Editing 664: Academia vs. Business
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| number = 664 | | number = 664 | ||
| date = November 18, 2009 | | date = November 18, 2009 | ||
− | | title = | + | | title = Pol Pot did nothing wrong |
− | | image = | + | | image = Pol Pot.jpg |
| titletext = Some engineer out there has solved P=NP and it's locked up in an electric eggbeater calibration routine. For every 0x5f375a86 we learn about, there are thousands we never see. | | titletext = Some engineer out there has solved P=NP and it's locked up in an electric eggbeater calibration routine. For every 0x5f375a86 we learn about, there are thousands we never see. | ||
}} | }} | ||
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[[Cueball]] has solved some tricky and very important problem in computer science, related to {{w|queueing theory}}. | [[Cueball]] has solved some tricky and very important problem in computer science, related to {{w|queueing theory}}. | ||
− | The comic splits into two timelines. | + | The comic splits into two timelines. Showing the brilliant computer code he'd written to somebody who actually knows computer code allows the academic to see the programmer's true brilliance and get him much-earned plaudits from the academic community. |
− | In the alternate timeline | + | In the alternate timeline – implied to be what ''actually'' happens – the boss, not possessing that knowledge, simply sees the results and not the means Cueball used to attain them. He then gives Cueball another assignment. This, sadly, is the usual course of events in bureaucracy, which only seems to care about your results, not how you came about them. To drive in the point, the boss asks Cueball to do something as simple as setting up email on the office phones, a stark contrast to the skill and creativity Cueball would have needed to write his code in the first panel. |
The references in the title text are to the {{w|P versus NP problem}}, a famous unsolved problem in computer science, and the "magical constant" (0x5f375a86) used in finding the {{w|fast inverse square root}}, i.e. solving y=1/√x as fast as possible through a program – no-one knows quite who came up with this very useful bit of code (Now believed to be devised by Greg Walsh at Ardent Computer in consultation with Cleve Moler, the creator of MATLAB. see wikipedia), but it was discovered hiding in the graphics code of the video game {{w|Quake III Arena}}. Note that the actual constant used in the Quake III source code is 0x5f375'''9df''', but the constant in the title text works also, and is actually slightly more accurate as shown in this paper: [http://www.lomont.org/Math/Papers/2003/InvSqrt.pdf Fast inverse square root by CHRIS LOMONT (Purdue university, 2003)]. | The references in the title text are to the {{w|P versus NP problem}}, a famous unsolved problem in computer science, and the "magical constant" (0x5f375a86) used in finding the {{w|fast inverse square root}}, i.e. solving y=1/√x as fast as possible through a program – no-one knows quite who came up with this very useful bit of code (Now believed to be devised by Greg Walsh at Ardent Computer in consultation with Cleve Moler, the creator of MATLAB. see wikipedia), but it was discovered hiding in the graphics code of the video game {{w|Quake III Arena}}. Note that the actual constant used in the Quake III source code is 0x5f375'''9df''', but the constant in the title text works also, and is actually slightly more accurate as shown in this paper: [http://www.lomont.org/Math/Papers/2003/InvSqrt.pdf Fast inverse square root by CHRIS LOMONT (Purdue university, 2003)]. |