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 yep time to code some time.  i gave some pause to coding tasks and would resume today evening.  
 yep i been working to complete code project to resume the ml algos project to implement develop the initial project (qft shield project)  asap.     so in today's coding task work, I been working to first complete the library then would switch to plugin tasks afterwards.  yep now coding time. 
 hmm i think quantum error correcting news i saw seems correct as because you can possibly reduce the measurment effect's side effect to equation with reducing its factor out.  i dont think there is something like decoherence at all i mean of course a qubit could decohere but its default existnece is actually in its universe thread superposition. its that when it decoheres its the moment its thread is on an alternate thread.  and but the original thread also exists.  so reason why alternate thread is because due to possibly entropy principles. but again, you can assure that does happen very low frequently with setting up additional bits around   qubits thats strengthen its thread condition that you compute in such thread version still. so error correction means making the compute happening thread stay in same thread. and thats possible to strengthen it mathematically (aka error correction by design of thread stability of compute universe) yep as soon as...
 and some example from webrtc dll library: bool WebRTCMain::init() {     // Using Google's STUN server.     webrtc::PeerConnectionInterface::IceServer ice_server;     ice_server.uri = "stun:stun.l.google.com:19302";     configuration.servers.push_back(ice_server);     network_thread = rtc::Thread::CreateWithSocketServer();     network_thread->Start();     worker_thread = rtc::Thread::Create();     worker_thread->Start();     signaling_thread = rtc::Thread::Create();     signaling_thread->Start();     webrtc::PeerConnectionFactoryDependencies dependencies;     dependencies.network_thread = network_thread.get();     dependencies.worker_thread = worker_thread.get();     dependencies.signaling_thread = signaling_thread.get();     peer_connection_factory = webrtc::CreateModularPeerConnectionFactory(std::move(dependencies));  ...
 and some example from python http server side implementing deltalake db service:         @retry(Exception, tries= 5 , delay= 1 , backoff= 2 )     def retrieve_ongoing_game_data(self, username,  game_version):         dt = DeltaTable( self .basecreatedb.usersdbpathforgame, storage_options=GameDB.so)         uid = str(mmh3.hash128(username))                 ds = dt.to_pyarrow_dataset()                   tables = []         condition = (dspy.field( "userid" ) == uid) & (         dspy.field( "cur_game_version" ) == game_version)           batch_iter = ds.to_batches(filter=condition, batch_size= 1 )         for batch in batch_iter:             tables.append(batch.to_pandas())         ...
 and some example from nodejs side:  import {SocketConnectionInfo} from '../socket_connection_info.js' ; export function on_login(soinfo, socket, games, rdbs, io) { return (data) => {   var r = SocketConnectionInfo.construct_from_db(data.user_id, data.game_version, games);   var res;   if (r && r?.is_creator) { // the reconnection attempt as a game creator, join to the game channel     soinfo.user_id = r.user_id;     soinfo.game_id = r.game_id;     soinfo.game_version = r.game_version;     soinfo.is_creator = r.is_creator;     soinfo.score = r.score;     soinfo.ts = Date.now();     soinfo.update_db(games);     if (r?.game_id != undefined ) socket.join(r.game_id);     if (r?.user_id != undefined ) socket.join(r.user_id);       //tbd   } else   if (r && r?.is_creator == false ) { // the reconnection attempt as a game cl...
maybe this would share the intricateness of the initial library:   (not finished, specifically the server and client delegates webrtc message posting to webrtc data channel is not any complete)  (I think writing socketio code in c++ is not nice :D )  surely i written this code not neat/tidy.  but would fix that after i would finish it.  // planet3954-webrtc-cplusplus.cpp : Defines the exported functions for the DLL. // #include "pch.h" #include <windows.h> #include "framework.h" #include "planet3954-webrtc-cplusplus.h" //#include <api/peer_connection_interface.h> //#include <api/create_peerconnection_factory.h> #include "sio/sio_client.h" #include "sio/sio_message.h" #include <mutex> #include <condition_variable> #include <iostream> #include <thread> //# pragma comment(lib, "secur32.lib") //# pragma comment(lib, "winmm.lib") //# pragma comment(lib, "dmoguids.lib") /...