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#data array
howlingday · 2 years
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RWBY Pokémon AU
#33 - James Ironwood and Due Process
James Ironwood is the General of the Atlas Military and leader of the Atlas Elite Four. Under his training, Champions become masters of all forms of warfare. His personality is often seen as pig-headed and cold-hearted due to his objective over subjective manner of thinking. But he does have a soft heart, especially for his Pokémon.
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Due Process was once two Metang. It appears as being half shiny due to one of the Metang being shiny. The strongest and smartest Pokémon of the Elite Four, they believe they are always right, and are only wrong when the General is right.
#34 - Winter Schnee and Glaceon
Winter Schnee is leading specialist, lieutenant of the Atlas Military and Ironwood's right hand, and the second most powerful of the Atlas Elite Four. Due to her position, she is constantly sought after by suitors, though they are usually sycophants hired by her father. Aside from the General, the only other person she feels she can trust in Atlas is her Pokémon.
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Glaceon is unnamed, giving Winter a professional air to her skills as a member of the Atlas Elite Four. However, the truth is far more embarrassing because the real reason Glaceon is unnamed is due to Winter's indecisiveness for a name befitting such a wonderful companion. Glaceon was bred and trained to perfection as an Eevee, but even he has his flaws; such as flirting with every female Pokémon who looks at him.
#35 - Clover Ebi and Kingfisher
Clover didn't have to try too hard to make it to the number three spot in the Atlas Elite Four. When he's not battling or training, he can usually be found fishing outside of Mantle. Not much to catch in the freezing 9-month-long winters, but that's where he found his Pokémon.
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Kingfisher was originally Clover's rival at the fishing pond. They would often compete on who could bring in the biggest catch. Despite his dopey appearance, this Pokémon is actually quite cunning in his battles, usually using the environment to gain an edge. It's how he learned to survive the winters after all.
#36 - Penny Polendina and Data Array
Penny is the youngest member ever of any kingdom's Elite Four. She was designed to be the most perfect Grimm-killing machine, and capable of boosting morale of allies nearby. Unfortunately, she feels nothing but loneliness, her only true friend being in her Pokémon.
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Data Array was the only friend Penny had when he was a Seedot. She found him in a forest during a training exercise, and was annoyed when she wasn't scared by his surprise. This then beecame a game of him trying to scare Penny. Eventually, he evolved, looking more and more terrifying, scaring away other Pokémon and trainers. But not Penny, who simply pats his head.
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sw5w · 3 months
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Oh No! It's Bumpy Roose Into the Pit
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STAR WARS EPISODE I: The Phantom Menace - Deleted Scene: Extended Podrace Lap Two 00:52
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nintendont2502 · 21 days
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python save me. save me python
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benetnvsch · 1 year
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i love how bones always animates Kunikida with pointy lil teeths- that's so cool and sexy of them - so have this,,, crooked pointy teeth Kunikida,,,, ough yea :sadthumbsup:
(not sure if i actually like this or am just Used To It after staring at it for hours until 5 am - the sketch did not look like him SOLELY bc I couldn't draw his hair right and the smile threw me off LOL - also also,, my requests,,, are open as always- even if u sent before and haven't gotten to it yet I prommy I read and appreciate and will get to them when I have more time )
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crystalprofessor · 3 months
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headcanon; rewriting an old one I lost in the purge. (It actually does still exist on my headcanon sideblog but it's old and stinky so we're replacing it anyway.) Battling! League Rules, Pokemon Moves, and Street Battling!
All battles fall into one of two categories: League, which is anything officially regulated by the League itself, and Street, what we as players of pokémon would refer to as random trainer encounters. At least, that's the surface level definition of it. In actuality, Street Battling is more of a subculture within pokémon trainers.
"Street Battling" as a term was coined around when the modern Pokémon League and Gym System was first established, but as it encompasses basically all battles prior to that point, it goes without saying that it had existed for about as long as people have been doing competitive pokémon battling. In fact, the League—or at least the Gym and Championship system, which we'll just assume is what I mean when I say 'League' from here on out—was sort of established in response to Street Battling.
As competitive battling became more and more popular among trainers and organized competition began to take off, the League was born out of a necessity to regulate it, mainly to mitigate possible damage and injuries to participants. These standards have changed a lot since the old days, but broadly, what they define are the limits of a battlefield, definitions of what constitutes a "legal" move, restrictions on how many pokémon could battle at a time, what counts as a pokémon being incapable of battle, and so forth. You know, sports stuff. A lot of that is self explanatory, so we're gonna focus on the one that sounds the most confusing: Moves.
"Abby, don't pokémon just Inherently Know Moves?" Well, yeah, sure, but that's abstraction for the sake of a video game. (Pokémon but with Nintendogs rules where you have to reinforce what you mean by "vine whip" by saying it into the crappy little speaker repeatedly and praying your bulbasaur understands would probably get old fast.) In reality, trainers have to... well, train their pokémon. They're all capable of doing those things, obviously, but the exact conditions and circumstances under which they use them are the matter of League regulation. Basically: you can use your bulbasaur's vines to whack the other guy's pokémon, and that's a legal move called Vine Whip, but you can't use them as a tripwire. Using Ice Beam to attack another pokémon directly is fine, but using it to create a slippery surface? Illegal until relatively recently. It also puts some limits on how intense certain moves are allowed to be, such as Earthquake, in the interest of making sure spectators and trainers don't come to any harm. (Fun fact! 'Dig' was not a legal move for a surprisingly long time. It was pretty controversial when it was finally added, but nowadays you wouldn't know as it's basically a staple.)
So, in short, the league defined a number of "legal" moves usable in official battles, mainly defined by the capabilities of pokémon native to whatever region they were regulating, so on and so forth. It was pretty rudimentary in the early days, honestly, and so it didn't really take off much at first. At least not until the League started cracking down a bit more on enforcing these regulations outside of official battles in order to normalize them. Trainers battling outside of League Facilities could be hit with strikes on their trainer cards or even fines and jail time depending on the "severity". You know, like how jaywalking was a made up crime to make cars the norm. There is something to be said for the reduction of injuries after these practices became standard, but most experts nowadays agree it was pretty excessive.
Anyway, moving on, the League Standard would eventually become the accepted norm and very rarely would you see trainers deviating from them. One vs. one battles, with a restricted selection of usable moves, limitations on how much you could alter the battlefield, and predetermined boundaries for battling within. Which, in turn, made the league way more popular, because—duh, everybody already knows the rules! It lowered the barrier to entry and made the Gym Battle a standard challenge.
But you know who hates being told what to do? That's right, punk-ass teens! Well, alright, the trainers who popularized the modern Street Battle format were not, in fact, all teens, but it was associated with that sort of counterculture in the same way skateboarding was for a long time. Trainers who were frustrated with the restrictive and oftentimes repetitive nature of League Battles would host unsanctioned tournaments with looser rules (in varying degrees), oftentimes hosted in "non-standard" battlefields, such as densely forested areas, steep cliffs, back streets, and other areas with more obstacles and challenges than the League Standard open battlefield. This counterculture of "Street Trainers," as they were called, became pretty popular, even as League regulations loosened somewhat with the advancement of research and technology.
Street Battling remains a pretty popular trainer subculture and has been able to make the move to be less "underground" in the years since it originated. While the image associated with it still tends to be reckless teens breaking the rules for fun, the Street Battle scene is actually most popular with very experienced trainers looking to shake the "meta" of what does and doesn't work in League Battles and get to test the limits of their pokémons' abilities and their own skills as a trainer. Formats like double, triple, and rotation battles were officially added to most leagues after being popularized by the Street Battling community, and several facilities, like the Battle Towers, were established by the league in an interest of catering to such trainers.
Now, most Street Battle rules are completely determined by the individuals organizing tournaments, preferences of the trainers involved, the actual limitations of where they are, etc.—but there are two pretty universally accepted rules that the community abides by.
First—don't do anything that'll get you arrested and/or killed, stupid. You'd think it would go without saying, but some people need reminding. Causing any major property damage (that you'll get caught for), trespassing in actively dangerous locations (such as active construction sites), and doing any permanent harm to the other party are all examples of taboos that most seasoned street trainers will give you the boot for. (Trespassing on the whole can be a bit controversial, but most will ignore it as long as the location is confirmed to be safe. Nobody's really going to get mad for hosting your tournament in the empty husk of an old shopping mall or something as long as you keep it subtle enough that nobody's getting caught.)
Second—the only League regulation that is universally abided by is the definition of a "faint," the point at which a pokémon is no longer fit to battle. This is because the League Standard is, 100%, a pretty thoroughly-researched safety regulation. While most pokémon can, in theory, continue battling beyond the point of a faint, they absolutely should not as it risks severe and permanent harm. This is one that, if you break, you will almost certainly immediately be ejected from the group and not welcomed back. Trainers who do this are more or less blacklisted from local Street Battling communities.
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jcmarchi · 7 months
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Highest-Resolution Single-Photon Superconducting Camera - Technology Org
New Post has been published on https://thedigitalinsider.com/highest-resolution-single-photon-superconducting-camera-technology-org/
Highest-Resolution Single-Photon Superconducting Camera - Technology Org
Having more pixels in a superconducting camera could advance everything from biomedical imaging to astronomical observations.
Researchers at the National Institute of Standards and Technology (NIST) and their colleagues have built a superconducting camera containing 400,000 pixels — 400 times more than any other device of its type.
With planned improvements, NIST’s new 400,000 single-wire superconducting camera, the highest resolution camera of its type, will have the capability to capture astronomical images under extremely low-light-level conditions. Credit: Image incorporates elements from Pixabay and S. Kelley/NIST.
Superconducting cameras allow scientists to capture very weak light signals, whether from distant objects in space or parts of the human brain. Having more pixels could open up many new applications in science and biomedical research.
The NIST camera is made up of grids of ultrathin electrical wires, cooled to near absolute zero, in which current moves with no resistance until a wire is struck by a photon. In these superconducting-nanowire cameras, the energy imparted by even a single photon can be detected because it shuts down the superconductivity at a particular location (pixel) on the grid. Combining all the locations and intensities of all the photons makes up an image.
The first superconducting cameras capable of detecting single photons were developed more than 20 years ago. Since then, the devices have contained no more than a few thousand pixels — too limited for most applications.
Creating a superconducting camera with a much greater number of pixels has posed a serious challenge because it would become all but impossible to connect every single chilled pixel among many thousands to its own readout wire. The challenge stems from the fact that each of the camera’s superconducting components must be cooled to ultralow temperatures to function properly, and individually connecting every pixel among hundreds of thousands to the cooling system would be virtually impossible.
NIST researchers Adam McCaughan and Bakhrom Oripov and their collaborators at NASA’s Jet Propulsion Laboratory in Pasadena, California, and the University of Colorado Boulder overcame that obstacle by combining the signals from many pixels onto just a few room-temperature readout wires.
A general property of any superconducting wire is that it allows current to flow freely up to a certain maximum “critical” current. To take advantage of that behavior, the researchers applied a current just below the maximum to the sensors.
Under that condition, if even a single photon strikes a pixel, it destroys the superconductivity. The current is no longer able to flow without resistance through the nanowire and is instead shunted to a small resistive heating element connected to each pixel. The shunted current creates an electrical signal that can rapidly be detected.
Borrowing from existing technology, the NIST team constructed the camera to have intersecting arrays of superconducting nanowires that form multiple rows and columns, like those in a tic-tac-toe game. Each pixel — a tiny region centered on the point where individual vertical and horizontal nanowires cross — is uniquely defined by the row and column in which it lies.
That arrangement enabled the team to measure the signals coming from an entire row or column of pixels at a time rather than recording data from each individual pixel, drastically reducing the number of readout wires. To do so, the researchers placed a superconducting readout wire parallel to but not touching the rows of pixels, and another wire parallel to but not touching the columns.
Consider just the superconducting readout wire parallel to the rows. When a photon strikes a pixel, the current shunted into the resistive heating element warms a small part of the readout wire, creating a tiny hotspot. The hotspot, in turn, generates two voltage pulses traveling in opposite directions along the readout wire, which are recorded by detectors at either end.
The difference in time it takes for the pulses to arrive at the end detectors reveals the column in which the pixel resides. A second superconducting readout wire that lies parallel to the columns serves a similar function.
The detectors can discern differences in arrival time of signals as short as 50 trillionths of a second. They can also count up to 100,000 photons a second striking the grid.
Once the team adopted the new readout architecture, Oripov made rapid progress in increasing the number of pixels. Over a matter of weeks, the number jumped from 20,000 to 400,000 pixels. The readout technology can easily be scaled up for even larger cameras, said McCaughan, and a superconducting single-photon camera with tens or hundreds of millions of pixels could soon be available.
Over the next year, the team plans to improve the sensitivity of the prototype camera so that it can capture virtually every incoming photon. That will enable the camera to tackle such low-light endeavors as imaging faint galaxies or planets that lie beyond the solar system, measuring light in photon-based quantum computers, and contributing to biomedical studies that use near-infrared light to peer into human tissue.
The researchers reported their work in the Oct. 26 edition of Nature (https://www.nature.com/articles/s41586-023-06550-2).
Paper: B.G. Oripov, D.S. Rampini, B. Korzh, J. Allmaras, M.D. Shaw, S.W. Nam and A.N. McCaughan. A superconducting-nanowire single-photon camera with 400,000 pixels. Nature. Oct. 26, 2023. https://doi.org/10.1038/s41586-023-06550-2
Source: NIST
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relto · 7 months
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optimization journey: glue 10000+ arrays together for each data channel -> reduce number of array glueing required by doing 32 sequences at once -> NO array glueing at all!
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watchmorecinema · 8 months
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Normally I just post about movies but I'm a software engineer by trade so I've got opinions on programming too.
Apparently it's a month of code or something because my dash is filled with people trying to learn Python. And that's great, because Python is a good language with a lot of support and job opportunities. I've just got some scattered thoughts that I thought I'd write down.
Python abstracts a number of useful concepts. It makes it easier to use, but it also means that if you don't understand the concepts then things might go wrong in ways you didn't expect. Memory management and pointer logic is so damn annoying, but you need to understand them. I learned these concepts by learning C++, hopefully there's an easier way these days.
Data structures and algorithms are the bread and butter of any real work (and they're pretty much all that come up in interviews) and they're language agnostic. If you don't know how to traverse a linked list, how to use recursion, what a hash map is for, etc. then you don't really know how to program. You'll pretty much never need to implement any of them from scratch, but you should know when to use them; think of them like building blocks in a Lego set.
Learning a new language is a hell of a lot easier after your first one. Going from Python to Java is mostly just syntax differences. Even "harder" languages like C++ mostly just mean more boilerplate while doing the same things. Learning a new spoken language in is hard, but learning a new programming language is generally closer to learning some new slang or a new accent. Lists in Python are called Vectors in C++, just like how french fries are called chips in London. If you know all the underlying concepts that are common to most programming languages then it's not a huge jump to a new one, at least if you're only doing all the most common stuff. (You will get tripped up by some of the minor differences though. Popping an item off of a stack in Python returns the element, but in Java it returns nothing. You have to read it with Top first. Definitely had a program fail due to that issue).
The above is not true for new paradigms. Python, C++ and Java are all iterative languages. You move to something functional like Haskell and you need a completely different way of thinking. Javascript (not in any way related to Java) has callbacks and I still don't quite have a good handle on them. Hardware languages like VHDL are all synchronous; every line of code in a program runs at the same time! That's a new way of thinking.
Python is stereotyped as a scripting language good only for glue programming or prototypes. It's excellent at those, but I've worked at a number of (successful) startups that all were Python on the backend. Python is robust enough and fast enough to be used for basically anything at this point, except maybe for embedded programming. If you do need the fastest speed possible then you can still drop in some raw C++ for the places you need it (one place I worked at had one very important piece of code in C++ because even milliseconds mattered there, but everything else was Python). The speed differences between Python and C++ are so much smaller these days that you only need them at the scale of the really big companies. It makes sense for Google to use C++ (and they use their own version of it to boot), but any company with less than 100 engineers is probably better off with Python in almost all cases. Honestly thought the best programming language is the one you like, and the one that you're good at.
Design patterns mostly don't matter. They really were only created to make up for language failures of C++; in the original design patterns book 17 of the 23 patterns were just core features of other contemporary languages like LISP. C++ was just really popular while also being kinda bad, so they were necessary. I don't think I've ever once thought about consciously using a design pattern since even before I graduated. Object oriented design is mostly in the same place. You'll use classes because it's a useful way to structure things but multiple inheritance and polymorphism and all the other terms you've learned really don't come into play too often and when they do you use the simplest possible form of them. Code should be simple and easy to understand so make it as simple as possible. As far as inheritance the most I'm willing to do is to have a class with abstract functions (i.e. classes where some functions are empty but are expected to be filled out by the child class) but even then there are usually good alternatives to this.
Related to the above: simple is best. Simple is elegant. If you solve a problem with 4000 lines of code using a bunch of esoteric data structures and language quirks, but someone else did it in 10 then I'll pick the 10. On the other hand a one liner function that requires a lot of unpacking, like a Python function with a bunch of nested lambdas, might be easier to read if you split it up a bit more. Time to read and understand the code is the most important metric, more important than runtime or memory use. You can optimize for the other two later if you have to, but simple has to prevail for the first pass otherwise it's going to be hard for other people to understand. In fact, it'll be hard for you to understand too when you come back to it 3 months later without any context.
Note that I've cut a few things for simplicity. For example: VHDL doesn't quite require every line to run at the same time, but it's still a major paradigm of the language that isn't present in most other languages.
Ok that was a lot to read. I guess I have more to say about programming than I thought. But the core ideas are: Python is pretty good, other languages don't need to be scary, learn your data structures and algorithms and above all keep your code simple and clean.
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robotgirlservos · 11 months
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its a good thing I spent so much time in rain world running through the shoreline, taking pearls to moon. I ended up having to blitz through the entire section in one cycle as hunter cuz I wasn't sure if I'd get a cycle 0
I spent the rest of my time just sitting with her. I couldn't tell her but I hope she knows I'd do it again.
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forgotn1 · 1 year
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The two 8TB drives I ordered for my NAS arrive today. Got them installed pretty easily, then got started on setting them up in RAID1. It's been roughly 7 hours and the process is at a whopping 24.8% completed. I had not considered how long this would take. lol
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nekofantasia · 1 year
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I decided to give leetcode a try bc even small businesses are making tech interviews for some reason so better be good at algorithms huh...
I feel powerful solving my first problem.
However I’m at my second and I’m stuck already LOL
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Cheering and clapping! I finally have new Minecraft account set up
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sw5w · 5 months
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The Crowds are Going Nuts!
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STAR WARS EPISODE I: The Phantom Menace 01:09:39
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onlineproblems · 1 year
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i felt like i was just starting to get the hang of javascript and now i'm doing c# and it's fucking me up lol
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if you didnt get ark when it was free on steam & still want it they’re gonna have it up for free on epic games on sept 22 to sept 29
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eric2bwodr · 2 months
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https://www.futureelectronics.com/p/electromechanical--circuit-protection--tvs-diodes/sp4045-04atg-littelfuse-9097778
Silicon-avalanche diodes (SADs), Bidirectional TVS, Low Capacitance TVS
TVS DIODE 3.3V 7V 10MSOP
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