2048 is an easy and fun puzzle game. Even if you don't lovenumbers you will love this game. It is played on a 4x4 grid using the arrowsor W, A, S, D keys alternatively. Every time you press a key - all tiles slide.Tiles with the same value that bump into one-another are merged.Although there might be an optimal strategy to play, there is always some level of chance.If you beat the game and wouldlike to master it, try to finish with a smaller score. That would meanthat you finished with less moves.

Can some give some light to what steps are wrong or if this is even possible?? since its seems to me to be redundant to use openssl to generate the dsa 2048 keys just to later on convert using ssh-keygen that doesn't support 2048 in the first place...


2048 8x8


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As written by @dave_thompson_085, OpenSSH ssh and sshd do support all DSA sizes allowed by OpenSSL/libcrypto, but ssh-keygen can only generate ssh-dss keys with 1024 bits. So the reason why the 2048-bit ssh-dss key didn't work for you may be because it was disabled in the configuration of ssh or sshd. @dave_thompson_085 also wrote: OpenSSH 7.0 up by default disables ssh-dss for all sizes, and larger (186-3) sizes still use SHA-1 which is no longer considered secure.

I hope some knowledgeable person here can help me settle something. I'm assisting a friend with setting up his animation project , which at first was going to be done at 16:9 HDTV aspect ratio

at 1920 x 1080 , but he is now considering whether to work at 1.85:1 theatrical aspect ratio. I thought that 1.85:1 was 2048 x 1107 and that 16:9 was 2048 x 1152 because on several different websites I've found handy 'Aspect Ratio cheat sheets' posted which give those numbers, for example here :

However, my friend put this to an editor of long-time experience and was told by the editor:

"I've always worked at 2048 x 1080 , I've never heard of the number 2048 x 1107" . Well, that set me back ... What does that mean?

The 2048 x 1080 full container is a 1.9:1 aspect ratio , thats the actual number of pixels a 2K DLP chip has and its wider then 1.85:1. So to maximize resolution for a 1.85:1 file, it can only be 1080 pixels tall. The full hight is used and the chip is slightly wider then 1.85:1 so the sides have to be cropped down from 2048 in to 1998.

2048 x 1107 is a 2K scanning/record resolution of 1.85:1, 35mm film. Since a 2K scan is going to be 2048 wide and the hight dependant on aspect ratio up to 4:3. If your producing a 35mm print, then you would master at 2048 x 1107 for 1.85:1 2K typically and laser record it to film at that resolution.

The part where Elm really shines. I wrote the game logic to be independent of the views. It can be found here. I hope when you read it, it screams: 2048. I made extensive use of opaque types and tried to model the domain so that impossible states remained impossible.

While trying to partition it, the first partition can only start on sector 2048, instead of 63 that was before. Drive have different geometry as previous and remaining ones. (Fewer heads/more cylinders)

The 1 MiB (2048 * 512-byte emulated block size) choice is a great catch-all for various hardware storage configurations. Since file system data structures are generally aligned with the partition start point, this can be important to maximize storage read/write speed.

So while if you have an AF drive and are partitioning as GPT, you might be perfectly happy with your first partition starting at LBA block 40 (an integer multiple of the 8 logical blocks in each physical block of your HDD), hardly any real-world storage is lost by just starting at LBA block 2048 (1 MiB), which is just a more flexible value for partitioning software to default to since it is suitable for pretty much any hardware configuration.

You can then proceed with adding the various partitions back into the RAIDs where you got complaints about the partitions not being the same size due to the 63/2048 start cylinder difference throwing off the eventual partition sizes.

The problem remains that when I lower the percentage, it makes the image smaller in pixels dimension, and I have to have the minimum 2048 x 1152 and no more than 6M, because Youtube requires this for a channel graphic.

2048 is a single-player sliding tile puzzle video game written by Italian web developer Gabriele Cirulli and published on GitHub.[2] The objective of the game is to slide numbered tiles on a grid to combine them to create a tile with the number 2048; however, one can continue to play the game after reaching the goal, creating tiles with larger numbers. It was originally written in JavaScript and CSS over a weekend, and released on 9 March 2014 as free and open-source software subject to the MIT License. Versions for iOS and Android followed in May 2014.

2048 was intended to be an improved version of two other games, both of which were clones of the iOS game Threes released a month earlier. Cirulli himself described 2048 as being "conceptually similar" to Threes.[3] The release of 2048 resulted in the rapid appearance of many similar games, akin to the flood of Flappy Bird variations from 2013. The game received generally positive reviews from critics, with it being described as "viral" and "addictive".

2048 is played on a plain 44 grid, with numbered tiles that slide when a player moves them using the four arrow keys.[4] The game begins with two tiles already in the grid, having a value of either 2 or 4, and another such tile appears in a random empty space after each turn.[5] Tiles slide as far as possible in the chosen direction until they are stopped by either another tile or the edge of the grid. If two tiles of the same number collide while moving, they will merge into a tile with the total value of the two tiles that collided.[6][7] The resulting tile cannot merge with another tile again in the same move. Higher-scoring tiles emit a soft glow;[5] the largest possible tile is 131,072.[8]

The game is won when a tile with a value of 2048 appears on the board. Players can continue beyond that to reach higher scores.[10][11][12] When the player has no legal moves (there are no empty spaces and no adjacent tiles with the same value), the game ends.[3][13]

Nineteen-year-old Gabriele Cirulli created the game in a single weekend as a test to see if he could program a game from scratch.[16] "It was a way to pass the time", he said.[10] He described it as being "conceptually similar" to the recently released iOS game Threes,[3][17] and a clone of another game, 1024.[10] Developed by Veewo Studio,[18] 1024 is itself a clone of Threes, with its App Store description once reading "no need to pay for Threes".[19] Cirulli's README for 2048 cites another 1024 clone as influence: the homonymous but slightly different in terms of mechanics 2048 by Saming.[20]

The simple controls allowed it to be used in a promo video for the Myo gesture control armband,[24] and the availability of the code underneath allowed it to be used as a teaching aid for programming.[25] The second-place winner of a coding contest at Matlab Central Exchange was an AI system that would play 2048 on its own.[26] As the source code is available, many additions to the original game, including a score leaderboard, an undo feature, and improved touchscreen playability have been written by other people. All are available to the public.[4][25]

The game has been described by The Wall Street Journal as "almost like Candy Crush for math geeks",[6] and Business Insider called it "Threes on steroids".[1] Caitlin Dewey of The Washington Post called it "a nerdy, minimalist, frustrating game",[11] while The Independent called it "addictive".[19] The phenomenon of 2048 has been compared to that of Flappy Bird by several commentators. Both games' success, and their simplicity, led to the rapid creation of many variants, and both games have been described as "viral" and "very addictive".[5]

James Vincent of The Independent labeled 2048 as "a clone of a clone".[19] In April 2014, Pocket Gamer reported that 15 new clones of Threes were released daily in the App Store.[33]When asked if he was concerned that his situation would end up as stressed as that of Nguyn H ng, the creator of Flappy Bird, Cirulli said that he had "already gone through that phase" on a smaller scale, and that once he had decided against monetizing 2048, he "stopped feeling awkward."[3]

In response to rampant cloning, the creators of Threes published a log of how the game evolved over its 14-month development cycle. They said they had tried and dismissed 2048's tile merging variant, because it made the game too easy.[34] In a 2014 Wired article, they claimed to have each beaten 2048 on their first play.[34]

The mathematical nature of 2048 has made the game of interest to AI researchers. As of 2022, AI achieved[35] over 95% (likely over 98%, but the measurement has noise) probability of making a 16384 tile, over 75% (likely over 80%) probability of making a 32768, and over 3% probability of making a 65536 (improving over the results in [36] and [37]). Due to randomness and lack of spare room, the optimal probability of making a 65536 tile is expected to be low; this is supported by optimal solutions for constrained boards.[35][38]

2048 AI strategy uses expectimax search up to a certain (variable) depth, plus transposition tables to avoid duplication. Analogously to endgame tablebases, tables are used to estimate success (for building a large enough tile without destroying the configuration) in appropriate positions with many large tiles. A position evaluation function can favor empty squares, having a large number of merge possibilities, placement of larger tiles at the edge, and monotonicity for tile sizes, especially for larger tiles.[39][40] The parameters are optimized by a search for better parameter values; some papers[36][37] used temporal difference reinforcement learning. e24fc04721

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