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(no subject) [Apr. 10th, 2007|11:51 am]
intergamer

[org  100h]
[segment  .text]
SCREEN      equ                  160
PIXBUF      equ                  204h
                  mov                  al,13h
                  int                  10h
                  push                word  0A000h
                  pop                  es
                  mov                  ax,cs
                  add                  ah,10h
                  mov                  fs,ax
                  xor                  cx,cx
PAL1          mov                  dx,3C8h
                  mov                  ax,cx
                  out                  dx,al
                  inc                  dx
                  sar                  al,1
                  js                    PAL2
                  out                  dx,al
                  mul                  al
                  shr                  ax,6
                  out                  dx,al
PAL2          mov                  al,0
                  out                  dx,al
                  jns                  PAL3
                  sub                  al,cl
                  shr                  al,1
                  out                  dx,al
                  shr                  al,1
                  out                  dx,al
PAL3          mov                  bx,cx
                  mov                  [fs:bx],bl
                  loop                PAL1
TEX            mov                  bx,cx
                  add                  ax,cx
                  rol                  ax,cl
                  mov                  dh,al
                  sar                  dh,5
                  adc                  dl,dh
                  adc                  dl,[fs:bx+255]
                  shr                  dl,1
                  mov                  [fs:bx],dl
                  not                  bh
                  mov                  [fs:bx],dl
                  loop                  TEX
                  fninit
                  fldz
MAIN          add                  bh,8
                  mov                  di,PIXBUF
                  fadd                dword  [byte  di-PIXBUF+TEXUV-4]
                  push                di
                  mov                  dx,-80
TUBEY        mov                  bp,-160
TUBEX        mov                  si,TEXUV
                  fild                word  [byte  si-TEXUV+EYE]
                  mov                  [si],bp
                  fild                word  [si]
                  mov                  [si],dx
                  fild                word  [si]
                  mov                  cl,2
ROTATE      fld                  st3
                  fsincos
                  fld                  st2
                  fmul                st0,st1
                  fld                  st4
                  fmul                st0,st3
                  fsubp              st1,st0
                  fxch                st0,st3
                  fmulp              st2,st0
                  fmulp              st3,st0
                  faddp              st2,st0
                  fxch                st0,st2
                  loop                ROTATE
                  fld                  st1
                  fmul                st0,st0
                  fld                  st1
                  fmul                st0,st0
                  faddp              st1,st0
                  fsqrt
                  fdivp              st3,st0
                  fpatan
                  fimul              word  [si-4]
                  fistp              word  [si]
                  fimul              word  [si-4]
                  fistp              word  [si+1]
                  mov                  si,[si]
                  lea                  ax,[bx+si]
                  add                  al,ah
                  and                  al,64
                  mov                  al,-5
                  jz                    STORE
                  shl                  si,2
                  lea                  ax,[bx+si]
                  sub                  al,ah
                  mov                  al,-16
                  jns                  STORE
                  shl                  si,1
                  mov                  al,-48
STORE        add                  al,[fs:bx+si]
                  add                  [di],al
                  inc                  di
                  inc                  bp
                  cmp                  bp,160
EYE            equ                  $-2
                  jnz                  TUBEX
                  inc                  dx
                  cmp                  dx,byte  80
                  jnz                  TUBEY
                  pop                  si
                  mov                  di,(100-SCREEN/2)*320
                  mov                  ch,(SCREEN/2)*320/256
                  rep                  movsw
                  mov                  ch,SCREEN*320/256
BLUR          dec                  si
                  sar                  byte  [si],2
                  loop                BLUR
                  in                    al,60h
                  cbw
                  dec                  ax
                  jnz                  near  MAIN
                  mov                  al,03h
                  int                  10h
                  db                    41,0,0C3h,3Ch
TEXUV        db                    "baze"
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(no subject) [Mar. 12th, 2007|06:08 am]
intergamer
I wrote this obfuscated scheme program. It's beyond obfuscated actually, it's really just silly. Don't even try to figure out what it's doing, I promise it's not worth your time.

(require (lib "list.ss"))
(define (g n) (if (> n 11) '() (cons n (g (+ n 1)))))
(define (h n) (or (< n 4) (odd? n) (> (/ (log n) (log 3)) 2)))
(define (i n) (foldr string-append "" (map number->string (map char->integer (string->list n)))))
(define (j n) (if (equal? n "") '() (cons (substring n 0 2) (j (substring n 2 (string-length n))))))
(define (k n) (map (lambda (m) (map (lambda (o) (- (char->integer o) 48)) (string->list m))) n))
(for-each (lambda (x) (display (integer->char x))) (map (lambda (l) (+ 106 (apply * (map (lambda (x)
(list-ref (filter h (g -1)) x)) l)))) (k (j (i "ƤMôF<Į^ǂĝŴ")))))
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(no subject) [Feb. 25th, 2007|08:14 pm]
intergamer
http://www.youtube.com/watch?v=MiMWJ1xBo8w&mode=related&search=
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How to “Look Strong” while Climbing Indoors: [Feb. 25th, 2007|08:14 pm]
intergamer
Wednesday, February 21, 2007

http://northeastclimbing.blogspot.com/
posted by David Wetmore

How to “Look Strong” while Climbing Indoors: A Four Step Guide To Success

Is your level of climbing not quite up to expectations? Feeling down and insignificant due to your inability to crush? If you have been desperately searching for a few quick, easy ways to step up your climbing game, then look no further! This simple guide will make you look and feel like the strong climber you have always dreamed to be. The ladies will be swooning over your every step, eagerly waiting for the chance to say hello as you confidently stroll on by to the next boulder problem…

Step 1: Essential Outfitting
1. Go to the nearest REI or EMS to purchase a brand new pair of Prana pants. This will give you a dashing Chris Sharma look. Fold the bottom pant legs over ever-so-slightly because that is what Chris does.
2. Buy a colorful chalk bag, but be sure to have at least one Metolius brush in the side pocket. Sophistication is essential.
3. Don’t bother purchasing a T-Shirt, they only inhibit your ability to show off the guns. Showing off the guns while climbing is a must.
4. Do not take your shirt off until you have developed a slight sweat. A moist, wet body will make you look more defined.
5. If your feeling overly rambunctious, buy a Beanie. Any good climber knows that Beanie’s make you climb harder than a gosh darn steel monkey.

Now your ready to hit the gym harder than ever before! Make sure your hair is slightly disheveled upon entering. This will give you the rugged, hardened look of a true outdoor climber as opposed to the quintessential gym rat. Abstaining from shaving also helps achieve such an appearance.

Step 2: Pre-Session Rituals
1. After quickly flashing your membership card at check in, throw your North Face backpack down on the gym floor with some authority to show everyone that you mean business. Remember, climbing is not about having fun, it’s about climbing hard.
2. Proceed with an utterly ridiculous stretching routine. I’m talking about stretches that would scare the pants off a yoga instructor. This will intimidate other fellow climbers and entice the ladies to join in. Perfect.
3. Find the rings and do some pull-ups with a very serious face. Lets face it, serious is just plain sexy. Take Zoolander's Magnum pose for instance. Untouchable.
4. Tape up all your fingers with as much tape as possible. This just says, “Bad-ass”.
5. Lots of pre-climbing push ups will not only warm you up, but will also pump up your chest so that when it comes time to take the shirt off, you will be primed and ready to go. Once again... you must remember that its all for the female foxes of the climbing world.
6. When warming up on the actual wall, remember to keep your sneakers on. Hard climbers do not wear rock climbing shoes on easy problems. Please.

Now don't get too antsy just yet! You are almost there young Jedi, but first you must learn the ways of the climber discourse.

Step 3: Hip Lingo
1. When others are climbing shout things like, “Stay tight!” and “Breath dude!” or my personal favorite, “Solid man! So solid!”. Try to be as genuine as possible in these remarks even if you couldn't possibly care less.
2. Make sure to spray as much “beta” as possible. This means telling as many people as possible how you climbed a certain problem. You can say things like, “Oh, I used a toe hook there, but that’s just they way I did it. I haven’t seen anyone else do it that way.”
3. It is crucial not to tell the boulderer exactly how you completed the problem, but be confident in your explanation so that it sounds like you truly wish to help. Being ambiguous will make it harder for a repeat.
4. While resting in between problems, tell others about past road trips and particulary difficult sends. The stories and sends can be entirely fabricated. The only limit is your imagination!

You have now reached bonnified stud-muffin status. Time to crush…

Step 4: Fundamental Rules of Crushing
1. Be sure to intermittently grunt and growl while climbing to make the problem look harder than it really is.
2. Whenever possible, preview certain problems the night before a training session. When you come in with your partners, pretend as though you have never seen the problems before, asking questions like "Damn, who put this monster up?" and "I guess I'll give it a try." Meanwhile, you should have each sequence dialed and ready to fire. Fake onsighting is a clear indication of a seasoned climber.
3. After grabbing the finishing jug, do a pull-up accompanied by a small grunt before dropping to the ground. This will surely get the babes to turn their heads your way. Remember, it's all about the babes.
4. Use as many figure 4's as possible. The more unnecessary the figure 4, the better. In fact, make sure your technique is as obnoxious and absurd as possible. Useless heal hooks work perfect in this respect. Basically, just climb like a Frenchman.
5. Once you are back on the ground nonchalantly tell everyone who was watching that “It was super easy. Definitely soft for the grade.” This will make you look cooler than the far side of the moon.
6. If you fall, you can blame it on a number of different things: shoes, chalk in the eye, the spotter, greasy holds, Dave Wetmore, or even a bee sting.
7. Do a double-dyno. This will make your babe's heart stop for a moment.
8. But do not fall. Strong climbers don’t do such things.
9. If you do happen to commit this sin, remember to say, "I'll get it next time." You are allowed to use this phrase indefinately. You can also say, "I did this problem last night when you weren't here. Seriously."

Now you have what it takes to truly be a strong indoor climber! And if you are daring enough, you may even be able to apply these principles to the foreign world of outdoor climbing, a mysterious and ominous place that could be potentially fun and challenging.

Who climbs outside anyway?

Keeps on crushing!
posted by David Wetmore
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schedule for winter/spring [Jan. 4th, 2007|07:03 pm]
intergamer
IAP

2.993 - Special Topics in Mechanical Engineering - The Art and Science of Boat Design
Mon Jan 22 thru Fri Jan 26, 09:30am-03:30pm, N51-160
Sponsored by MIT Museum, Department of Mechanical Engineering - Center for Ocean Engineering and Department of Architecture. This course teaches the fundamental steps in traditional boat design and will demonstrate connections between craft and modern methods. Instructors will provide vessel design orientation prior to carving your shape ideas in the form of a wooden half-hull model. Experts will teach you the traditional skills of visualizing and carving your model in this phase of the class. After the models are completed, a practicing naval architect will guide students in translating shape from models into a lines plan. The final phase of the class will be a comparative analysis of the designs generated by the group.

11.186 - Special Studies in Urban Studies and Planning - Economic Development Planning Skills
Tue Jan 16 thru Fri Jan 19, 10am-12:30pm, 3-401
This course develops basic skills in analytical tools used for economic development planning. It is designed to prepare students for more advanced coursework in economic development, especially 11.438 "Economic Development Planning" and 11.439, "Revitalizing Urban Main Streets." Topics will include economic data sources, economic base and performance analysis, location quotients, shift-share analysis, retail market analysis, industry and cluster analysis, and assessing economic resources and assets.

DAPER Top Roping MetroRock - R 1-5

MITOC Winter School - TR 6.5-9, weekends

Spring 2007

8.224 - Exploring Black Holes: General Relativity and Astrophysics
Lecture: W EVE (7-8.30 PM) (2-131) Recitation: F2.30-4 (2-131)
Study of physical effects in the vicinity of a black hole as a basis for understanding general relativity, astrophysics, and elements of cosmology. Extension to current developments in theory and observation. Energy and momentum in flat space-time; the metric; curvature of space-time near rotating and nonrotating centers of attraction; trajectories and orbits of particles and light; elementary models of the Cosmos. Weekly meetings include an evening seminar and recitation. The last third of the semester is reserved for collaborative research projects on topics such as the Global Positioning System, solar system tests of relativity, descending into a black hole, gravitational lensing, gravitational waves, Gravity Probe B, and more advanced models of the cosmos.

14.573J Cities and Regions: Urban Economics and Public Policy
Lecture: TR2.30-4 (E51-063) +final
The theory of urban land and housing markets, and the spatial development of cities. The roles played by transportation systems and local governments in shaping urban location patterns. Interregional competition, economic development, and the migration of labor and capital.

6.033 Computer System Engineering
Lecture: MWF2 (32-123) Recitation: TR10 (34-303) or TR11 (34-303, 34-304) or TR12 (34-303, 34-304) or TR1 (34-303, 34-304) or TR2 (34-303, 34-304) +final
Topics on the engineering of computer software and hardware systems: techniques for controlling complexity; strong modularity using client-server design, operating systems; performance, networks; naming; security and privacy; fault-tolerant systems, atomicity and coordination of concurrent activities, and recovery; impact of computer systems on society. Case studies of working systems and readings from the current literature provide comparisons and contrasts. Two design projects. Students engage in extensive written communication exercises.

6.115 Microcomputer Project Laboratory
Lecture: TR1 (34-101) Recitation: W3 (34-101)
Introduces the analysis and design of embedded systems. Microcontrollers provide adaptation, flexibility, and real-time control. Emphasis placed on the construction of complete systems, including a five-axis robot arm, a fluorescent lamp ballast, a tomographic imaging station (e.g. a CAT scan), and a simple calculator. A wide range of basic tools are introduced, including software and development tools, peripheral components such as A/D converters, communication schemes, signal processing techniques, closed-loop digital feedback control, interface and power electronics, and modeling of electromechanical systems. Students complete a sequence of assigned projects, followed by a final project of the student's choice, emphasizing creativity and uniqueness.

18.312 Algebraic Combinatorics
Lecture: MWF1 (2-102)
Applications of algebra to combinatorics and conversely. Topics include enumeration methods, partially ordered sets and lattices, matching theory, partitions and tableaux, algebraic graph theory, and combinatorics of polytopes.

18.405J Advanced Complexity Theory
Lecture: MW11-12.30 (26-322)
Current research topics in computational complexity theory. Nondeterministic, alternating, probabilistic, and parallel computation models. Boolean circuits. Complexity classes and complete sets. The polynomial-time hierarchy. Interactive proof systems. Relativization. Definitions of randomness. Pseudo-randomness and derandomizations. Interactive proof systems and probabilistically checkable proofs.
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(no subject) [Oct. 6th, 2006|04:14 pm]
intergamer
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(no subject) [Oct. 3rd, 2006|08:27 pm]
intergamer
http://sports.espn.go.com/espn/eticket/story?page=leyland&lpos=spotlight&lid=tab6pos1
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(no subject) [Sep. 10th, 2006|02:32 pm]
intergamer
http://www.theonion.com/content/node/52324
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(no subject) [Aug. 21st, 2006|02:47 am]
intergamer
http://www.detroitblog.org/?m=200602
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(no subject) [Aug. 21st, 2006|02:37 am]
intergamer


The sun sets for the last time on Hudson's Department Store - 1998
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(no subject) [Aug. 21st, 2006|02:10 am]
intergamer
My dad was a good sailor when he was younger - if you walk into yacht clubs around michigan they still have trophies with his name on them. Anyway he was commodore of the detroit boat club back in the day... its the oldest yacht club in the US, but now its completely dilapidated; for the most part it was closed and things stowed away in the late 80s. in large part it represents what's happened to detroit since the race riots, it was a monument to the greatness of the city.
I recently found this thread online just now that talks about how it used to be, and it mentions my dad and some other families that i'm aware of
http://atdetroit.net/forum/messages/6790/7611.html?1153940526

It's weirdly nostalgic even though i was never there. makes me want to make detroit better
maybe someday that time will come.. until then the detroit boat club at least lies dormant waiting for something or someone to come along
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(no subject) [Aug. 21st, 2006|01:38 am]
intergamer
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(no subject) [Aug. 11th, 2006|06:23 pm]
intergamer
http://www.deviantart.com/deviation/34244097/
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(no subject) [Aug. 8th, 2006|05:48 pm]
intergamer
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my new sandwich [Aug. 8th, 2006|05:07 pm]
intergamer
From Lassen & Hennings in Brooklyn Heights

Salmon, Beets, Lettuce, Tomato, Balsamic vinegar, Mustard & Mayonnaise, on a Roll
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(no subject) [Jul. 31st, 2006|08:09 pm]
intergamer
http://www.markta.co.uk/tennis/
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(no subject) [Jul. 29th, 2006|11:51 am]
intergamer
http://www.newscientistspace.com/article.ns?id=dn9620&feedId=online-news_rss20
http://video.google.com/videoplay?docid=-1123221217782777472
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(no subject) [May. 28th, 2006|08:18 pm]
intergamer
http://www.aed.org/ToolsandPublications/upload/conquerMIT.pdf
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Junior/Senior Year at MIT [May. 24th, 2006|07:53 pm]
intergamer
Well, I'm halfway done with this place.

Fall 06:
6.003 Signals & Systems
6.034 Artificial Intelligence
6.170 Software Engineering Lab
14.04 Intermediate Microeconomic Theory

Spring 07:
18.177 - Stochastic Analysis, or Theory of Large Deviations
18.405J - Advanced Complexity Theory
8.224 - Exploring Black Holes: General Relativity and Astrophysics (PDF)
6.033 - Computer System Engineering
6.115 - Microcomputer Project Laboratory

Fall 07:
6.013 - Electromagnetics and Applications
8.286 - The Early Universe (PDF)
14.05 - Intermediate Applied Macroeconomics
14.582 - International Economics II
14.416 - Introduction to Financial Economics
6.UAT - Preparation for Undergraduate Advanced Project

Spring 08:
6.011 - Introduction to Communication, Control, and Signal Processing
8.251 - String Theory for Undergraduates (PDF)
14.573J - Urban Economics and Public Policy
14.70J - Medieval Economic History in Comparative Perspective
6.UAP - Undergraduate Advanced Project
Recitation Instructor for 18.***

Need: Petition 6.042J, Substitute 18.440 & 18.445 for 14.30 (check)

Completed:
----------------------------
3.091: Introduction to Solid-State Chemistry
3.A23: Seminar in Ancient Engineering
6.001: Structure and Interpretation of Computer Programs
6.002: Circuits and Electronics
6.004: Computation Structures
6.840J: Theory of Computation
7.012: Introductory Biology
8.01: Physics I
8.022: Physics II
9.00: Introduction to Psychology
14.01: Principles of Microeconomics
14.02: Principles of Macroeconomics
14.12: Economic Applications of Game Theory
15.975: The Nuts and Bolts of Business Plans
15.976: Starting and Building a Successful Technology-Based Company
21F.059: Paradigms of European Thought and Culture
18.01: Calculus I
18.02: Calculus II
18.03: Differential Equations
18.100B: Analysis I
18.314: Combinatorial Analysis
18.404J: Theory of Computation
18.440: Probability and Random Variables
18.445: Introduction to Stochastic Processes
18.781: Theory of Numbers

General AP Credit: 27 units
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(no subject) [Apr. 20th, 2006|02:14 am]
intergamer
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(no subject) [Apr. 11th, 2006|03:41 pm]
intergamer
You are Slackware Linux. You are the brightest among your peers, but are often mistaken as insane.  Your elegant solutions to problems often take a little longer, but require much less effort to complete.
Which OS are You?
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(no subject) [Apr. 8th, 2006|01:31 pm]
intergamer
Verse I
Arise children of our fatherland,
The day of glory has arrived!
Against us, tyranny,
Has raised its bloodied banner, (1)
Do you hear in the fields
The howling of these fearsome soldiers?
They are coming into your midst (2)
To slit the throats of your sons and consorts!

Chorus
To arms, citizens!
Form your battalions!
Let us march, let us march!
Let impure blood (of our enemies)
Soak the furrows (of our fields)

Verse II
What does this horde of slaves,
Traitors, and plotting kings want?
For whom these vile chains
These long-prepared irons?
Frenchmen, for us, ah! What outrage,
What fury must it arouse?
It is us they dare plan
To return to the old slavery!

Chorus

Verse III
What! These foreign cohorts!
They would make laws in our courts!
What! These mercenary phalanxes
Would cut down our warrior sons
Good Lord! By chained hands
Our brow would yield under the yoke
The vile despots would have themselves be
The masters of destiny

Chorus

Verse IV
Tremble, tyrants and traitors
The shame of all good men
Tremble! Your parricidal schemes
Will receive their just reward
Against you we are all soldiers
If they fall, our young heroes
France will bear new ones
Ready to join the fight against you

Chorus

Verse V
Frenchmen, as magnanimous warriors
Bear or hold back your blows
Spare these sad victims
That they regret taking up arms against us
But not these bloody despots
These accomplices of Bouillé
All these tigers who mercilessly
Ripped out their mothers' wombs

Chorus

Verse VI
Sacred patriotic love
Lead [and] support our avenging arms
Liberty, cherished liberty
Fight back with your defenders
Under our flags, let victory
Hurry to your manly tone
So that your enemies, in their last breath [before death]
See your triumph and our glory!

Chorus

Verse VII
We shall enter the career (3)
When our elders will no longer be there
There we shall find their ashes [lit. dust]
And the mark of their virtues
[We are] Much less jealous of surviving them
Than of sharing their coffins
[For] We shall have the sublime pride
Of avenging or joining [lit. following] them

Chorus
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(no subject) [Mar. 3rd, 2006|04:19 am]
intergamer
http://www.cowabduction.com/
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(no subject) [Feb. 23rd, 2006|03:45 pm]
intergamer
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(no subject) [Feb. 23rd, 2006|03:02 pm]
intergamer
http://en.wikipedia.org/wiki/Logical_positivism

This essentially sums up my philosophical beliefs. However, I had hoped to reconcile philosophy as an axiomatic system such that Godel's incompleteness theorem could be applied. I also believe in the semantic theory of truth, which holds that any assertion that a proposition is true can be made only as a formal requirement regarding the language in which the proposition itself is expressed. This is based on Tarski's Indefinablity Theorem, which is similar to Gödel's Incompleteness Theorem. Roughly, this states that the concept of "truth" for the sentences of a given language cannot consistently be defined within that language.

Meanwhile, I'm beginning to like abstract art, mainly for its minimalism. Abstract art is now generally understood to mean art that does not depict objects in the natural world, but instead uses shapes and colours in a non-representational or subjective way. In the very early 20th century, the term was more often used to describe art, such as Cubist and Futurist art, that depicts real forms in a simplified or rather reduced way - keeping only an allusion of the original natural subject. Such paintings were often claimed to capture something of the depicted objects' immutable intrinsic qualities rather than its external appearance.
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