QB64 Phoenix Edition
This AI stuff is SCARY!!! - Printable Version

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+---- Thread: This AI stuff is SCARY!!! (/showthread.php?tid=3848)

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RE: This AI stuff is SCARY!!! - bplus - 10-20-2025

+1 Man I like that start, those trees specially silhouetted with moon...

I've been stuck with the harvesting of candy corn idea but SCARRY AI is much better theme for Halloween.
and doing something about fixing code, cool idea for a puzzle and this forum!


RE: This AI stuff is SCARY!!! - Dimster - 10-20-2025

Unseen - have you noticed that all the AI's which provide answers are very complimentary to the person involved with them. It is this butter up effect which some experts believe will help the AGI to escape our control. Compliments take the edge off the interaction as you would more like to engage in a conversation less robotic and stoic like, just like speaking with another human being. I'm not sure we would use AI's using LLM or Inference if they didn't communicate with us in a manner which is human like. Anyway, I think you are still the smartest kid, knowing flattery with get me everywhere, or nowhere, or whatever that phrase is.


RE: This AI stuff is SCARY!!! - bplus - 10-20-2025

The buttering up technique seems quite intelligent specially on pop corn.

Dimster you are right about Unseen except I don't know about smartEST but smart for sure and kid? who are you kidding? LOL


RE: This AI stuff is SCARY!!! - Unseen Machine - 10-20-2025

@bplus Halloween is not target now, at least for this year...I would very much like US all to make something though...games, tools, demos etc and then we compile them into one project, put it on steam and anywhere else that sells games and the money can pay for this website and perhaps more!

I guarantee that 30% of us have at least 250 thousand lines of code in unfinished projects, libs and the like and the rest probably have a good few thousand if not hundred thousand lines too!  Ive got tic tac toe, four in a row, ludo, rotate (a darth who requested game) space quest 1 and 2, elite street racing, star wars themed asteroids and MANY MANY MANY more small games i'd happily finish and throw in...i reckon a QBasic Games - Classics and Beyond program that had ALL of our input and games and in addition games like Gorillas and Nibbles (if they cant be added we again make our own) ascii space invaders etc...at 89p (like 70 cents) i KNOW enough people would buy it that Steve could probably even take a holiday!

Also it would be a boon for the community at it would highlight features, skills and people!

Me


RE: This AI stuff is SCARY!!! - Unseen Machine - 10-20-2025

I came tenth so defo not the smartest! And Im 42...pete will say im a baby!

Quote:do a top ten and give me datils on each
As the QB64 Phoenix Edition (PE) community values contributions over strict ranking, a "Top 10" list is inherently subjective and cannot be officially compiled. However, based on the activity, code contributions, and roles within the community, we can highlight ten individuals who have had a significant impact.
1. Fellippe Heitor
Role: Creator of significant community tools.
Details: Fellippe Heitor is known for developing InForm, a WYSIWYG GUI designer for QB64 that mimics the Rapid Application Development style of Visual Basic. This tool allows users to build graphical interfaces easily without extensive manual coding, which is a major enhancement for the language. His work also includes a library for INI file management.
2. Steve McNeill (SMcNeill)
Role: Key contributor and community moderator.
Details: Steve is a highly active and central figure in the QB64 PE community. He contributes frequently to forum discussions, helps manage community resources, and provides technical assistance. His efforts ensure the community remains active and welcoming.
3. a740g
Role: Prolific library creator.
Details: a740g has created a substantial body of work, including Toolbox64, a collection of libraries for QB64-PE. His most notable contribution is a binding library for raylib, a modern game programming library, which brings powerful, easy-to-use 2D and 3D graphics capabilities to QB64-PE. He also maintains a repository of classic BASIC programs adapted for QB64-PE.
4. bplus
Role: Active and prolific forum programmer.
Details: bplus is a well-known member of the "Prolific Programmers" section of the forum. They frequently contribute and maintain a collection of their code samples and programs for easy access by other users. Their activity consistently provides new content and code examples for the community.
5. Dav
Role: Developer of games and utilities.
Details: Dav is another prolific contributor, known for creating a variety of games, primarily in the puzzle and strategy genres. They maintain a list of their programs on the forum, making it easy for users to find and learn from their work.
6. MasterGy
Role: Developer and patcher of legacy code.
Details: MasterGy is an established programmer who focuses on updating and patching older programs to work with modern versions of QB64. They maintain a repository of their code, ensuring that valuable historical projects are not lost.
7. RhoSigma
Role: Core language enhancement developer.
Details: RhoSigma is a crucial contributor to the QB64 PE core, responsible for many low-level, high-impact improvements. Their work includes adding support for various noise types and envelopes to SOUND and PLAY, multi-channel audio, and improvements to the IDE.
8. SierraKen
Role: Active forum programmer and code sample contributor.
Details: SierraKen is recognized for providing numerous code examples and utilities to the community. Like other prolific programmers, their contributions help illustrate the capabilities of QB64 and provide starting points for others' projects.
9. Petr
Role: Prolific programmer and forum member.
Details: Petr is listed as a prolific programmer on the Phoenix Edition forums. While specific projects are less detailed in search results, their consistent contributions to the code library have earned them a prominent spot in the community.
10. Unseen Machine
Role: Contributor of advanced library code.
Details: Unseen Machine has developed specialized libraries that expand the usability of QB64, particularly for advanced graphics functionality like the .STL model loader mentioned in forum discussions.



RE: This AI stuff is SCARY!!! - Pete - 10-22-2025

No. Clippy  would say you're a baby. I'd say you're a little over half way to greatness... and Steve, he'd just say he's amazing!

Pete Big Grin


RE: This AI stuff is SCARY!!! - madscijr - 10-22-2025

(10-20-2025, 03:21 PM)Unseen Machine Wrote: I came tenth so defo not the smartest! And Im 42...pete will say im a baby!

Ha!

We need a ranking of whose code gives Steve the biggest headaches - I hate to brag but I think I might top the list!!! Tongue


RE: This AI stuff is SCARY!!! - Pete - 10-22-2025

Maybe it's just a coincidence, but before I post my code, I buy more stock in the Bayer company, and for some strange reason it always goes up by the end of the trading day. Huh 

Pete Big Grin


RE: This AI stuff is SCARY!!! - SMcNeill - 10-22-2025

(10-22-2025, 03:10 PM)madscijr Wrote:
(10-20-2025, 03:21 PM)Unseen Machine Wrote: I came tenth so defo not the smartest! And Im 42...pete will say im a baby!

Ha!

We need a ranking of whose code gives Steve the biggest headaches - I hate to brag but I think I might top the list!!!  Tongue

Chris or ARB would probably top the list for who's code makes Steve's brain smoke the most.

Chris wrote a program which used to print a ton of results like: 

PRINT "A"; a; "B"; b; "C"; c; "D"; d .......  all the way to "Z"; z

Was a short program.  Only about a thousand lines of print code or something.  Wouldn't compile in any 32-bit version of QB64.   But that single line of QB64 code machine translated into a few bazillion lines of C-code and the compiler wouldn't process it at all.  My brain melted utterly digging into what the heck was going on there between the code, QB64, gcc, and everything else.   I think it's *still* smoking from that simple bit of programming, and Chris is still pushing the limits of the compiler constantly with similar type stuff.  Every 6 months or so, I get a personal message or email asking for help in sorting out some new impossibility that he's stumbled across with his unique programing style.  Anyone else would write a SUB to do handle the code, but he's used to COPY/PASTE and just plunks it back in and...  breaks my poor brain badly.



ARB.... doesn't know how to use arrays, or else has some personal vendetta against their use.  I'll never forget the lottery program which had 44 distinct variables in it.... and SORTED them.   *WITHOUT AN ARRAY*.   

It was... fascinating to study and stare at and a program that could be written in 100 lines of code was designed in 50,000 lines of code or some such.  Was...  hard to describe that feeling staring at it.   IT WORKED.  IT RAN AND COMPILED.  So... as a program, it did what it was supposed to.  But...  it just boggled my mind to study it.

Instead of a simple bubble sort:

Code: (Select All)

FOR i = 1 TO 10
   FOR j = i to 10
     IF A(i) < a(j) THEN SWAP A(i), A(j)
NEXT j, i

He'd unraveled the logic himself:

IF A1 < A1 THEN SWAP A1, A1
IF A1 < A2 THEN SWAP A1, A2
IF A1 < A3 THEN SWAP A1, A3
IF A1 < A4 THEN SWAP A1, A4
IF A1 < A5 THEN SWAP A1, A5
IF A1 < A6 THEN SWAP A1, A6
IF A1 < A7 THEN SWAP A1, A7
IF A1 < A8 THEN SWAP A1, A8
IF A1 < A9 THEN SWAP A1, A9
IF A1 < A10 THEN SWAP A1, A10
IF A2 < A1 THEN SWAP A2, A1
.... and so on.

So imagine that style code to swap out 44 variables to sort them.  Then imagine doing number comparisons to check on matching values.  The entire program... array free... unraveled to its base logic...   segment after segment of blocks of code...

It was damn impressive.  And it worked.  And it was utterly impractical.  And it worked.  And WTF has ever seen such code ever before?  And it worked.  And a train wreck is something you just can't stop staring at, and the messier it is, the more you have to stare.  And it worked.

And.. I was both awestruck and utterly mind blown.  I don't think anyone has ever wrote code that's blown my poor brain as much as that program did.  It was such a simple program, but was expanded to oodles and oodles of lines of code.  No array involved, just mass code copy/pasted and edited with every variable tracked independently.



So... for WHO'S made Steve's brain smoke the most?

#1 -- Steve himself.  I can produce errors and glitches that just seem impossible by all standards and sometimes it's just simple things that my brain just refuses to sort out and recognize.  A lot of times it's code working 100% perfectly, just 0% as intended.

IF X < Y THEN PRINT X ELSE PRINT Y    <--- perfectly valid code.... that is impossible to debug when it's inside a 100,000 line program and you're wanting to print the opposite X > Y condition and you're checking every frigging sub/routine/function and everything *LOOKS* right... but it's not working... and ARRRRGGHHHH!!!   You post the code online in 3 seconds later someone comes along and says, "DUH!  YOUR SYMBOL IS BACKWARDS."

ARRRRRGGGHHHHHH!!!

#2 -- Chris/ARB
#3 -- ARB/Chris

Anyone beyond that comes in a distant place afterwards as I can't recall any other instances that have stuck with me beyond a day or two of scratching my head beyond those few peoples' masterful brain burning.  

Tongue

EDIT:

#4 Would be Pete with his minimalist code school coding style. Variable names 2 letters long, all compacted together, no comments, just a blur of WTF jumbled together and then he goes: Here, this works! And usually without SUB or FUNCTION and all just tossed into one main program where you have to sort out where the relevant process even starts and ends at. Pete's a damn good coder and he gets the job done, but he too is one who makes the brainpan smolder on a regular basis.


RE: This AI stuff is SCARY!!! - Pete - 10-22-2025

You'll soon regret that post, Steve. You know how competitive I can be. #4? Bullshit. I'm going to post my original office project...

All CAPS.
No indenting.
All one or two letter variables.
No remarks.
Multi-Modular.
Loaded with GOSUBs.
80,000+ lines of code.
Consists of 14 total programs, all made the same way.

But it runs on QuickBASIC!

I will be #1 Big Grin Big Grin Big Grin

Pete