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authorEmacsConf <emacsconf-org@gnu.org>2023-12-03 12:48:20 -0500
committerEmacsConf <emacsconf-org@gnu.org>2023-12-03 12:48:20 -0500
commitf17a3b0a8c4c6b98bdccc0092d744a070dfd337e (patch)
tree9f77729a3d46db00cb003b4a1263043564f33c6c /2023/captions
parent6e0e759883093c67904e6543ca152d41e1f2a19a (diff)
downloademacsconf-wiki-f17a3b0a8c4c6b98bdccc0092d744a070dfd337e.tar.xz
emacsconf-wiki-f17a3b0a8c4c6b98bdccc0092d744a070dfd337e.zip
update cubing captions
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-rw-r--r--2023/captions/emacsconf-2023-cubing--speedcubing-in-emacs--vasilij-wasamasa-schneidermann--main.vtt356
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diff --git a/2023/captions/emacsconf-2023-cubing--speedcubing-in-emacs--vasilij-wasamasa-schneidermann--main.vtt b/2023/captions/emacsconf-2023-cubing--speedcubing-in-emacs--vasilij-wasamasa-schneidermann--main.vtt
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--- a/2023/captions/emacsconf-2023-cubing--speedcubing-in-emacs--vasilij-wasamasa-schneidermann--main.vtt
+++ b/2023/captions/emacsconf-2023-cubing--speedcubing-in-emacs--vasilij-wasamasa-schneidermann--main.vtt
@@ -256,548 +256,548 @@ So at this point the organizer should hopefully show
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a small video I've prepared, a one minute video showing how
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I actually use this to solve a cube and to time my solve.
NOTE Challenges: Representing the cube
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Okay, so building this thing, there were several challenges.
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The first one was how do I even represent
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the state of a Rubik's cube.
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For this there are many possible representations,
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no obvious best solution.
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I did not, well, what helped me was that
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I did not have to programmatically solve this thing,
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so I picked the easiest possible representation
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which is just an array of every single facelet.
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For a 3x3 cube you have 9 facelets on one side,
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so times 6 sides you would have 54 elements in this array.
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So with this representation, it's very simple,
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but it's kind of weird to do scrambles with this.
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But otherwise, it worked very, very well.
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In the future, I plan to learn some group theory,
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pick a better representation
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and do this in a much, much more elegant way
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without compromising speed too much.
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Yes. Once I had the representation,
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the scrambling itself should not be too hard.
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For this, it's important to consider that basically
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if you do a face turn
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you end up swapping some facelets with other facelets,
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that's the easiest way to think about this.
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To determine which one goes into which one's position,
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it was pretty confusing to figure this out.
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For this I went through a few papers,
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and I found one which suggested
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to just build a cube out of paper,
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number every facelet, and turn it
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and keep track of which facelet moved into which position.
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And programmatically, the `cl-rotatef` macro
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was very, very useful for doing this kind of
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in-place swapping you need for this operation.
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So in the future, group theory would hopefully
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make this a bit less awkward.
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Here's a photo of this paper cube I made
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along with a real cube. As you can see
-00:07:08.320 --> 00:07:11.799
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mathematically speaking, they are the same thing,
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they just look very, very different.
NOTE Scrambling
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So the scramble algorithm itself,
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I pondered how this would even be done. In the competitions,
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They do this in a very, very elaborate way.
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They generate a random cube,
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they try to solve it, and if it's solvable
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they use these solution moves
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to turn into a scramble basically.
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And they also make sure to canonicalize the moves,
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so if you have subsequent moves that can be simplified,
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they do simplify these as much as possible.
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For example,
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if you have two subsequent rotations in one direction,
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it's turned into a different kind of rotation,
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so 90 and 90 equals 180.
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And the other Elisp scramblers I looked at,
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they generate random moves.
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Some of them do canonicalize. Not all of them.
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This one tries to do the best low-fi thing,
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that is, generating random moves,
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canonicalizing and repeating
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until enough have been generated.
NOTE Visualization
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For the visualization I had to figure out
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something else too complicated.
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For this, I tried to figure out
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where every facelift would end up in the puzzle view
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when you would unfold it.
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And for this, I did not consider the facelet orientation.
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This may be important later for some other puzzles
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where you can end up with very twisted faces,
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but for simple cubes, it's not a problem.
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My initial prototype used colored text,
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but later, I used the SVG library.
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It turned out to be easy enough to use, actually.
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Currently, I have hard-coded face-color mappings,
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but I plan to replace this so that theming is possible.
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For example, if you happen to have a cube
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that does not have the same color mappings as I do,
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then you should be able to fix this.
NOTE UI with Transient
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+00:08:56.469 --> 00:09:01.428
Next challenge was to build
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+00:09:01.429 --> 00:09:03.948
a beautiful intuitive UI with Transient.
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+00:09:03.949 --> 00:09:06.868
The reason why I chose this is
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+00:09:06.869 --> 00:09:10.348
because it would be self-documenting and Magit-style,
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+00:09:10.349 --> 00:09:12.348
and everyone knows how Magit works basically.
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Since Transient has become part of Emacs,
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there is really no reason to not try it out.
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The problem was documentation is difficult to understand.
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It's very abstract and high level,
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and it's hard to figure out. "Okay,
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I want to do something,
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how am I supposed to do this?"
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I did find transient-showcase, which has lots of examples,
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but they don't really feel finished
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and not realistic enough.
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When I tried to use the package,
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I got plenty of unhelpful error messages
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when using it incorrectly.
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I did manage to figure it out,
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but I plan to find more actual examples of it,
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to have an executable reference basically
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and try to improve my use of it.
NOTE Book-keeping with SQLite
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+00:09:55.629 --> 00:10:01.548
For the book-keeping, I used SQLite.
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+00:10:01.549 --> 00:10:04.548
This is a very recent addition to Emacs,
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+00:10:04.549 --> 00:10:07.308
it only appeared in the current major version.
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+00:10:07.309 --> 00:10:09.388
It's still very early days.
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+00:10:09.389 --> 00:10:13.028
I found some oddities, one of them turned out to be
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+00:10:13.029 --> 00:10:14.828
a bug in the transaction macro.
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+00:10:14.829 --> 00:10:17.588
Like basically, if you do an SQL transaction
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+00:10:17.589 --> 00:10:20.188
and an error happens, then every helper I found
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+00:10:20.189 --> 00:10:20.948
does a rollback on an error.
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+00:10:20.949 --> 00:10:26.748
But this one did not. It actually committed on an error,
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+00:10:26.749 --> 00:10:29.868
and this was very weird to figure out.
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+00:10:29.869 --> 00:10:34.308
I reported a bug. Eli was nice enough to send me a patch.
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+00:10:34.309 --> 00:10:35.428
We did some patch review,
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+00:10:35.429 --> 00:10:37.988
and he ended up fixing it properly.
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+00:10:37.989 --> 00:10:45.668
So yes, there's still a lot to be done there, and yeah,
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+00:10:45.669 --> 00:10:46.908
the API is very basic.
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+00:10:46.909 --> 00:10:48.908
You don't have convenience helpers
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+00:10:48.909 --> 00:10:51.308
like fetch the first row or fetch the first value
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+00:10:51.309 --> 00:10:54.429
or anything, but they're easy enough to write yourself.
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+00:10:54.430 --> 00:10:56.369
And the biggest challenge with this bookkeeping part
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+00:10:56.370 --> 00:10:58.028
was figuring out a decent schema,
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+00:10:58.029 --> 00:11:00.148
like how to organize data correctly
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+00:11:00.149 --> 00:11:02.348
so that it would not be awkward to manipulate.
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+00:11:02.349 --> 00:11:05.748
And with this, you can finally build a package
-00:11:10.200 --> 00:11:11.839
+00:11:05.749 --> 00:11:07.388
that remembers its state properly
-00:11:11.840 --> 00:11:14.919
+00:11:07.389 --> 00:11:10.468
and don't have to run into foot guns
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+00:11:10.469 --> 00:11:12.628
with Lisp-style serialization, deserialization.
NOTE Conclusion
-00:11:17.080 --> 00:11:22.639
+00:11:12.629 --> 00:11:18.188
So yes, that concludes it so far.
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+00:11:18.189 --> 00:11:22.188
So what did I learn from this exercise?
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+00:11:22.189 --> 00:11:24.508
Well, there are still plenty of packages
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+00:11:24.509 --> 00:11:25.588
for Emacs to be written.
-00:11:30.040 --> 00:11:33.359
+00:11:25.589 --> 00:11:28.908
If you think everything you can think of
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+00:11:28.909 --> 00:11:31.348
or you need has already been written, well, guess what?
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+00:11:31.349 --> 00:11:31.788
No.
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+00:11:31.789 --> 00:11:34.044
These are still plenty of specialized things
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+00:11:34.045 --> 00:11:36.788
that could need your help.
-00:11:41.240 --> 00:11:44.239
+00:11:36.789 --> 00:11:39.788
These cubes do not require advanced mathematics,
-00:11:44.240 --> 00:11:45.599
+00:11:39.789 --> 00:11:41.148
contrary to what you may think.
-00:11:45.600 --> 00:11:49.159
+00:11:41.149 --> 00:11:44.708
Yes, you can apply advanced mathematics to them
-00:11:49.160 --> 00:11:51.919
+00:11:44.709 --> 00:11:47.468
if you want to, but you don't have to.
-00:11:51.920 --> 00:11:55.439
+00:11:47.469 --> 00:11:50.988
What surprised me about this is basically group theory.
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+00:11:50.989 --> 00:11:52.068
I've heard of it before.
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+00:11:52.069 --> 00:11:53.828
It seemed to be a meme, basically,
-00:11:58.280 --> 00:12:00.919
+00:11:53.829 --> 00:11:56.468
because it has been like mostly Haskell people
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+00:11:56.469 --> 00:11:58.188
being very excited about this
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+00:11:58.189 --> 00:12:02.508
and it seemed kind of, like, divorced from reality, basically.
-00:12:06.960 --> 00:12:10.399
+00:12:02.509 --> 00:12:05.948
But this puzzle, it actually proves that yes,
-00:12:10.400 --> 00:12:11.399
+00:12:05.949 --> 00:12:06.948
it has its use.
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+00:12:06.949 --> 00:12:08.428
It definitely has.
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+00:12:08.429 --> 00:12:11.388
You just have to find the right problem matching it,
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+00:12:11.389 --> 00:12:13.468
and yeah.
-00:12:17.920 --> 00:12:19.839
+00:12:13.469 --> 00:12:15.388
So yeah, once I understand it better,
-00:12:19.840 --> 00:12:22.999
+00:12:15.389 --> 00:12:18.548
the topic, I expect to write better code.
-00:12:23.000 --> 00:12:28.919
+00:12:18.549 --> 00:12:24.468
These new Emacs features, they work well enough.
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+00:12:24.469 --> 00:12:25.908
There are some rough edges.
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+00:12:25.909 --> 00:12:27.428
They definitely need more testing.
-00:12:31.880 --> 00:12:35.119
+00:12:27.429 --> 00:12:30.668
So please, please, everyone,
-00:12:35.120 --> 00:12:38.999
+00:12:30.669 --> 00:12:34.548
if you write Elisp, please try SQLite or Transient
-00:12:39.000 --> 00:12:41.159
+00:12:34.549 --> 00:12:36.708
or anything else that looks cool and shiny.
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+00:12:36.709 --> 00:12:38.468
Report bugs.
-00:12:42.920 --> 00:12:46.039
+00:12:38.469 --> 00:12:41.588
Find ways to improve them, anything. And yeah,
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+00:12:41.589 --> 00:12:44.868
I'm sure that if we do this,
-00:12:49.320 --> 00:12:52.119
+00:12:44.869 --> 00:12:47.668
then Emacs will continue to get even better.
-00:12:52.120 --> 00:12:56.239
+00:12:47.669 --> 00:12:51.788
So yeah, what's next for this package?
-00:12:56.240 --> 00:13:00.439
+00:12:51.789 --> 00:12:55.988
Well, I could... There are lots of obvious UI improvements
-00:13:00.440 --> 00:13:01.799
+00:12:55.989 --> 00:12:57.348
and testing to be done.
-00:13:01.800 --> 00:13:04.159
+00:12:57.349 --> 00:12:59.708
I basically want to reach feature parity
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+00:12:59.709 --> 00:13:02.428
with the twisty-timer app, which this is very much inspired by.
-00:13:06.880 --> 00:13:11.119
+00:13:02.429 --> 00:13:06.668
I want nice-looking stats like graphical ones
-00:13:11.120 --> 00:13:13.239
+00:13:06.669 --> 00:13:08.788
instead of just a simple list of times.
-00:13:13.240 --> 00:13:15.679
+00:13:08.789 --> 00:13:11.228
And I want support for more puzzles, of course,
-00:13:15.680 --> 00:13:16.999
+00:13:11.229 --> 00:13:12.548
not just the simple cubes,
-00:13:17.000 --> 00:13:19.039
+00:13:12.549 --> 00:13:14.588
but as I progress learning these puzzles,
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+00:13:14.589 --> 00:13:18.068
I want to have Emacs supporting me for this.
-00:13:22.520 --> 00:13:26.879
+00:13:18.069 --> 00:13:22.428
But generally, it's a very open-ended package.
-00:13:26.880 --> 00:13:31.079
+00:13:22.429 --> 00:13:26.628
And this concludes the talk.
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+00:13:26.629 --> 00:13:30.909
Thank you very much.