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    posted a message on AMD A10-4600M vs. Intel i5 5200u
    Quote from Doctapperยป

    According to these three sources: Source 1 | Source 2 | Source 3 - the 5200U is seemingly better as a CPU.


    But, in gaming, the A10-7600M is better, as the 7660G is a better GPU than the Intel HD 5500, as Source 1 and Source 2 seem to suggest. A direct comparison is this source here.


    I assume you typo'd when you wrote "A10-7600m" but no matter, thanks for the help. I was pretty sure it was going to be less powerful in games than my brother's but it didn't much matter to me, this is a college laptop and an AMD APU wouldn't give me the battery life I needed. Thanks again

    Posted in: Computer Science and Technology
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    posted a message on AMD A10-4600M vs. Intel i5 5200u

    I just bought a new laptop with an i5 5200u in it (HD 5500 graphics), and I'm curious as to how it stacks up against the CPU in my brother's laptop, the A10-4600M. How do they compare regarding performance in videogames?

    Posted in: Computer Science and Technology
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    posted a message on May be getting a new laptop

    So I'm potentially getting a new laptop since I'm going to college in a couple months, but I'm not really sure what I should get (I've been out of the loop on PC news for a good year or so now). My current laptop is 5-6 years old now; it's big, slow, and has a hard time with anything much more intense than Minecraft. I also have a good desktop that I would use for pretty much all of my gaming, but for obvious reasons it won't be coming to my classes with me.


    I'm looking for something fairly small, light, and capable of some light gaming. I won't be needing the gaming capabilities except for when I travel (which won't be very often). And I know a lot of people around here hate them (or used to, I don't know anymore) but I would really like touchscreen capability and possibly convertible capability between laptop and tablet. I normally would be appalled at this idea but I think it really could come in handy in class; I can't see myself fiddling with a mouse or tedious touchpad in a fast-paced lecture.


    I'm also looking at a budget of $800 TOPS. I have already looked around some, but as I said I don't really have a great handle on the newest stuff. I found this, and it looks pretty reasonable to me:

    http://www.amazon.com/gp/aw/d/B00TR05UZE


    Let me know what you all think.

    Posted in: Building, Parts & Peripherals
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    posted a message on Is Java being stupid or what?

    Sorry, I haven't looked back at this until now, mainly because I sort of solved the problem. oldName is the name of the student that I'm inserting the new one before. The ArrayList is initially populated using the add() method for each initial element.


    I was able to get it working by assigning the desired "i" value to a variable outside of the loop, and then adding the new student to the ArrayList outside as well. However, I really don't see why the way I had it before wouldn't work.

    Posted in: Computer Science and Technology
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    posted a message on Is Java being stupid or what?

    I'm trying to do some homework for my Java class, but I'm getting this OutOfMemoryError that makes absolutely no sense at all to me. I don't see what's wrong with it. Here's the code:


    public static void insertStudent(ArrayList<Student> classroom, String oldName, String newName, int qz1, int qz2, int qz3, int qz4, int qz5)
    {
    for (int i = 0; i < classroom.size(); i++)
    {
    Student student = classroom.get(i);
    if (student != null)
    {
    if (student.getName().equals(oldName))
    classroom.add(i, new Student(newName, qz1, qz2, qz3, qz4, qz5));
    }
    }
    }


    The error occurs when I try to add a new Student object into the classroom ArrayList. The Student class has all of the proper constructors. Does anyone have any idea why this is happening?

    Posted in: Computer Science and Technology
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    posted a message on Learning about binary and how computers use it

    Thanks! That clarified a lot.

    Posted in: Computer Science and Technology
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    posted a message on Learning about binary and how computers use it

    I guess my main issue is with how it uses multiple bytes to store data. For example, in an 8-bit game, you can't have a stack in an inventory over 255 because that's the highest number achievable with 8 bits. I'm not sure what the bit width of a typical modern desktop is (64 maybe? If that's what a 64-bit operating system means) but when I use the Windows calculator, for example, much higher values are achievable (over 2x10^10000). I don't think the real bit width is this high, so that must mean it keeps adding bits on to a data string. Or does it literally just take two completely separate data strings and reference them to each other?


    Maybe a better phrasing would be to explain my calculator so far. My calculator accepts user input of a number in decimal, converts it to binary, and stores it in a memory cell waiting for an operation. I limited my memory cell to 8,388,607 (max value with 23 bits). If I were to not ever expand this memory cell and instead just kept adding identical ones, what would a regular computer do if I entered something like 10,000,000? Would it fill the first memory cell, and then add the remainder in another? Or would it treat the other memory cell as an expansion of the first (becoming a pseudo-single cell of 46 bits)?

    Posted in: Computer Science and Technology
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    posted a message on Learning about binary and how computers use it

    I've been working on making a functional calculator/rudimentary computer in Minecraft, and I've been learning a lot about how computers function with binary. Something I can't seem to find a definite answer for, though, is how modern computers store digits over 255. Since 255 is the maximum value that can be stored by a single byte, how does a computer store anything greater? Do they string together multiple separate 8-bit groups, or do they use groups of over 8 bits?

    Posted in: Computer Science and Technology
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    posted a message on Storing numbers
    I'm trying to figure out a way to store numbers that someone types in on a wall of buttons. I want them to be able to type it in just like you can on a calculator (as in you type 15, you type the 1 and then the 5) up until at least the trillions place. I made a little storage circuit with comparators for each place value (it takes in a signal strength of 1-10 and holds onto it) to represent numbers 0-9. When a new number is pressed, it moves that signal into the next storage circuit, and the new signal moves in. Problem is, even with only up to the millions place, there is about a 3 second delay between the button press time and the time that it actually gets stored. My method for shifting the number up a place currently involves starting at the last place value, and pulsing each storage unit in reverse sequential order so that the previous signal moves into the next cell, with enough delay between pulses so that the two signals never come in contact with each other.

    So has anyone come up with a better way of doing this? And yes, I want to keep the input method the same. I don't want to make separate sets of buttons for each place value.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Capturing and holding a signal strength
    I'm trying to make a compact device that takes in any signal strength, and stores that particular strength. I already made one 2 blocks wide as a comparator loop, but I was wondering if there's any way to shrink it to 1 block wide. Any help?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Detecting signal strength of 1
    I actually figured out a solution myself. I split the signal into two, one going into one side of the comparator and the other going into a not gate THEN into the other side of the comparator, so that if the signal was off, it would take 2 - the strength from the not gate which is 0.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Detecting signal strength of 1
    I've been trying to come up with a compact device that outputs a signal only if its input has a strength of 1. I tried using a comparator in subtraction mode (I subtracted the input from a signal with a strength of 2), but that only filters out strengths 2-15 and not 0. Any ideas?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Detecting signal strength of 1
    I've been trying to come up with a compact device that outputs a signal if and only if its input has a strength of 1. I don't want it to output at 0 signal strength, and I don't want it to output at 2-15 signal strength. I thought about using a comparator in subtraction mode (subtracting the input from a signal strength of 2), and that filters out strengths 2-15 but not 0. Any ideas?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Extending redstone signal based on strength
    Is there an easy way to make a redstone signal last longer based on its strength? For example, if I have a signal that has a strength of 1, I want it to extend that signal for x seconds. If its strength is 2, I want to extend it for 2x seconds, and so on. I already know how to make something like this, but it's insanely large (because I need a repeater delay mechanism for each strength level of redstone). Is there an easier way?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on I think it's time to say, Minecraft has "Jumped the shark"
    They'd been dying slowly, then started dying faster with the no donator perks thing, and I have to agree that the purchase by Microsoft will be the end (of current Minecraft players, anyway).
    Posted in: Discussion
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