuff .. GF coming to see me after funeral for some ... 'consoling', heh
wlesavo: nice kovi
kovi: thx wlesavo
eulerscheZahl: right in the middle
jacek: only you can put fun in the funeral
jacek: AutomatonNN is it fun?
AutomatonNN: when it was in the browser contest to the next contest
Majeck: Is there any way for variables to be uppercase from the stub generator input?
Majeck: Oh never mind
Majeck: It was just in python that the stub showed it in lowercase lol
MSmits: it CG side bug
MSmits: dont worry about it
Majeck: I just finished the Network Cabling puzzle and I was wondering if someone could explain to me why the solution works
LastRick: I can try
Majeck: I mean I solved it because I saw "Median" in the tags so I thought of using that as the main_cable_y but although it works I don't understand WHY it works
Majeck: Thanks LastRick
LastRick: Did you ever draw the layout of the puzzle, say on paper?
Majeck: And I realized that the median was always the one with the lowest cable length
Majeck: But I don't understand why hahaha
LastRick: is there a pattern to the rest of the Y-locations?
Majeck: If you mean the house positions I think they're all random
Majeck: Ohhhhh do you mean a pattern in the length of the cable when you alter main_cable_y?
LastRick: Yeah, without giving away too much here in public, basically there is a relationship between pairs of Ys that becomes apparent if you sort the y distances (relative to the median)
SharpShark: Anyone did https://www.codingame.com/ide/puzzle/unique-prefixes ? I just don't understand how the last testcase is correct - https://pastebin.com/iVnFhB5V
magaiti: looks correct to me
magaiti: anything written about duplicate words?
magaiti: well i guess you have to assume duplicate words count as one for "each given" part
magaiti: "That should look familiar for those who handled switches for their command-line scripts or maintained their completion tables. "
LastRick: Yeah I completely ignored that line in the description
magaiti: with this in mind, it seems logical to assume duplicate works should have the same prefix
LastRick: I solved it the same way SharpShark did, by focusing on the solutions.
magaiti: whatever, that's how real problems are formulated any way
magaiti: real world problems
LastRick: Agree to disagree. It could have been written better.
magaiti: yeah it could have
magaiti: but it's your job to find out
LastRick: Find out what?
magaiti: everything you have to know in order to solve the problem
LastRick: Disagree. That's the submitter obligation (unless it's a reverse).
Majeck: My computer lagged
magaiti: well you see. in real world you dont have submitters. you have customers. they will do their best to describe their problem, but you can't expect a perfect description
Majeck: But on the topic of descriptions vs solutions I have a pretty strong answer
Majeck: I agree with magaiti for the most part
Majeck: In a perfect world the description would be all that is needed but we most definitely don't live in a perfect world
Majeck: For example every time I work on a school related test almost half of the work is deciphering what I'm being asked for
Majeck: Typos, the professor getting confused, black and white images, etc
SharpShark: I take this site as "from devs to public (devs)" and not "from public to devs". If devs won't show the public how it's done, it's never gonna improve and devs gonna keep complaining about incomplete inputs etc.
Majeck: For codingame I think this applies even more, usually unless it's one of the "main" puzzles, I mainly focus on the test cases instead of the description, for more than once have I found errors in it
LastRick: I'm with Sharp. I'm a developer, I am gonna to define the problem as perfectly as possible (not like a customer) and I expect submission to be held this high of standard.
Majeck: SharpShark getting payed for something MOST DEFINITELY DOES NOT follow what you're being paid to do being of quality
Majeck: Ahh weird grammar
chinaredclif: someone is good in c
chinaredclif: can help in my problem
magaiti: part of this site is meant to find employment
magaiti: sponsored contests, that "jobs" button i never touched
Majeck: Once I passed level 15 I got scared af by the pop-up telling me I could work at Google
Majeck: Or employees if you press the notification at the top that everyone's brain has filtered
Majeck: (I didn't realize it was there till I looked for it lol)
chinaredclif: who can tell me what is the method
Majeck: Anyways I think that in a perfect world the statement/description should be all that is necessary to solve a puzzle
Majeck: And I see no problem in anyone refusing a puzzle because the statement isn't clear enough
Majeck: However we can't control the past
chinaredclif: I want to store in memory my variable during my tons of input
Majeck: And in the past a lot of puzzles have been passed with incomplete/confusing statements
magaiti: if your goal is recreatoin, do what you want, no argument here
Majeck: And though it sounds harsh you usually win nothing by complaining about how things should be
Majeck: Like what I do is if it really bothers me I go and fix it
Majeck: Or bother a codingame mod till he fixes it for me lol
Majeck: I miss discussions
LastRick: Yeah, I think you have to be Level 29 to touch the puzzles. It's pretty high
Majeck: Like my monkey brain tells me that we've all been in a round table talking but in reality I'm just as lonely as ever lol
LastRick: To put that in perspective, I've solved every Easy, half the mediums and some of the remaining hard. Only level 24. I can't even look up a validator.
Majeck: LastRick yep, you can edit clashes after playing 300+ though
Majeck: Have you solved any very hard puzzles?
LastRick: Majeck, you're right, it's been a great discussion. I really enjoy this site.
LastRick: Nope, haven't gotten to those yet
Majeck: Woah LastRick you only joined in August
Majeck: And you've already finished all those puzzles?
Majeck: Are you sure you're not a robot programmed by Euler or MSmits?
magaiti: landing thing is called mars lander, duh
Majeck: Pretty sure Mars Lander - Episode 2 is A-Okay
Majeck: I think you got the negative inputs for velocity
Majeck: "hSpeed and vSpeed are the horizontal and vertical speed of Mars Lander (in m/s). These can be negative depending on the direction of Mars Lander."
Majeck: Maybe you forgot to read an input and it de-phased?
Majeck: It's happened to me before
Majeck: That's a big nono
Majeck: Don't mess with the predetermined input stub
Majeck: You can press the refresh on the top right to get the stub back
magaiti: you lose everything else tho
Majeck: Copy your code -> hit refresh -> paste your code
Majeck: And then delete the input handling of your old code
SharpShark: I mean if you finished that one you can just go there and hit "Play all testcases" again to see whether it's all gonna pass or not, right? If I'm wrong then all is gonna pass. If I'm right then your old code "won't work" anymore because of the inputs.
Majeck: They all passed
Majeck: However I did use the optimization puzzle cause I refactored it not too long ago
Majeck: And I have printerrs saying the position and stuff
Majeck: I'll test in on the original puzzle
Majeck: They also work on the original puzzle
Majeck: I think the odds are higher that you messed up rather than the code did
Majeck: Not trying to be mean
Majeck: It's just that from experience the amount of times I've blamed the code/computer/system for something vs it actually being me is pretty close to 100% hahaha
Majeck: The only time I was genuinely wtfed by the compiler was once that an int was passed by reference in C#
Majeck: It was the one and only bug I've faced by a compiler, but then I closed it and opened it again and it worked as intended
SharpShark: OK, last question (since I just tried it and it still seems weird on my end) - can it be that it's broken only for some languages? Meaning are the test cases written separately for each language (usually in that given language)? Or are they written only once (in bash or whatever)?
magaiti: input stub is written in a pseudocode
magaiti: sometimes it gets translated wierdly
magaiti: which language you are using?
magaiti: hmm, its rather popular language
magaiti: there should not be problems with input stubs there
tibu: Hello, i got some trouble with promise in js
magaiti: try rewriting your code, like reading a whole line, and then parsing it
tibu: Can someone help me how to return correctly count variable
tibu: I sent a link with the code, you can have look
Majeck: SharpShark I'd recommend just copying your code, hitting refresh and then pasting it and deleting the input handling
Majeck: I think you missed a sout or a in.nextInt()
SharpShark: If I have this as my game loop https://pastebin.com/q14cpddA the first test case returns correct debug output, second returns incorrect debug output (Y below 0).
Majeck: tibu you can copy/paste code and it will automagically generate a pastebin link
SharpShark: The second test case also says the "Warning: your code did not read all available input before printing an instruction..." which I have no idea how can happen if the first case passed without the warning.
tibu: i got confused why this function not return count correctly
Majeck: My theory was correct
Majeck: "Warning: your code did not read all available input before printing an instruction..."
Majeck: Means you printed a sout before reading all or didn't print a sout at all
Majeck: I'll check your code
magaiti: input: 7 numbers, output: 2 numbers
magaiti: some languages need extra effort to handle newlines
Majeck: magaiti's totally right
Majeck: Once in Java I remembered I did like 10 lines just to handle those screwy newlines from user input
magaiti: because in case 1 the input alignment is corrent, and for case 2 is not
Majeck: Ok SharpShark I tested it
Majeck: I know what you did wrong lol
magaiti: example you are given 7 numbers per turn, and you read 6 or 8
Majeck: There's a secret console to where codingame writes
Majeck: And if you read 6 inputs and codingame writes 7 you'll get out of sync
Majeck: In any case SharpShark rotate and power are supposed to be read last
Majeck: That should work
SharpShark: Sorry boys, I think I found it :) (And it was outside the game loop, so it wasn't in the excerpt I sent.) Premature optimization gone wrong :) (I didn't read the whole landscape since I already found a landing site, so I breaked out.) My bad!
magaiti: yeah i was thinking about that
magaiti: dont optimize input
Majeck: but but
Majeck: What I said is also valid
Majeck: Your excerpt was reading rotate and power instead of X and Y
SharpShark: It is, but wasn't the root cause of the issue (I was playing with the order because I was getting weird numbers, so I knew that I played with that, but the actual issue that lead to me playing with the input order was before the excerpt).
magaiti: just because something passes doesnt mean its correct
magaiti: garbage in - gabage out