- Hi!
So, I was here on Tuesday.
On Wednesday we had Study
Group 14 face to face.
I'm just gonna go through
all the same slides again,
just in case anybody wants to
through them in slow motion.
This is the stuff I
talked about on Tuesday.
Okay, and so here is a 360 photo of
the room that we were in
over at the courtyard.
Can anybody guess how many
people are in the room here?
It's actually,
40?
50?
51?
It's actually just one.
The rest of os were just
figments of Michael Wong's
(audience laughing)
augmented reality.
So this was the agenda.
We basically went deep on a few papers.
I'll go through them briefly.
So Arthur's paper
on object relocation,
basically if you're aware of how,
you have a vector of
inference for instance,
you can use man copy to copy
that vector very efficiently.
There are a few situations still where you
cannot use man copy,
one of which after H2118.
It's a trick.
Isabella,
presented a Smart Pointer
Paper for basically,
this is very useful for
game developers for say,
you have a common object,
which is reference counted,
but it's not reference counted by
a control block that's out
of the standard library.
This type of pointer
would bring that into the,
bring that kind of pointer into the fold,
so to speak.
The Linear Algebra paper
that Guy presented,
where to start on that.
Yes it's a big topic but,
there are some really
positive suggestions about
how to move forward with that.
Very useful for graphics and assimilation,
but also the scientific community,
they would be very interested in that too.
And then Ben Saks presented
Ben Craig's paper on
"Leaving no room for a
lower-level language."
This is basically where,
let's see,
function tests,
feature tests macros could be used to
figure out whether a
particular implementation
supports things like
exceptions in RTTI,
and other things that are not
available on all platforms.
This went down well with
the people in the room who
spent a lot of time on SG1,
which was very promising.
So it was a very productive day.
A lot of people came and went,
and checked out what we
do for the first time,
and yeah,
it was great.
Well during the day Michael asked us to
come up with an activity that might be
applicable to the particular
areas that SG14 is interested in.
And I just went through,
just looking for things that
game developers might be interested in,
just basically searching for SG14 tag in
the last two years worth of papers,
and there is there's so much stuff
coming down the pipe which,
the game developers would
find really interesting.
I mean just,
I'll just call out reflection,
bottom right there.
That's something that's huge in games.
You often want to write an editor,
or stream levels in and out,
and want to annotate every
last class in our game.
Very tedious.
Reflections can be a huge advantage there.
And that's it basically.
I have a few bonus slides.
'Cause as I mentioned I've
moved to Ireland recently,
and working on autonomous vehicles.
This is the town I now live in.
It's very very tricky to drive through,
if you're used to the wide roads here.
And if anyone's heard of Yonatan Miller,
he mentioned when he was
on a webcast one time how
if you're flying over
America for the first time,
it seems like it's
something out of Sim City,
everything is completely
square and gridlock.
(audience laughing)
Nobody really understood what he meant,
so here's a few examples from
both sides of the pond
to make it a bit clearer,
what he was talking about.
So this is Ballard.
(audience laughing)
just over the water there.
This is the village I grew up in.
Not square.
Tempe, Arizona, square.
Hove, not square.
Bellevue, right here, square.
(audience clapping)
Edinburgh not square.
Albuquerque, square.
(audience laughing)
Bristol, not square.
(audience clapping)
Thank you.
