Author: Robert Hyatt
Date: 12:37:21 07/31/03
Go up one level in this thread
On July 31, 2003 at 14:23:50, Dieter Buerssner wrote:
>On July 31, 2003 at 13:40:37, Robert Hyatt wrote:
>
>>On July 31, 2003 at 12:38:51, Omid David Tabibi wrote:
>>
>>>On July 31, 2003 at 11:25:58, Robert Hyatt wrote:
>>>
>>>>On July 30, 2003 at 11:16:30, Omid David Tabibi wrote:
>>>>
>>>>>On July 30, 2003 at 09:29:50, Tony Werten wrote:
>>>>>
>>>>>>On July 30, 2003 at 06:29:43, Omid David Tabibi wrote:
>>>>>>
>>>>>>>float o=0.075,h=1.5,T,r,O,l,I;int _,L=80,s=3200;main(){for(;s%L||
>>>>>>>(h-=o,T= -2),s;4 -(r=O*O)<(l=I*I)|++ _==L&&write(1,(--s%L?_<(L)?--_
>>>>>>>%6:6:7)+"World! \n",1)&&(O=I=l=_=r=0,T+=o /2))O=I*2*O+h,I=l+T-r;}
>
>>>Not that I fully understand how it works, but I'd be interested to know why it
>>>wouldn't work on all machines...
>>
>>You are playing games with floating point constants. Not every machine uses
>>IEEE. :) That means an obfuscated way of creating characters won't work
>>on those machines.
>
>I don't see it. Can you show where there are the games with floating point
>constants?
>
>Regards,
>Dieter
I think you are correct. I had just looked at an obfuscated program that
used IEEE FP numbers to produce characters. If you know how the number will
look when converted to binary, then you can twiddle it to produce any character
you want. Of course, if the machine doesn't use IEEE, then the output will be
broken. In this program, the IEEE numbers are not used in that way, after
looking at it more carefully...
I think it should work anywhere after looking more closely...
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