@Ti_Ka@lemmy.blahaj.zone avatar

Ti_Ka

@Ti_Ka@lemmy.blahaj.zone

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(Newbie question) Did i handle my system crashing correctly?

Ive just installed Linux (Fedora 40 KDE) on my main PC over the weekend, so im a complete newbie and i apologize if some of my questions are nonsensical 😅. Yesterday evening the system seemed to completely lock up at a certain point while playing Red Dead Redemption 2 for the first time (installed & run via steam using proton...

Ti_Ka, (edited )
@Ti_Ka@lemmy.blahaj.zone avatar

Thanks for the link! I managed to set up sysrq with it, which might have saved me from reinstalling steam when the crash occurred the second time (see the update in my post).

Ti_Ka,
@Ti_Ka@lemmy.blahaj.zone avatar

It’s fixed in 6.8.10 and 6.9 if you have the ability to upgrade to those.

Honestly idk how id even begin to do that lol, and id also maybe rather not start my first week of linux use by immediately trying to change the kernel version on my own XD (either down or up). I did hear about an issue with rdr2 and kernel 6.8.9 from a reddit post which i found through someone writing about problems with the game on its protondb page. But i thought i was fine as my game worked normally until i encountered the crash & because the reddit and protondb post say its solved by enabling rebar which (iirc) i already have.

However idk if that reddit posts issue is the same/related to the one you linked. Since the rest of the game and my system seem to be mostly fine i think ill either just not play the game or specifically avoid the cutscene when i do (its in an optional quest luckily). And then ill maybe return to it after the updated kernel arrives on fedora to see if it solves the crash or not.

Ti_Ka,
@Ti_Ka@lemmy.blahaj.zone avatar

Thanks for the detailed explanation on the sysreq keys & when & how to use them for unlocking a frozen system :D. Also for the systemctl bit because i wasnt even sure what to do if i had gotten to a console lol.

Ti_Ka,
@Ti_Ka@lemmy.blahaj.zone avatar

I feel like this isn’t quite fair to math, most of these can apply to school math (when taught in a very bad way) but not even always there imo.

Its true that math notation generally doesn’t give things very descriptive names, but most of the time, depending on where you are learning and what you are learning, symbols for variables/functions do hint at what the object is supposed to be E.g.: When working in linear algebra capital letters (especially A, B, C, D as well as M) are generally Matrices, v, w, u are usually vectors and V, W are vector spaces. Along with conventions that are largely independent of the specific math you are doing, like n, m, k usually being integers, i or j being indices, f and g being functions and x, y, z being unknowns.

Also math statements should be given comments too. But usually this function is served by the text around the equations or the commentary given along side them, so its not a direct part of the symbolic writing itself (unlike comments being a direct part of source code). And when a long symbolic expression isn’t broken up or given much commentary that is usually an implicit sign that it should be easy/quick for the reader to understand/derive based on previously learned material.

Finally there’s also the Problem with having to manipulate the symbols. In Code you just write it and then the computer has to deal with it (and it doesn’t care how verbose you made a variable name). But in math you are generally expected to work with your symbolic expressions and manipulate them. And its very cumbersome to keep having to rewrite multi-letter names every time you manipulate an expression. Additionally math is still generally worked on in paper first, and then transferred into a digital/printed format second, so you can’t just copy + paste or rely on auto completion to move long variable names around, like you might when coding.

Ti_Ka,
@Ti_Ka@lemmy.blahaj.zone avatar

Where is this from?

I love seeing conspiracy/crank types do anything with math.

Ti_Ka,
@Ti_Ka@lemmy.blahaj.zone avatar

I’m still curious as to whether there’s an easier way to do this than simply updating the global position, by script, to match the pose’s.

I’m not sure if this is what you want but maybe you could use the BoneAttachment3D Node?

Ti_Ka,
@Ti_Ka@lemmy.blahaj.zone avatar

Wow thanks for the quick and detailed answer :D. Ive used a variation of the autoload script you provided and it works great.

on my machine it corresponds to the window order in the taskbar.

I tried that at first too but its not very reliable on my machine and it seem they can be in any order on my taskbar.

(I actually went back and checked now that i can easily tell which one it is and it appears like it is often, but not always, the one last in my taskbar (out of 3 open instances). ~30%-50% of the time it can also be the second to last one and i recall it even being the first one in the taskbar at least once)

Are Transform3D's commutative?

As in, for any two Transform3D objects A and B i might encounter does Godot (4.1) always return A * B == B * A as true? Alternatively is it approximately commutative, ie (A * B).is_equal_approx(B * A), in case there are situations where floating point imprecision messes the exact equality up.

Ti_Ka, (edited )
@Ti_Ka@lemmy.blahaj.zone avatar

Ok so it seems like they don’t commute? I asked the question in part because i wanted to do something like:

<pre style="background-color:#ffffff;">
<span style="color:#323232;">const base_transform : Transform3D = <some transform>
</span><span style="color:#323232;">
</span><span style="color:#323232;">func get_base_transform(node : Node3D) -> Transform3D:
</span><span style="color:#323232;">    return node.transform * base_transform
</span><span style="color:#323232;">
</span><span style="color:#323232;">func set_base_transform(node : Node3D, transform : Transform3D) -> void:
</span><span style="color:#323232;">    node.transform = base_transform.affine_inverse() * node.transform
</span>

and i wanted to be sure that if i do set_base_transform(some_node, some_transform) i’d be guaranteed to get that get_base_transform(some_node) == some_transform afterwards. But when i tried it the above code did not work out, at least i didnt get the result i expected. But when i flipped it so that set_base_transform did node.transform = node.transform * base_transform.affine_inverse() instead it did work out. Its still not hard proof though, maybe something else was messed up the first time, or it only looks like it works now and i’ll discover the transform still isn’t what i wanted it to be. Or they do commute but only under some constriction like no scale on any axis or something and i just happened to fulfill it with all the ones i used in my test.

So it would still be good to know for sure whether/when Transform3D’s commute.

EDIT: I accidentally wrote the first line wrong, it said that they do commute. When actually the experience i had with it working only after both functions did their multiplications in a compatible order should indicate that they don’t commute.

Ti_Ka,
@Ti_Ka@lemmy.blahaj.zone avatar

Oh wow you actually got pretty close then XD. It's not a Hotline Miami like game but the code is indeed for cocking a gun (or rather for playing the sound for it).

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