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Posted on 19-07-17, 18:34 in It's not a bug, it's a feature!
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Post: #301 of 599
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Good question. Where *does* it page the applications into and out of like crazy?
Posted on 19-07-17, 20:31 in It's not a bug, it's a feature!
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Post: #302 of 599
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Posted by sureanem
To where they're stored on the disk. These are applications, so its layout in RAM can be perfectly reconstructed from the executable.
I'm sorry, what? What about variable data? What about dynamically-allocated memory?

Actually, don't bother trying to answer that.
Posted on 19-07-17, 21:23 in It's not a bug, it's a feature!
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Post: #303 of 599
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To/from the original EXE on disk, you say?

That's not "swapping" though. That's purging. I see it in my favorite early 90s DOS game engine SCI all the time: when the game runs short on memory (of which it has a limited amount easily measured in megabytes), it'll start unloading assets that were previously loaded. The next time that particular asset is required again, the dance repeats. Importantly, these assets do not change. Simply unloading them loses the game nothing and earns it a few precious KB to fit the stuff it needs right now. Now, script assets are a slightly different matter considering they have variables. That's why their variables are stored in a totally different piece of memory and have to be manually unloaded by the script. I think Windows can do the same trick with program resources and I hope to Fruit Jesus you understand what I mean by "resources".

And that's purging. Very destructive, and that's why we only do it for immutable data. What you describe is removing the static code and data segments of applications -- the parts that don't change -- from RAM, and having them reloaded when needed. That's purging.

Swapping is taking entire pages of RAM, writing them to the swapfile with some bookkeeping notes ("which page # was it" and such) to make room for new stuff, be it all-new allocations, or pages that have to be swapped in. The contents of these pages worth of RAM don't matter much -- they could be program images including their BSS segments, they could be mallocs, it doesn't matter. If a page isn't locked, it's eligible for swapping.

Are we clear on the long-established meanings of these words?
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Post: #304 of 599
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I'd damn well hope so considering the amount of research time I put in that post.
Posted on 19-07-22, 16:05 in Ternary chips incoming?
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Post: #305 of 599
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Don't be silly, tomman. If it's balanced there's still no two.
Posted on 19-07-23, 17:37 in Blackouts
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Post: #306 of 599
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I'm posting this through elinks right now and did you know it can handle table-based layouts? "The visible portion" may very well include bits from the very end of the file. The big savings come from the lack of images and (in my case at least) Javascript support.
Posted on 19-07-25, 14:36 in What is input prediction?
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Post: #307 of 599
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Predictive typing.
Posted on 19-07-28, 20:25 in Games You Played Today REVENGEANCE
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Post: #308 of 599
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What in the perfectly understandable fuck does any of that have to do with sharing which games you've played in the last 24 hours?!
Posted on 19-07-28, 22:16 in Games You Played Today REVENGEANCE
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Post: #309 of 599
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Posted by sureanem
People complaining about derailed threads? On my BBoard?
Well, it's actually mine but yeah, more likely than you'd think.
Posted on 19-07-29, 11:00 in Ubuntu: x86_32 is dead because WE SAY SO!
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Post: #310 of 599
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Hey what are you talking about?
Posted on 19-07-31, 16:41 in Ubuntu: x86_32 is dead because WE SAY SO!
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Post: #311 of 599
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Posted by sureanem
hardly anyone plays offline anyway
Hi, my name is Kawa. I vastly prefer to play by myself because Hell is other people, and I am hardly anyone.
Posted on 19-07-31, 20:58 in Ubuntu: x86_32 is dead because WE SAY SO!
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Post: #312 of 599
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Posted by tomman
Some have Steamworks, but will work fine even if Steam is not installed (you just won't get your 'cheevos and cloud saves).
Starbound, for example. No cheevos or Workshop mods, but the Workshop is not the only way to acquire and install mods.
Posted on 19-07-31, 23:37 in Ubuntu: x86_32 is dead because WE SAY SO!
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Post: #313 of 599
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For crying out loud, even my fictional alien species' fictional computers have at least three UI modes, and one of them is specifically for small touchscreens!

And no bloody holograms!
Posted on 19-08-01, 07:40 in I have yet to have never seen it all.
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Post: #314 of 599
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Ironically, the buses are less crazy.
Posted on 19-08-01, 18:15 in amethyst (text editor)
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Post: #315 of 599
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Did you seriously just suggest byuu use a different GUI toolkit? You did not just do that!
Posted on 19-08-01, 22:18 in amethyst (text editor)
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Post: #316 of 599
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You do realize you're talking about byuu here, right?
Posted on 19-08-02, 14:16 in amethyst (text editor)
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Post: #317 of 599
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Is it broken if it's by the man who came up with it in the first place?

http://info.cern.ch/hypertext/WWW/TheProject.html

Note how the header element in this page is today's head.
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Post: #318 of 599
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So lemme get this straight.

The right button is A on SNES, B on Xbox, and on Playstation. You want a Playstation game to see B as , because the placement matches, but a SNES game to see B as B, the bottom button... because the symbols match?

That doesn't strike me as very logical, to be honest.
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Post: #319 of 599
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But when you play a Playstation game the prompts still wouldn't match the actual buttons.
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Post: #320 of 599
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Thus confirming you're just being weird.

I for one don't usually play Playstation games, and when I emulate a console I prefer the keyboard. Because I too am weird. I only have a controller here to test support in my own work, and the only reason it has the XBox face button layout is because XInput is love.
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