CSS issue
Nov 23 2009, 2:05 am
By: sharf  

Nov 29 2009, 12:24 pm Syphon Post #21



Quote from sharf
Well you just said what I want is not accomplishable in CSS. That the content cannot be atleast 100% of the screen, and then stretch beyond it with content without client-side scripting correct? Well I have tables set up that do that, and very well might I add. The only issue is that IE7 and earlier do not recognize the code and therefor does not display it correctly (not sure it picks the way to mess up that it does though) and I'm working on that right now.

CSS can cause semantically correct elements to display like tables, read the link. If you have it set up as semantically incorrect tables, just fix it like that.



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Nov 29 2009, 5:14 pm sharf Post #22



The only problem with that is that I am not using CSS, remember? because it can't do what I want. So now I'm using tables, which do what I want, perfectly, it's just that the code I'm using does not work in IE7 and earlier, so I can make a fix that makes it look acceptable in those browsers, but the page looks best in newer browsers.



None.

Dec 5 2009, 3:44 am Syphon Post #23



Quote from sharf
The only problem with that is that I am not using CSS, remember? because it can't do what I want. So now I'm using tables, which do what I want, perfectly, it's just that the code I'm using does not work in IE7 and earlier, so I can make a fix that makes it look acceptable in those browsers, but the page looks best in newer browsers.

Yes, CSS can do what you want, you just don't know to do it.

Tables are semantically incorrect for layout purposes.



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[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
[02:57 am]
Vrael -- NimoStar
NimoStar shouted: If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
I mean human brains trained the bot too, its not completely infeasible for the bot to actually be strong in certain scenarios
[10:13 pm]
Oh_Man -- No APM in chess. Computer just outthinks the human by seeing more moves ahead and more permutations
[10:12 pm]
Oh_Man -- U reckon? Kasparov waa defeated by computer decades ago
[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
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