2024/11/07

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2024-11-07 16:37:32 +0100housemate(~housemate@146.70.66.228) housemate
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2024-11-07 16:31:27 +0100Sgeo(~Sgeo@user/sgeo) Sgeo
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2024-11-07 16:28:11 +0100AlexZenon(~alzenon@178.34.160.231)
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2024-11-07 16:26:02 +0100CoolMa7(~CoolMa7@95.91.137.87) CoolMa7
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2024-11-07 16:23:00 +0100AlexNoo_AlexNoo
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2024-11-07 16:18:18 +0100gentauro(~gentauro@user/gentauro) gentauro
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2024-11-07 16:13:33 +0100euleritian(~euleritia@ip4d16fc38.dynamic.kabel-deutschland.de)
2024-11-07 16:13:09 +0100euleritian(~euleritia@dynamic-176-006-131-038.176.6.pool.telefonica.de) (Read error: Connection reset by peer)
2024-11-07 16:12:52 +0100housemate(~housemate@146.70.66.228) housemate
2024-11-07 16:12:44 +0100JuanDaugherty(~juan@user/JuanDaugherty) (Quit: JuanDaugherty)
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2024-11-07 16:07:29 +0100 <EvanR> godot game engine uses umteen hashtables per second for every little thing and while it's "fast enough" you have to wonder about the cost of all that hashing
2024-11-07 16:07:09 +0100housemate_(~housemate@146.70.66.228) housemate
2024-11-07 16:06:12 +0100 <EvanR> like you ignore n so large that you exit the actual ram and enter into cloud storage
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2024-11-07 16:05:27 +0100 <EvanR> the O(1) O(log n) etc is always subject to a degree of handwaving when applied to real life, where you ignore enough real details so, abstraction activates, and your curve fits
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2024-11-07 15:57:36 +0100cyphase(~cyphase@user/cyphase) cyphase
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