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duckypath

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About duckypath

  • Birthday Jan 01, 1990

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    Computers, VFX. Dev

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  1. 300% everything looks crisp, and good. But anything less in windows display scaling looks terrible. So likely a scaling issue.
  2. TO add, it almost feels like when I stream a desktop, the resolution is down and scaled, something is 100% off about it.
  3. I upgraded my system from a Nvidia 3060Ti to a 7900XT, after the new build and reinstalling windows, I noticed that my display looks worse than it does on my Nvidia machine. I have a OLED C1 from LG, so colors out of the box are good, but are bad with the AMD machine. Text is also VERY hard to read, and almost like its too thin to read. Cleartype is ON and configured same way as Nvidia machine. Any thoguhts?
  4. Makes sense! I went and got the Asus b650e-i strix one.
  5. Yes ITX built, I saw that one and reserved it. Just didn't think B was that much better than A. tbh last pc I build was pre 2020 so a lot changed
  6. @Shimejii if you have another suggestion I am open
  7. It was $350, vs $500 at MC for the 7800x3D. I am in position to utilize the cores, maybe not to the max but more than a 7700x would offer.
  8. Just wondering if this combo would work ok? Heard mixed feedback on it, so just wondering if anyone has experience with the combo.
  9. https://onlinegdb.com/NAu1whXV0 This might also help, when you debug can see the segmentation errors.
  10. I would also get some double free() error messages, which was the cause to not finishing compiling before as well.
  11. Depends, sometimes I get set 1 to print, other times like on repl.it, I can get it all to print, but the difference method doesn't work. I think it comes down to the memory being all mismanaged, and giving me these odd results. Somewhere I am accessing memory I am not supposed to according to the debug I ran.
  12. I am having trouble finding where the memory issue is, even after trying multiple ways, including not even freeing the memory. Any help appreciated! A lot of lines, so feel free to download the file. Can paypal someone $10 if you help me out here. Just point me in the right direction ERROR: zsh: segmentation fault Sometimes I can get it to compile and finish the rest of main, but other times it won't. SO definitely undefined behavior, memory issue. MAIN.CPP #include <iostream> #include "Set.h" using namespace std; int main() { int arr1[6] = {2, 1, 4, 3, 5, 4}; cout<<"int arr1[] = {2, 1, 4, 3, 5, 4}"<<endl; Set set1(arr1,6); cout << "Set1(arr1): "; set1.display(); cout << endl; cout<<"adding 1, 3, 5 again then 6 and 7"<<endl; set1.add(1); set1.add(3); set1.add(5); set1.add(6); set1.add(7); cout << "Set1: "; set1.display(); // remove an existing element and a non-existing element cout<<"Remove(7); Remove(9)"<<endl; set1.Remove(7); set1.Remove(9); cout << "Set1: "; set1.display(); cout<<endl; cout << endl; cout << "Creating set2, copying the former set. (Testing copy constructor)" << endl; Set set2(set1); cout << "Set2: "; set2.display(); cout << endl; int arr3[4] = {0, 1, 4, 9}; Set set3(arr3, 4); cout << "Set3: "; set3.display(); cout << endl; cout << "The union of set1 and set3 is: " << endl; Set unionSet = set1.Union(set3); unionSet.display(); cout << endl; cout << "intersectSet = set1.Intersection(set3)" << endl; Set intersectSet = set1.Intersection(set3); intersectSet.display(); cout << endl; // Test - the difference between two sets cout << "diffSet = unionSet.Difference(intersectSet)" << endl; Set diffSet = unionSet.Difference(intersectSet); diffSet.display(); cout << endl; // Test == if two sets are equal Set set4(set1); cout << "Set4(set1): "; set4.display(); cout << endl; cout << "set1: "; set1.display(); cout << "set4: "; set4.display(); if (set1.Equal(set4)) cout<<"set1 is equal to set4"<<endl; else cout<<"set1.Equal(set4) failed"<<endl; cout << endl; // Test != if two sets are not equal cout << "set1: "; set1.display(); cout << "set3: "; set3.display(); if (!(set1.Equal(set3))) cout<<"set1 is not equal to set3"<<endl; else cout<<"!(set1.Equal(set3 ) failed"<<endl; cout << endl; return 0; } SET.H #ifndef SET_H #define SET_H class Set { private: int *arp; int pSize; int numElements; const static int DEFAULT_SIZE = 5; public: Set(int arrSize = DEFAULT_SIZE); Set(int[], int arrSize); ~Set(); Set(const Set &origObj); // copy constructor //Set(Set *copyObj); void display(); bool add(int newElement); bool isElement(int elementToCheck); void extendSet(); void showSize(); void countElements(); bool Remove(int elementToRemove); Set Union(Set setToUnion); Set Intersection(Set setToIntersect); Set Difference(Set toDifference); bool Equal(Set equalCheckSet); }; #endif SET.CPP #include <iostream> #include "Set.h" // Default constructor Set::Set(int SIZE) { pSize = SIZE; arp = new int[pSize]; numElements = 0; } // Copy constructor Set::Set(const Set &origObj) { arp = origObj.arp; pSize = origObj.pSize; numElements = origObj.numElements; } /* Set:: Set(Set *copyObj) { for(int i = 0; i < copyObj->numElements; i++) { arp[i] = copyObj->arp[i]; } numElements = copyObj->numElements; pSize = copyObj->pSize; } */ // Constructor to create array and set its size. Set::Set(int arr[], int arrSize) { pSize = Set::DEFAULT_SIZE; arp = new int[pSize]; for (int i = 0; i < arrSize; ++i) { add(arr[i]); // must add all the elements to arr. } } // Destructor: removes the dynamically allocated array. Set::~Set() { delete [] arp; } void Set::display() { std::cout << "{"; for (int i = 0; i < numElements; ++i) { std::cout << arp[i]; if (i != numElements - 1) // checks for the last elm. std::cout<<", "; } std::cout << "}" << std::endl; /* // OLD, didnt end up working int count = 0; std::cout << "{"; for (int i = 0; i < this->pSize; ++i) { if (i == this->pSize - 1) { std::cout << arp[i]; break; } else if (this->arp[this->pSize - 1] < 1) {std::cout << ""; break;} std::cout << this->arp[i] << ", "; } std::cout << "}" << std::endl; */ } bool Set::add(int newElement) { if (!isElement(newElement)) { if (numElements == pSize) { extendSet(); } arp[numElements++] = newElement; } return false; } // checks of the input element is in the array bool Set::isElement(int elementToCheck) { for (int i = 0; i < numElements; ++i) { if (elementToCheck == this->arp[i]) { return true; } } return false; } void Set::extendSet() { //dynamically creating new arr in memory equal to new size + old default. int *newArr = new int[pSize + Set::DEFAULT_SIZE]; pSize += Set::DEFAULT_SIZE; for(int i = 0; i < numElements; i++) { newArr[i] = arp[i]; } arp = newArr; } // Shows the size of the current array void Set::showSize() { std::cout << "Current size of array: " << this->pSize << std::endl; } // will count current elements in array void Set::countElements() { std::cout << "Current Element Count: "; std::cout << numElements << std::endl; } bool Set::Remove(int elementToRemove) { int elmRemovePosition; if (isElement(elementToRemove) == true) { for (int i = 0; i < pSize; ++i) { if (elementToRemove == arp[i]) { elmRemovePosition = i; } for (int i = elmRemovePosition; i < numElements; ++i) { arp[i] = arp[i + 1]; } } numElements--; // reduce array size by 1 } else { return false; } return 0; } Set Set::Union(Set setToUnion) { Set unionSet; for (int i = 0; i < numElements; ++i) { unionSet.add(arp[i]); } for (int i = 0; i < numElements; ++i) { unionSet.add(setToUnion.arp[i]); } return unionSet; } Set Set::Intersection(Set setToIntersect){ Set intersectSet; for (int i = 0; i < numElements; i++){ if(setToIntersect.isElement(arp[i]) != false) intersectSet.add(arp[i]); } return intersectSet; } Set Set::Difference(Set toDifference){ Set differenceSet(toDifference); for (int i = 0; i < toDifference.numElements; i++) { differenceSet.Remove(toDifference.arp[i]); } return differenceSet; } /* Set Set::Difference(Set toDifference) { Set differenceSet; int tempElement; for (int i = 0; i < this->numElements; ++i) { for (int j = 0; j < toDifference.numElements; ++j) { if (arp[i] != toDifference.arp[j]) { differenceSet.add(arp[i]); } else { tempElement = this->arp[i]; } } differenceSet.Remove(tempElement); } return differenceSet; }*/ /* Set Set::Intersection(Set setToIntersect) { Set intersectSet; for (int i = 0; i < this->numElements; ++i) { for (int j = 0; j < setToIntersect.numElements; ++j) { if (arp[i] == setToIntersect.arp[j]) { intersectSet.add(arp[i]); } } } return intersectSet; }*/ bool Set::Equal(Set equalCheckSet) { if (numElements == equalCheckSet.numElements) { for (int i = 0; i < numElements; ++i) { for (int j = 0; j < equalCheckSet.numElements; ++j) { if (arp[i] == equalCheckSet.arp[i]) { break; } else { continue; } } } } else { return false; } return true; } ltt.zip
  13. Youtubers (LTT included) using "Sponsored" for their videos instead of Paid Product Overview, or Paid Product Showcase. A sponsored video is a normal video that was organically developed that was monetized by an unaffiliated third party. When a company is invested in the development, and final result of the video in question, you can no longer claim that it's a normal video. I don't claim that there's malicious intent behind it either, but it's confusing for viewers, and annoying when watching a video on a product, only to find I can't with good judgment trust the opinions because they're clearly biased. (Although Linus is particularly good at removing himself from that.)
  14. EDIT: MISTAKE MADE NEED TO DELETE
  15. Which is very very wrong anyways? Tasks like adobe need the 3090 for the VRAM, 12GB VRAM is no where near ideal for professional tasks. Linus agrees, which is why he just upgraded all his editors PCs to 3090s. 12GB VRAM in the 80Ti, and being considered for professional applications? lol ok Let's not glaze over the fact that this "review" was completely wrong, inaccurate, and provided terrible advice. Only being made worse by having it justified, rather than redacted, and remade. Typical LTT to leave up a bad review rather than spend some $$ and have it remade to provide factual, good information for the consumer. I'll also be clear here, I don't think LTT was paid by nVidia, that's stupid. I do think they based the review on bad information, or made some bad calls about its performance and value, and decided to double down rather than admit mistake, which would require them to take down a video with sponsor spots.
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