Input.repeat?( <key> )

Started by fugibo, June 11, 2009, 05:37:43 pm

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fugibo

Do any of you actually use aforementioned method?

Ryex

how is it even different? what could it do that keyboard repeat rate and Input.trigger? can't?
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Calintz

I guess this could be used as an add on for Blizz-ABS to charge an attack ... But as for myself ... no.

Blizzard

Character input window. Of course.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Landith

@ryex: I think that Input.repeat?( <key> ) is like trigger? except that it happens without the keyboard repeat rate and the .repeat? starts to happens with the keyboard repeat rate...

Although, I'm not sure.

@WcW: No, I don't use it. I just use trigger?.

fugibo

Quote from: Blizzard on June 11, 2009, 05:59:50 pm
Character input window. Of course.


Once again, same occurs to me immediately _after_ I make the topic and leave. >_<
So I see. This may see dropped support for a little while in RGame (I'm too lazy to implement it)

In exchange, I give you full mouse and keyboard support by default XD

Ryex

Quote from: WcW on June 11, 2009, 07:54:36 pm
Quote from: Blizzard on June 11, 2009, 05:59:50 pm
Character input window. Of course.


Once again, same occurs to me immediately _after_ I make the topic and leave. >_<
So I see. This may see dropped support for a little while in RGame (I'm too lazy to implement it)

In exchange, I give you full mouse and keyboard support by default XD

speaking of which how Is RGame coming? *is off topic*
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fugibo

Very slowly. I'm gonna do some work on basclic graphics tomorrow, I hope.

Seox

I'm making a radio from metal gear (and can't seem to figure out the best way to store messages >.>), and you have to hold left or right to change the frequency:

http://img.qj.net/uploads/articles_module/119471/codec_qjpreviewth.jpg (LOL colonel being weird.)

Point being, INDIVIDUALLY PUSHING left and right TWO HUNDRED TIMES is NOT COOL.

XD

But then again, that's a VERY specific need. Just figured I'd mention it.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Calintz

June 13, 2009, 11:38:25 pm #9 Last Edit: June 13, 2009, 11:39:53 pm by Calintz
Don't try to store messages silly ...
You would need one common event most likely for this.

Upon using left and right, decrease or increase a variable called "frequency."
Use conditional branches to check the variable for certain values(your frequencies) and display your messages upon the proper values. Have it set as a parallel process so it updates constantly while you scroll through your frequencies, and have it activated by a switch called "Radio." Turn this switch on when you open your sack and use the radio.

P.S. you should start a new topic for this.

Aqua

Cal, he does have a topic for this :P

And it's perfectly fine to store messages in scripting; they're called strings.
Actually... more than perfectly fine... more like /needed/.
Else windows would be very... not wordy XD

Seox

XD, *not to topic hijack*, No I know about strings.

The problem is that there are MANY, MANY conversations in the game. From MANY DIFFERENT PEOPLE. They're all of variable length. I've pretty much got the whole script written, as far as the layout and numbers. I just have no idea how to organize the conversations. Where to put them, how to check for which one to play when the user calls (IE not triggered by an event.), you know. Point being, there are lots of facets to consider, and putting a two paragraph conversation into a single string, taking up several lines, done MULTIPLE times, would get to be very cluttered....not sure what the best way to store 'em would be.

Anyways, sorry for the tangent...

Thanks for the help ^_^
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Aqua

You could see how Blizzard lots of text in his ARS Database in Chaos Project (the game).
I'm not sure if I'm allowed to post it here, but it's like this.


  def self.message(id)
    texts = []
      case id
      when 1
        texts.push('Long string of text goes here... It's so long ')
        texts.push('that I want it to be on a new line on the editor.')
      when 2
        texts.push('Yap, yap, yap.  I love looong strrriiiiiings ooooofff teeeexxxt.')
        texts.push('It's like having cheese in your pants!!!!!  Woooooooooo')
        texts.push('ooooooooooooooooooooooooooooooooooooot!')
etc
      end
    return texts
  end

Calintz

But this would be so much easier evented, Lol.
Oh well ... =D

Ryex

Quote from: Calintz on June 14, 2009, 12:03:34 am
But this would be so much easier evented, Lol.
Oh well ... =D

only if you don't know how to script, if you  know how to do both then the combo rout is WAY faster
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Seox

@Aqua - that looks promising. Thank you VERY much! ^_^

@Ryex - the combo route? I was thinking something like that, but have no idea how to orchestrate it.

@Calintz - I know that it would, but I had to make a Scene_Radio for the radio, and messages won't play in another scene. If I run a common event, wouldn't it wait and display the message AFTER I exited? Which would really suck.

I was thinking about making a common event for each person to call.

IE
(EXAMPLES!!!)
Calintz -
Aqua -
Ryex -

Each as a seperate common event. In the script, maybe do a case statement, checking what the frequency is when you push enter. That way it can decide the common event to reference. From there, in the common events, maybe check game variables and switches to determine the conversation.

Lastly, I could give Scene_Radio an attr_writer for conversation. Then, in the common event, I could make:

Quote$scene.conversation = "THIS IS WHAT WILL BE DISPLAYED IN THE RADIO."
at the end of all the checks. That way it is VERY easily organized.

Also, how do you do a "wait" type command in a script? There doesn't seem to be a literal one, but I need delay between pushing enter and the radio "getting a signal".

Again, sorry for topicjacking, but thank you guys ^_^

><
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Blizzard

Quote from: Calintz on June 14, 2009, 12:03:34 am
But this would be so much easier evented, Lol.
Oh well ... =D


Not when the window shows HP, MP, the monster name and some other stuff. :P Also, the message window does not support up to 6 lines at once (+ the line with name, HP and MP).
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fugibo

Seox, thank you for the input.

NOW QUIT SPAMMING UP MA THREADZ!

Seox

Quote from: WcW on June 14, 2009, 03:24:15 pm
Seox, thank you for the input.

NOW QUIT SPAMMING UP MA THREADZ!


XD, *ceases and desists*

As an aside, repeat? could also be used in place of any menu (CMS, or, for instance, an item upgrade system.) trigger? query, to allow you to more rapidly navigate it. It's obviously not necessary, and not even very useful, but it sure as hell makes it easier on us lazy peoples peeples. Trigger takes exactly one key press, but repeat takes one or more, so, unless held, it functions the same.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Zeriab

I typically use it when one can scroll through a number of items.
A typical weakness in evented CMS are that they don't try to emulate the repeat? press when changing selection in the menu.

Seox

Quote from: Zeriab on June 15, 2009, 06:08:51 pm
I typically use it when one can scroll through a number of items.
A typical weakness in evented CMS are that they don't try to emulate the repeat? press when changing selection in the menu.


Evented CMS? You can DO that?
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Yeah, just use script calls for stuff.

Seox

Hmmm. It seemed like it'd be practically IMPOSSIBLE, but wow...

^_^
Thanks for the info.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Aqua

I had an evented CMS back in RM2k3...
And an ABS too... *whistles*

Scripting is so much easier @.@

Seox

Quote from: Aqua on June 15, 2009, 07:22:25 pm
I had an evented CMS back in RM2k3...
And an ABS too... *whistles*

Scripting is so much easier @.@

I figured that it would be. Seems like eventing it would be stanically inclined to errors.

Say, Aqua, who is that in your avatar?
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

It's mainly the fault of the Event editor. It's horribly annoying compared to the script editor. Typing is much faster than clicking for such purposes.

Seox

Quote from: Longfellow on June 15, 2009, 08:58:12 pm
It's mainly the fault of the Event editor. It's horribly annoying compared to the script editor. Typing is much faster than clicking for such purposes.


I think you're right, there, even though it's quite a bit less error prone, as far as typos. Although, I find it to be FAR messier, even with my sloppy scripting habits.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

NVM, this is now implemented in RGame, along with trigger?, press?, release?, mouseover?, mouse_x, mouse_y, mouse_move_x, and mouse_move_y. I'll be making a thread for RGame API and such for everyone to comment on and voice their opinions -- I thought it was best to have you guys help me decide since you're the ones who'll be using it the most ;)

Seox

Quote from: Longfellow on June 18, 2009, 07:20:05 pm
NVM, this is now implemented in RGame, along with trigger?, press?, release?, mouseover?, mouse_x, mouse_y, mouse_move_x, and mouse_move_y. I'll be making a thread for RGame API and such for everyone to comment on and voice their opinions -- I thought it was best to have you guys help me decide since you're the ones who'll be using it the most ;)


Rgame?
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Look around in the "New Projects" section. It's the only topic by me.

Seox

Quote from: Longfellow on June 19, 2009, 01:39:07 pm
Look around in the "New Projects" section. It's the only topic by me.


Cool beans ^_^.

Oh my god. Did I just say "cool beans?"

Seox.suicide


... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Quote from: Seox on June 20, 2009, 09:04:57 pm
Quote from: Longfellow on June 19, 2009, 01:39:07 pm
Look around in the "New Projects" section. It's the only topic by me.


Cool beans ^_^.

Oh my god. Did I just say "cool beans?"

Seox.suicide



Three things:
1) We're all Users here, so Seox is within the Users::LIST array. To get him, use Users::LIST.find {|u| u.name =~ /seox/i}
2) The Users class has suicide return a dead user, but the original remains alive. Use suicide! instead
3) STOP ADDING SO MUCH WHITESPACE TO YOUR POSTS, GAH!

Ryex

user = Users::LIST.find {|u| u.name =~ /Longfellow/i}
user.shut_up!
  :P JK
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fugibo

Quote from: Ryexander on June 21, 2009, 12:47:35 am
user = Users::LIST.find {|u| u.name =~ /Longfellow/i}
user.shut_up!
  :P JK


Just so you know, don't add the "i" to the end of the RegExp if you search for WcW. It always has the same case. :V

Seox

Quote from: Longfellow on June 20, 2009, 09:10:56 pm
Quote from: Seox on June 20, 2009, 09:04:57 pm
Quote from: Longfellow on June 19, 2009, 01:39:07 pm
Look around in the "New Projects" section. It's the only topic by me.


Cool beans ^_^.

Oh my god. Did I just say "cool beans?"

Seox.suicide



Three things:
1) We're all Users here, so Seox is within the Users::LIST array. To get him, use Users::LIST.find {|u| u.name =~ /seox/i}
2) The Users class has suicide return a dead user, but the original remains alive. Use suicide! instead
3) STOP ADDING SO MUCH WHITESPACE TO YOUR POSTS, GAH!


XD, especially at #2!!
Sorry, I find the obsessive-compulsive need to totally annoy the piss out of you seperate my thoughts, logically. It adds more emphasis to things which need it, and helps to keep things seperated, to prevent ambiguity. I'll try to work on that. ^_^
The users CLASS? But isn't Users::LIST the shortcut for a module's constant? *thinks he just found error. W00t*
(See? To me, that (^) looks pug fugly.)
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Classes can do everything Modules can except for mixins.

Seox

Quote from: Longfellow on June 21, 2009, 01:47:13 pm
Classes can do everything Modules can except for mixins.


So, you can make "static classes" that are actually classes? w00t!
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

Quote from: Seox on June 21, 2009, 08:21:49 pm
Quote from: Longfellow on June 21, 2009, 01:47:13 pm
Classes can do everything Modules can except for mixins.


So, you can make "static classes" that are actually classes? w00t!


Don't. Waste of memory and such. Not very much, but that IS what modules are meant for.
 

Seox

Quote from: Longfellow on June 21, 2009, 08:32:44 pm
Quote from: Seox on June 21, 2009, 08:21:49 pm
Quote from: Longfellow on June 21, 2009, 01:47:13 pm
Classes can do everything Modules can except for mixins.


So, you can make "static classes" that are actually classes? w00t!


Don't. Waste of memory and such. Not very much, but that IS what modules are meant for.
 


^_^. So, can modules contain any other "containers" besides constants? And, also, can I say
BREAKFAST = Menu.food

, where Menu is the module containing both, so that it uses its own method to figure out what to set something to?

Thank you ^_^
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Blizzard

Sure, put in methods.

module A
 
  def self.b
    p 'HAI THAR'
  end
 
end

A.b # shows "HAI THAR"


or

module A
 
  def b
    p 'HAI THAR'
  end
  module_function :b
 
end

A.b # shows "HAI THAR"


or

module A
 
  module_function
  def b
    p 'HAI THAR'
  end
 
end

A.b # shows "HAI THAR"


I prefer the very first way because you can instantly see which method has public access.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Seox

Quote from: Blizzard on June 22, 2009, 10:20:36 am
Sure, put in methods.

module A
 
  def self.b
    p 'HAI THAR'
  end
 
end

A.b # shows "HAI THAR"


or

module A
 
  def b
    p 'HAI THAR'
  end
  module_function :b
 
end

A.b # shows "HAI THAR"


or

module A
 
  module_function
  def b
    p 'HAI THAR'
  end
 
end

A.b # shows "HAI THAR"


I prefer the very first way because you can instantly see which method has public access.


Well, see, I was referring more to something like THIS:


module Smurf
SKIN_COLOR = Smurf.skin_color

def Smurf.skin_color
case genes
when 1
return 'blue'
when 2
return 'blue'
when 3
return 'blue'
when 3 == 4
return 'yeah, right....  :V '
end
end


>.< can't indent do to lack of ability to tab in the message window. Does that (^) make sense?
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

fugibo

1) Just add two spaces, you don't NEED a tab :P
2) It's not "Smurf.method_name," it's "self.method_name"
3) BTW, case statements don't use ==, they use ===, which is the same as == except when used with certain objects (such as Ranges and Regexps), in which case they are overridden by said object and add in some nice functionality. For example:
Long Comments: ShowHide


a = 1705351351
b = "Hello, my name is Ruth. My friend is Ted.\n"

case a
when 0..1000000 then print "Hello, World!\n" # Fails because 1705351351 is not between 0 and 1000000
when 1000001...1705351351 then print "Hello, World! (Not! I hate you, GTFO!)\n" # Fails because "..." is exclusive
when 1705351350..1705351351 then print "W/e.\n" # Succeeds because ".." is inclusive; if it wasn't it wouldn't be a range :P

Seox

Quote from: Longfellow on June 22, 2009, 10:16:43 pm
1) Just add two spaces, you don't NEED a tab :P
2) It's not "Smurf.method_name," it's "self.method_name"
3) BTW, case statements don't use ==, they use ===, which is the same as == except when used with certain objects (such as Ranges and Regexps), in which case they are overridden by said object and add in some nice functionality. For example:
Long Comments: ShowHide


a = 1705351351
b = "Hello, my name is Ruth. My friend is Ted.\n"

case a
when 0..1000000 then print "Hello, World!\n" # Fails because 1705351351 is not between 0 and 1000000
when 1000001...1705351351 then print "Hello, World! (Not! I hate you, GTFO!)\n" # Fails because "..." is exclusive
when 1705351350..1705351351 then print "W/e.\n" # Succeeds because ".." is inclusive; if it wasn't it wouldn't be a range :P



Thank you.

I know about === and ranges, but have never heard (except for now) to use it otherwise.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Blizzard

Quote from: Longfellow on June 22, 2009, 10:16:43 pm
2) It's not "Smurf.method_name," it's "self.method_name"


Both works.

@Seox: You have to use "SKIN_COLOR = Smurf.skin_color" after the method was defined because currently you are calling it before it was defined so you will get an "undefined method" error.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fugibo

Quote from: Blizzard on June 23, 2009, 05:55:35 am
Quote from: Longfellow on June 22, 2009, 10:16:43 pm
2) It's not "Smurf.method_name," it's "self.method_name"


Both works.

@Seox: You have to use "SKIN_COLOR = Smurf.skin_color" after the method was defined because currently you are calling it before it was defined so you will get an "undefined method" error.


True. But given a module named "FooBarDoStuff," self is easier :P

Seox

Quote from: Blizzard on June 23, 2009, 05:55:35 am
Quote from: Longfellow on June 22, 2009, 10:16:43 pm
2) It's not "Smurf.method_name," it's "self.method_name"


Both works.

@Seox: You have to use "SKIN_COLOR = Smurf.skin_color" after the method was defined because currently you are calling it before it was defined so you will get an "undefined method" error.


Woah, so I CAN use methods to define the constants?

Thanks, Blizz! That solves a TON of problems.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Blizzard

Yes, you can. But only in the initial definition. You can't change the constant later, but you can change what's in it.

A = 1
A = 2 # error
B = []
B.push(4)
B.push(5)
p B # [4, 5]
B.clear
p B # []
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Seox

Quote from: Blizzard on June 23, 2009, 03:31:34 pm
Yes, you can. But only in the initial definition. You can't change the constant later, but you can change what's in it.

A = 1
A = 2 # error
B = []
B.push(4)
B.push(5)
p B # [4, 5]
B.clear
p B # []



So, effectively, you can "cheat out", clearing a constant and THEN changing it? I'm guessing that, if it's possible, it's frowned upon.


And, on topic, I think that Input.trigger? checks for multiple, but not repeating presses. The help file made it sound like that. Just an interesting thought.
... (<<<<<<<<<<<<<<< TEH DOTS OF DOOM. Hey, kinda catchy. :naughty:)

Aqua

Input.trigger? checks for a key stroke.
Sooo if you press '1' 5x...
11111 <--- that will activate it 5x

Blizzard

trigger? # once
press? # hold pressed
repeat? # hold pressed with that weird delay like in typing
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fugibo

Quote from: Blizzard on June 23, 2009, 03:43:31 pm
trigger? # once
press? # hold pressed
repeat? # hold pressed with that weird delay like in typing


Specifically, it returns once when first pressed, then again 15 frames later, and then every three frames.

(yes, I used your code, Blizz -- I'm far too lazy to experiment with RGSS myself :P)

Blizzard

Every 3? I could have sworn every 2. ._.

And thank you for acknowledging that you use my research results for your answer. That means you quoted me on a scientific basis. xD
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fugibo

Quote from: Blizzard on June 23, 2009, 06:19:35 pm
Every 3? I could have sworn every 2. ._.

And thank you for acknowledging that you use my research results for your answer. That means you quoted me on a scientific basis. xD


CRAP YES!!! WHAT'S YOUR ERDOS NUMBER?????!!??!?!?!?!?!

Blizzard

IDK. I didn't make the system, but I reverse engineered it so it's probably 1.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fugibo

Quote from: Blizzard on June 23, 2009, 06:36:18 pm
IDK. I didn't make the system, but I reverse engineered it so it's probably 1.


Uhm.

Wrong Erdos (no guarantee link will work)...?

Blizzard

I don't think so.

QuoteBecause of his prolific output, friends created the Erdős number as a humorous tribute; Erdős alone was assigned the Erdős number of 0 (for being himself), while his immediate collaborators could claim an Erdős number of 1, their collaborators have Erdős number at most 2, and so on. Some have estimated that 90 percent of the world's active mathematicians have an Erdős number smaller than 8 (not surprising in light of the small world phenomenon). It is jokingly said[25] that Baseball Hall of Famer Hank Aaron has an Erdős number of 1 because they both autographed the same baseball when Emory University awarded them honorary degrees on the same day. Erdős numbers have also been humorously assigned to an infant, a horse, and several actors. For details see the Extended Erdős Number Project.

The Erdős number was most likely first defined by Casper Goffman, an analyst whose own Erdős number is 1.[26] Goffman published his observations about Erdős' prolific collaboration in a 1969 article entitled "And what is your Erdős number?"[27]


The question if Erdos is absolute or if anyone can start his own Erdos squence remains. ._.

EDIT: Aaaaaaaaaaaaaaaanyway, you are spamming your own topic. It doesn't matter what my Erdos number is.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.