So I guess, it is notable because it shows how far coding has been industrialized; ie has been dumbed down so much that a mere bit field can be presented as some esoteric trick.
At this speed AGI is indeed around the corner :-D
Oh my god.
If I remember correctly, in the "Tia's rule" case specifically, her coworkers even defended her for the whole thing - implying of course that she was being ridiculed for this, making neither side of this story look very pretty if you ask me.
Also why people don't "RTFM". Yes, I can read through the pages of prose you wrote how you implemented e.g. bog standard role based auth. Or I can just brute force try using all the related looking commands and see what happens...
It is telling how someone can think their idea is so novel, and rather than doing research go ahead and announce it like it is something new.
Just use <bitstring.h>.
Am I the only one who was trouble parsing this sentence correctly?
If a simple bitset like this exists in a library somewhere I would love to see where! Most implementations I've seen over-complicate it for simple use cases like this.
Bunches of bit twiddling things people like to do in different places for either speed/space.
I am aware of the bithacks page, but I just found encoding the bit coordinate in the ID itself so clever.
"Lol, this is the obvious implementation."
or
"Lol, just use a boolean."
That is to say, those that might be interested would already know. I'd expect very little in between.
Fwiw, I do think noticing the id readability is notable from a reverse engineering standpoint.
There is nothing novel about this really. It's neat that it works with hexadecimal printing to directly read off the sub-limb index but honestly who cares about that.
Outside of that observation there's no advantage to 16-bit limbs and this is just a bog-standard bitset where the first k bits indicate the position within the 2^k bit limb, and the remaining bits give you the limb index.
https://github.com/jb55/oot_bitset#:~:text=Hacker%20news%20f...
As I mentioned the hexadecimal printing coincidence is a neat fact, I was just excited when clicking the link to find a novel bitset idea. In my disappointment to find the standard bitset (albeit with 16-bit limbs) I reacted a bit too harshly. And as per https://xkcd.com/1053/, just because something isn't new to me doesn't mean it's not new to anyone.
Sadly, C++ standard library API designers made it impossible to directly access the array of integers stored inside std::vector<bool>. This made serialization/de-serialization of these vectors very inefficient, sometimes prohibitively so.
It's not about the bitset itself. It's about how to organize and think about your flags.
The small visualization grid is fantastic for debugging, and the `word:bit` structure lends itself directly to organize your data in categories and display them as such.
But in retrospect, it wasn't super great if the disc or installation somehow got corrupted. You would lose your entire configuration and parking operators do not have the best IT.
This way of storing configuration was designed back in the 90s at this Company and it survived over 20 years. This was prior to this Zelda game and I never played it.
not really sure why you chose to come down the way you did, but wow, just wow.
brcmthrowaway•5h ago
dazzawazza•5h ago
It's not rocket science but this seems like a decent enough implementation of it. The number of data points rarely goes beyond thousands so compression doesn't have much value.
sandinmyjoints•3h ago
hbn•2h ago
https://github.com/zeldaret/oot/blob/4d2bc68bacdff06261f7a89...
AshamedCaptain•1h ago
I am tired of people assigning pseudo-magical properties to "decompilations" while at the same doublethinking them as a way to launder copyrighted works.
sandinmyjoints•1h ago
kvdveer•4h ago
These days storage bandwidth is the main limiter, so now compression makes sense. When storage size is the main limiter, compression is ironically not very helpful.