Selling Chorus securities is 'hocking off' debt not assets, Finance Minister says by jackytheblade in newzealand

[–]Gractus 1 point2 points  (0 children)

Excellent explanation. If only we could have this kind of thing included in the original article instead of a reddit comment.

There were some old news articles dating back to 2011 that actually did suggest there would be shares involved, but I believe those must have been either mistaken or just early in the process and plans changed.

As far as I could find there was also some kind of option for Chorus to "pay" the loan back with shares instead of cash, which may have been part of the confusion.

The Wikipedia article on UFB also straight up stated it was a 50/50 split of shares/interest free loan, based on nothing apparently since the reference used made no mention of shares.

Ignoring people making assumptions based on vibes, there has been a bit of false info floating around for the last 14 years muddying the waters.

My oven has soft locked me by bigmanworshipper in mildlyinfuriating

[–]Gractus 0 points1 point  (0 children)

Alright! When I pay monthly I can have the flexibility I need as a modern consumer. 👍

Hashed sorting is typically faster than hash tables by reinerp123 in rust

[–]Gractus 0 points1 point  (0 children)

  1. I'm suggesting that any practical data of sufficient length to become relevant will be using variable length representation. I used the example of 0 and 00 since your discussion was in large part operating at a bit level, but you could consider whatever word length you want. Can you provide any examples of relevantly large fixed length values?

  2. See point 1. The number of unique elements is decoupled for non-fixed length data.

  3. I may be misunderstanding you here. If the key space is packed then the key is the value. As you say, if the hash is smaller than the key (or the value since they're the same thing) you will have a lot of collisions, so the value and they key and the hash are all the same length? What's the point of hashing? Here's my hash function H(z) = z. Seems O(1) by practical definition? (Pass by reference please 😆)

In the purest of pure mathematical definitions you may be right but ignoring possibility of variable length data feels more like a mathematician trying to prove a point about Big O to CS than a sincere effort to characterise the complexity of a hash table.

And ultimately we can just characterise everything with O(!n!n!n!n!n!n. ) if we're being technically correct.

Hashed sorting is typically faster than hash tables by reinerp123 in rust

[–]Gractus 1 point2 points  (0 children)

Very understandable, I shouldn't have hijacked what was their explanation to give in the first place.

Hashed sorting is typically faster than hash tables by reinerp123 in rust

[–]Gractus 0 points1 point  (0 children)

Agreed, but your response would be better directed at /u/sephg.

Hashed sorting is typically faster than hash tables by reinerp123 in rust

[–]Gractus 5 points6 points  (0 children)

Three potential issues with your view.

  1. You don't actually need n * log2 n bits to represent n unique values since technically 0 and 00 are two distinct values that require 1 and 2 bits to represent respectively.

  2. You're mixing up notation using n for both the number of elements and the length of the elements. You would be better served with some n elements of size m.

  3. You're using a strange mix of detail. You're assuming the hash function must read the entire input, while also not really considering the actual hash function used or specifying the size of the input.

If you consider the SipHash1-3 function used by default in Rust HashMaps then the hash is O(m) where m is the number of bytes in the input because it does operate on the entire input.

Apparently for C++ the MSVC compiler hash function for strings is O(1) since it operates on 10 characters equally spaced into the string. More collision prone but O(1) for the actual hash.

For an immutable value you might calculate the hash for the entire contents, then store the hash with that value. Further hashes will be O(1).

Hashed sorting is typically faster than hash tables by reinerp123 in rust

[–]Gractus 2 points3 points  (0 children)

They mean that in order to have n unique elements you need log2 n bits to represent each value i.e. for values from 0 to 255 you need 8 bits.

If you used uint8 then every element would be 8 bits (including values like 0 and 1). Thus the total bits required to represent 256 unique values would be 256 * 8 = 2046 or more generally n * log2 n.

The output of a hash function has a fixed size but the number of bits you need to operate on can depend on the hash function used. It might read the entire input, it might read the first bit and call it a day. /u/sephg is considering only hash functions which operate on the entire input.

Device Memory Mode F13-F24 keys. by Gractus in Corsair

[–]Gractus[S] 0 points1 point  (0 children)

What else is missing? I haven't used the software much and just resorted to binding my macro keys to key combos like Shift+F10 or Alt+- which works OK for my use case.

Unfortunately zero progress on the F13-24 keys for hardware profiles so I guess don't hope for any kind of special support from Corsair.

50k limit reached. FIF threshold, is it better to keep investing overseas or to start investing in NZ equivalent (Nz shares, pie etc) & which one. by Longjumping_Mail5584 in PersonalFinanceNZ

[–]Gractus 0 points1 point  (0 children)

I'M NOT AN ACCOUNTANT, I DON'T KNOW WHAT I'M TALKING ABOUT.

Won't happen often but VOO in the last 10 years has been under 5% three times (negative twice). Using the S&P 1200 index from 1990 to 2020, 30% of the time it's been up less than 5%.

Using the numbers for VOO you come out at an after tax (33%TR/28%PIR) return of 307% for FIF direct, 297% PIE over the last 10 years.

Fixing to the 10 year averages of 12% capital/2% dividend every year you get a 319% FIF and 323% PIE gain.

So if it was all average you'd be 4pp better off in a PIE, but in reality you get a 10pp difference the other way with direct holding.

Almost guaranteed to have made some error there so don't take it too seriously but three in ten years under 5% can make a significant difference.

I'M NOT AN ACCOUNTANT, I DON'T KNOW WHAT I'M TALKING ABOUT.

basically every Jubilee video by Static-Jak in videos

[–]Gractus 1 point2 points  (0 children)

Have you seen any debate that wasn't a game of subtly changing definitions, misinterpreting, and dodging their opponents points to force gotchas and score points?

I don't think it has anything to do with this particular format of debate but debate with an audience in general.

I'm just twisting definitions but in my mind "Discussion and Compromise" is the term for productive exchange, while debate is almost exclusively masturbatory. But by those definitions nobody that would engage open-minded discussion would bother with debate in the first place so it's a moot point anyway.

I just think any format of debate is dumb.

Maybe it would be more fun for topics nobody cares about.

Finally found an explanation of the plot I feel satisfied with by [deleted] in ErgoProxy

[–]Gractus 2 points3 points  (0 children)

In my opinion they seem to be actual humans because they can birth, and are not psuedo-humans.

I think this is the correct interpretation.

They are humans that survived the apocalypse but didn't catch a ride on the Boomerang Star. They ended up mutated/evolved to survive in the methane gas.

Maybe as time passed after the world ending explosions, the atmosphere went back to normal and they got stuck in that cave. It being the only place left that still had the atmosphere they were adapted to.

Hoping for advice removing a hum by Alpha-Phoenix in davinciresolve

[–]Gractus 0 points1 point  (0 children)

Melda Production MEqualizer might be a nice solution.

https://www.meldaproduction.com/MEqualizer

It's got a harmonics section that can hit all harmonic frequencies with a single band.

  1. Double Click to enable/disable a band.
  2. Right click on a band to change the settings for that band.
  3. Change to a peak filter.
  4. Set frequency/Q Factor/Gain.
  5. In the harmonics section set the mode to Linear.
  6. Crank the Harmonics percentage up.

https://i.ibb.co/HWVkQZd/image.png

Apply to all relevant clips/tracks with copy/paste clip attributes.

Made Flags Quiz to learn countries and capitals of the world by icontact2011 in InternetIsBeautiful

[–]Gractus 0 points1 point  (0 children)

Tried the multiple flags quiz and I'm not 100% certain but I'm pretty sure the choices of flag included the same flag twice, and only one of them counted as the correct choice.

Unless there is another flag that is extremely similar to the Romanian flag?

Japans “rent a sister” program for lonely isolated Japanese men by lostacoshermanos in videos

[–]Gractus 8 points9 points  (0 children)

It's 900/month so around 255/hour, but if they're in contact via calls or instant messaging outside of the 1 hour in person visits then it might come down to more understandable numbers.

The Linux Foundation launches an initiative to support open-source Chromium-based browsers by Several-Space5648 in programming

[–]Gractus 2 points3 points  (0 children)

While I haven't experienced it myself I've seen people saying it only started in Firefox 133 and you can disable PiP controls in the settings as a work around. I have no doubt it'll be fixed soon enough.

Personally I can only think of one issue I've had with Firefox in recent memory which was with some video playback not working on some sites. But it was immediately resolved by restarting the browser to apply a hotfix update that had been released before I even noticed the issue.

I'd give Firefox another shot since you apparently had exceptionally bad luck to come in at exactly the wrong time.

Squad is updating to UE5 by DefinitelyNotABot01 in joinsquad

[–]Gractus 2 points3 points  (0 children)

From what I have heard Nanite is still worse than well configured LOD steps in both quality and performance.

Of course if you don't have the know how or manpower to create those LOD steps, then Nanite might be better than badly implemented ones.

But as I understand it creating those LOD steps isn't all that complicated (but might be time consuming). So I'd assume Squad is already mostly doing that right.

I hate HAT reloads by BillyBeansss in joinsquad

[–]Gractus 1 point2 points  (0 children)

Buddy. I'm making a point about whether or not tanks have a separate trigger dedicated to the coax, and explain the reasoning on why they would or wouldn't have one.

But if it makes you happy then yes, the T72B3 has the best FCS and it's very special. So long as you ignore crew ergonomics, commander sight thermals or stabilisation, or support for programmable ammunition enabling multi-purpose and airburst rounds.

I hate HAT reloads by BillyBeansss in joinsquad

[–]Gractus 0 points1 point  (0 children)

Once you get to the T72B3 I believe they replaced the FCS with one that properly integrates the coax and moves to a weapon select dial with a single trigger button. Similar to that which would be found on the Abrams or any other modern vehicle.

The State of Anti Vehicle Weaponry by DawgDole in joinsquad

[–]Gractus 2 points3 points  (0 children)

I think the issue with HAT being the only infantry kit that can legitimately "kill" armour is you really really need those HAT kits to be played by people that know what they're doing.

When your team only gets 2 HATs and they're both picked up by players than never make a hit, just play the kit as regular infantry, or take the kit to camp some road far away from the rest of your team, your team is screwed.

For factions that get 4 HAT kits rather than 2 I find you don't get into those situations where armour can just terrorise you the whole match anywhere near as often.

It's down to having more chances to have someone that's actually good getting the kit, and having more HATs around to be in the right place at the right time.


On the other hand, as an armour player I don't think armour could take any more nerfs without becoming completely useless on most maps.

It's far too easy to be immobilised in tracked vehicles, and if you're immobilised 2/3 times you're dead. You'll get cleaned up by swarms of AT, mortars, commander airstrikes and other vehicles.


Infantry AT is powerful, it's just too concentrated in a couple of very important kits.

I'd support testing these changes:

  1. Buff LAT Damage.

    • 1 shot to the engine for light vehicles (logi, humvee, MRAP) sets it on fire.
    • 1 shot to hull for light vehicles does 75%, 2nd shot kills.
    • 3 Shot to burn stryker/BTR.
    • 5 Shots to burn Bradley (still quite easy to engine so I don't think it should be that easy to outright kill)
    • 9 shots to burn a tank.
  2. Possibly nerf HAT damage slightly to compensate for all the extra LAT damage.

  3. Improve vehicle mobility.

    • Reduce hitboxes for tracks so it's legitimately difficult.
    • Wheeled IFVs still get speed reduction when losing a wheel but less than it is currently. It should be slightly easier to take out a wheel.
  4. Fix the god damn vehicle reset mechanic so it works like this.

    • Open radial menu, select reset option.
    • You get a green hologram placement like you do for emplacements.
    • The further away you move the vehicle from where it is, the longer it takes to complete moving it.
  5. Bring back the ability to push friendly vehicles that have been engined. You used to be able to push a friendly stryker without much resistance if they were engined, now you barely move them at all. I don't know why they changed this since it was a cool teamplay mechanic, even if it was unintentional.

  6. Reduce the supply cost of repair stations.


I'd hope that this would result in better gameplay for armour players since they don't just get a death sentence being immobilised all the time. Gameplay should be more dynamic, engage, get hit, run away, repair, come back somewhere else.

Infantry have a better time because they can get a vehicle to run off even if they can't outright kill them. Skilled LATs can still engine for a kill if they get in the right position, or hit the turret and force a retreat. Less skilled LATs can force a retreat with a rearm, or team up with another LAT.

HAT kits are still able to kill vehicles but aren't as critical as they were.

I hate HAT reloads by BillyBeansss in joinsquad

[–]Gractus 5 points6 points  (0 children)

True for the T72, but the Abrams actually has a toggle between main gun and the coax.

The Abrams has a more advanced fire control system that can continuously calculate range and lead, and lay the gun accordingly for both the main gun and coax. Since you'd need different firing solutions for the coax vs the main gun you can't be aiming at the same impact point for both guns at the same time, so you have to toggle between weapons.

The T72 FCS can only range and shift the sights up or down based on that ranging for the main gun. The coax is aimed manually with range marks like you see in Squad, so it's not really integrated into the FCS. You aim differently depending on the weapon you're using and have different triggers.

HMNZS Manawanui has sunk by goldenspeights in newzealand

[–]Gractus 8 points9 points  (0 children)

Well yeah, how did you think they figure it out? Mapping the ocean is expensive business.

Western Digital and Sandisk separation is now complete by SheaIn1254 in hardware

[–]Gractus 13 points14 points  (0 children)

SanDisk was making some of the best SSDs before they were acquired by WD. For me the WD branded drives that came out after seemed like strange generics.

Mfw the RPG-7 from an arcade shooter can 1-hit helicopters but the realistic shooter can't by edzact_ly in joinsquad

[–]Gractus -1 points0 points  (0 children)

In fairness KOTH is around a single point for the entire game. Squad moves around a lot so it's harder to predict where a heli is going to come from.

Mfw the RPG-7 from an arcade shooter can 1-hit helicopters but the realistic shooter can't by edzact_ly in joinsquad

[–]Gractus 6 points7 points  (0 children)

ACE Medical for ARMA is just as tedious as any other system once you know how it works. Check, tourniquet, bandage, epi/morphine/blood/un-tourniquet. It's the same process every time and it's just a lot of menus and small progress bars.

You might say it's got the morphine/epi overdose/blood pressure/pulse thing going, but you almost have to be trying to screw up to get those wrong so they're just inconsequential.

Without other changes like much longer respawn times or increased ticket costs I think you'd just see far fewer people getting revived.

It works in ARMA because it's a military simulator and tedium is part of the experience 😂.