The "immersive experience" would have that cursor move at a solid 60FPS and negligible latency. Amiga had hardware sprites, and even software-managed sprites had comparable performance.
This tracker seems to resemble a PC tracker such as Fast Tracker II. Did Amiga play 16bit 32 channel XM files? Hardware mouse cursors on PC were fast, software (custom graphics cursors) were much slower.
Languages without tail recursion will perform worse. Memoization is borderline cheating, because it's a different implementation.
Fib is the poster boy for tail recursion but the reason for that is that recursion to implement fib is simply a bad choice. It's cute but that's about it. If the point is to measure function call overhead, then measure _that_?
But recursive Fibonacci isn't tail recursive. The final function call is to `+` (addition), which means that the two recursive calls must each be put on the stack and later returned so the sum can be computed. Tail recursion requires that there is no final operation other than exactly a single recursive call.
It can be a gateway for learning interesting things about the mechanics of a language, its compilation, and in turn how to make similar cases in other languages faster/cleaner/more-secure. e.g. why is nim so fast in this case? Is it tail call optimisation, not doing overflow checks, static inlining, or something else? Nim compiles to c to it is especially odd.
Why would languages without tail recursion optimisation perform worse when all languages use the naive implementation? It's not tail recursive, so it shouldn't make a difference, right?
The benchmark includes a C++ constexpr version, at https://github.com/drujensen/fib/blob/master/fib-constexpr.c... , with timing numbers under the section "Optimized code that breaks the benchmark" and the comment "all benchmarks will have some caveat."
Somewhat off topic, but I love the fact that the first post regarding compile-time Fibonacci in C++ was submitted in 2000, another user expanded on the original in 2008, and now it's being usefully referenced in 2018.
I stumbled across Everything2 recently, but in many ways it strikes me as a tiny bit of the golden age of the internet, unexpectedly preserved.
I've got a 10 year old who's been making a lot of stuff in Scratch since he was 6. I've been trying to think of how to phase him over to less limited languages and wasn't aware of blocklike.js, so thank you for that idea.
Having a lot of projects that you don't finish is completely normal, so don't worry about that.
The move from CRT to LCD adds a few milliseconds depending on the screen. We're so used do it by now, that typing on old hardware is almost jarring. It feels almost TOO responsive.
Theoretically, it should be possible to recompress the video back into the compressed file with no loss, provided the same codec is used, but it would be far more expensive computationally.
> Training proceeded [...] using 5,000 first-generation TPUs
> We evaluated the fully trained instances of AlphaZero against Stockfish, Elmo and the previous
version of AlphaGo Zero [...]. AlphaZero and the
previous AlphaGo Zero used a single machine with 4 TPUs.
So the 5000 TPUs processing power or energy consumption should be compared with those spent in devising Stockfish, not running it.
People have done this of course, but you cannot convince a flat earther with GoPro footage because of the fisheye lens that will allow you to film the horizon curve either way, depending on the angle.
What you'd need is a wide angle rectilinear lens not normally found on light weight cameras.
He shouldn't expect much from 1800 feet tough in terms of seeing the curvature. It won't be pronounced. I think he just wants to fly.
It's square as it's 8x8 pixels, but the pixels themselves are not. There's a difference in aspect ratio between PAL and NTSC variants, and because the C64 was usually connected to a CRT, pretty much all bets are off.
But it feels kinda wrong to have that mouse cursor and have it not move perfectly smooth.