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nr 63
6
EN
The standard account of elsewhere is that it is any place that isn’t here. In this paper I argue against this account by demonstrating that (given some plausible assumptions) it results in a contra-diction. In its place I offer a modified account of elsewhere; where a place can only be elsewhere if it is in the same type of space as here.
3
Content available Zbrodnia Raskolnikowa – wieczna zagadka
75%
EN
The article focuses on one of the major mysteries concealed in Fyodor Dostoevsky’s oeuvre up to the present day, namely the main cause of a double murder committed by Raskolnikov in Crime and Punishment. I present selected scholarly interpretations of Raskolnikov’s deed, some of them being already classical and ever inspiring for subsequent readings of the novel, some using extremely persuasive argumentation on one of Raskolnikov’s possible motives. Each of these readings becomes an object of my commentary and critical assessment as I indicate those fragments in Dostoevsky’s novel which undermine their claim to provide an ultimate solution of Raskolnikov’s reason for crime. This presentation leads to the conclusion that Crime and Punishment is unusually open for interpretations, which probably have more to say about the philosophical identity of their authors rather than about Dostoevsky’s intentions in creating his famous protagonists. Eventually I claim that the novel’s main secret – Raskolnikov’s motive for murder – is never to find its one, satisfactory explanation and that this is what makes a literary work a true, immortal masterpiece.
4
Content available remote Prawdziwe puzzle
72%
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tom T. 4, nr 1
65--81
PL
Poniższy tekst przedstawia podstawowe mechanizmy interakcji z elementami, które są częścią gry puzzle. W pierwszej kolejności przedstawiany jest materiał dzięki, któremu rozgrywka zawiera element realizmu. Mowa tu o podnoszeniu elementów układanki, które są widoczne w całości lub chwytane za ich widoczne części. W drugiej i najbardziej obszernej części zapoznamy się z koncepcją, która ułatwi graczowi dopasowywanie do siebie elementów puzzli tak, aby nie tworzyły się mało estetyczne przerwy między nimi.
EN
Article presented below covers issues of basic human-puzzle piece’s interaction mechanisms used in jig-saw puzzle game. First of all, we will go over material concerning realistic site of above mentioned game, which is the phenomenon of picking up wholly visible puzzle pieces and their partly covered versions when hold onto them. Second and most absorbing part is easy placing mode, which turns out to be really convenient when playing this kind of game. Thanks to that users will not see undesirable space between puzzle pieces.
EN
The paper presents an approach to solving the problem of assembling broken, flat elements using a letter notation of the elements’ contours and checking their matching using linguistic methods. Previous studies with the use of exhaustive search have shown effectiveness in finding possible connections, but they are burdened with a large number of calculations and the time needed to carry them out. In order to accelerate the process of searching for solutions, the possibility of using a fail-fast method of fuzzy assessment of potential combinations of elements was checked, as well as the method of cutting off potential, but not effective connections. The numerical experiment carried out showed a significant reduction in the number of trials and total computation time while maintaining the quality of the potential solutions found.
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