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Runes and or Mantras that help with mathematical, programming knowledge.

serpentwalker666

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Hello, I have been studying mathematics and programming for awhile now. I don't have a whole lot of time to study between everything going on in my life, but have been trying to make as much progress as possible so I can have a good career so I can then focus alot more of my attention here on the Joy of Satan.

I chose C++ to start with as the programming language I really wanted to learn first. I've been using 'The C++ Programming Language 4th Edition' and various other sites and references.

I made a post awhile ago to help others going a similar route in learning these topics, however I've hit a major block in my comprehension. My memory also isn't the best.

I am struggling in comprehending and remembering the correct syntax and ways to write the code. I've studied this book and the various aspects of the standard library for hours and hours. I've written a few simple programs, and worked with vectors, and pointers.

I don't want to switch to an easier language either, I know python is an option. The issue here is my ability to comprehend and work with all this information. All programming languages appear to be fundamentally the same, just written different.

My question is, what specific runes and or mantras would be helpful for better comprehending and making faster progress when studying difficult, complicated information?
 
serpentwalker666 said:

Mercury in Aquarius Square for intellect, comprehension and overall technological competence.
Mannaz for comprehension, memory, tapping into collective memory
Kenaz for applied skill and good studying
Dagaz for advanced understanding and awareness

Use the runes starting on the upcoming Virgo esbat, as this is good for work and analysis.
 
You should consider a better language than C++. Nothing wrong with that. For example while C++ and C do not share much C being an older and more of a mechanism language like Linux being coded in C. Choosing an easier language or grasping an easier one is not bad. Think of it like Rust, Linux = C or Assembly or In-line Assembly. But Rust has evolved so much even things that just recently weren't in Rust have been re-created and speed up and secured greatly by it.

It's a mathematical language used often in games or used when requiring a powerful throughput of data at key points, I believe if I remember correctly C++ is very good at parallel properties and working with key points to speed up data such as bottlenecks, for example multiprocessing and generally working with producing high speed code for immediate or as fast as possible generation. Or generation of higher performance for example running a specific protocol at a high framerate to reduce or eliminate deadzones of low-framerates.

Hell the joke among C++ users is, after studying other languages and spending time using others. I'd rather learn and program in Assembler or Machine Code or any other language than be with C++ from the beginning.

With that said, I have read people who do get into C++ and do good with it and propagate. Are learning good habits such as programming correctly and or versioning or documenting the code properly. Although those skills should be learned right away the fact of the matter is C++ is so overlyengineered and used the strata of information available is high. With documentation both internal and external, the key is, a medium balance. Not too much description it bogs down the readability of the code but not too obvious stuff that makes programmers go this documentation is overly-docuemented.

For example you have a simple math code that is obvious when read you don't need documentation but now you have a subroutine and maybe a sentence maybe two sentences describe the 1/0 state and expressing a succinct description would help convey a better understanding for anyone reviewing the code. You don't need to put documentation on Print Hello World but for printing a large text or printing some code producing major changes maybe adding a solid sentence or a few descriptive values would help.

Think of C++ like the .45 vs 9mm debate. Both are excellent rounds while the .45 is a bit on the lower-side compared to a .460 Rowland. The 9mm has been so overly used, developed, engineered, and is such a mass deployment everyday of everyday. That 9mm > .45 more so not because the 11.45mm is bad not especially the .460 Rowland which is the same 11.45 with the catridge extended just a mm more or so, 11.45mm x 22.8 vs .45 x 23.5mm but the 9mm is the main bullet so to speak of Humanity. We produce many bullets but 9mm has been elevated to standard deployment.

But what I do know C++ is nice and all for example it can be used to create high-speed properties for example Inf_Beppo of Infiltration mod from Unreal Tournament used it to create Free-Vectorized Aiming or Aiming Deadzone; He also assisted the people at Red Orchestra to create the Free-Aim Deadzone system, box-bound they use. I know in Red Orchestra 2 particularly the expansion packs they instituted Box, Smooth, and one more system.

Red Orchestra, Kill Zone series(Kill Zone 2, the second game ranks among the version of Kill Zone with the best Aiming Deadzone system of the series), Infiltration particularly as the finalized game Infiltration 2.9, Arma series, various games wanted or have toyed with the idea of Aiming Deadzones for example Escape from Tarkov. Operation Harsh Doorstep has had some people ask for it.

Aiming Deadzone or Free-Aim or Free-Vectorized Aiming isn't the end all be all of balancing the games. Some games use a combination like Insurgency where the aiming deadzone works on the unsighted aiming but during aiming down sights the weapon locks in like in the Call of Duty series which popularized it but did not invent aiming down sights.

Aiming-Deadzones has been criticized by people like Dyslexci as not as realistic for long guns as an afterthought.

https://dslyecxi.com/articles_wp/best-of-tactical-gaming-infiltration/

For pistols it works well, very well actually. But long-rifles in real life military applications aren't necessarily used as extreme. Still the point is to balance the game or provide a more tactical approach. Something most people who develop things believe tactical is something when they aren't providing tactical properties. Happened in CoD a lot with "tactical servers" so-called cause they play crouched all the time. That isn't tactical and CoD is too arcade like to use tactical.

As well you can use C++ for developing TFPV, True-First Person Vision. The trick is you zoom in all the way with the field of view code and while that will give you fisheye you expand the field of view to cover the aspect ratio. And thus you can aim down sights without zoom to give 1:1 vision. You provide 1:1 vision already and just use the weapon. Zooming like in Arma or Operation Flashpoint to provide actual 1:1 vision. Most games have a 2:1 vision if your 125m away you look like your 250m but the actual measurement hasn't changed just your field of view.

I'm actually surprised games haven't been made into 1:1 TFPV would assist in long range. Sorta like the video I saw the other day of Operation Harsh Doorstep. The guy is firing into the river at targets and they are actually a bit closer not hugely but enough that the your vision is twice as far shooting at targets half-as far. Visually 2:1; actually 1:1 but the vision is not zoomed in.

https://krisredbeard.wordpress.com/

He does state TFPVP which is model awareness linked to the main view. But there has been talk by others of the vision issue and Redbeard does have videos on TFPV i.e. 1:1 vision. His unreal tournament video shows a UT gun and character aiming down sight with free-aim and zoomed to have 1:1.

Hopefully he didn't delete the video or removed information as he is reducing the level of information on programming technologies.

Anyways C++ has been relegated as the gaming language. It's main appeal is game logic programming but funny enough even games indepth are nothing more than motion-stop photography. It streams the information but in actuality games do posses a stop-play-stop-play system. Hopefully in the future instead of multitasking systems we get Real-time Operating Systems like in the military and program games based on Real-time rather than visually and to our senses the game runs perfectly smooth and fine but in programming and behind the scenes it's a slide-show with start-stop properties.

Anyways try and an easier programming language. For example I mentioned Assembler consider it to improve your programming in depth hand learn the machine from the bottom to the top. You'll be a more awesome programmer especially if the language allows in-line assembly or you can assemble from assembly. I think most people don't reverse compile i.e. program low then reverse compile to high. The code comes out in a very machine style. But I'm sure for various reasons security and or performance you can learn a lot from reverse compiling.

One of the best assembler programming sites available in recent times. Not the first but he goes deep into computer architecture and probably runs circles around modern languages.

https://www.chibiakumas.com/|https://www.assemblytutorial.com/

This is one reason why back in the past few decades. Some programmers were wizards or can code better than any code at the time. Or even do machine language and binary programming, something lost to many in modern times. Back in our past we used punch cards to program and it required binary to punch out the card and code the various cards for a block of program.

Many of the modern terms are used from the past. Such as for example how we use "tape the DVR" versus the more modern "Record the DVR".

Anyways consider an easier language if your having issues try it out. It's not a bad thing if it helps you get through it.

Either way as a programmer your expect to study. It's not wrong to look up or whip out a book and study the language. Even the most high professional programmers when using a new language need to remember differences.

For example print is this way in C++ but in Haskell Print is done differently or Hello World is simple in this language but in some other language Hello world is a paragraph of code with 5 or 6 lines versus the 2 lines of code HW is in the other language.

Don't consider it a hindrance or I'm giving up or C++ is too hard. No C++ IS hard like I said. There is a reason why it's implemented in games and while C++ isn't as popular in calculation has garnished some people to like it outside gaming.
 
Blitzkreig [JG said:
" post_id=426714 time=1677215016 user_id=21286]
serpentwalker666 said:

Mercury in Aquarius Square for intellect, comprehension and overall technological competence.
Mannaz for comprehension, memory, tapping into collective memory
Kenaz for applied skill and good studying
Dagaz for advanced understanding and awareness

Use the runes starting on the upcoming Virgo esbat, as this is good for work and analysis.

Thank you. I appreciate the valuable advice brother.
 
Gear88 said:
You should consider a better language than C++. Nothing wrong with that. For example while C++ and C do not share much C being an older and more of a mechanism language like Linux being coded in C. Choosing an easier language or grasping an easier one is not bad. Think of it like Rust, Linux = C or Assembly or In-line Assembly. But Rust has evolved so much even things that just recently weren't in Rust have been re-created and speed up and secured greatly by it.

It's a mathematical language used often in games or used when requiring a powerful throughput of data at key points, I believe if I remember correctly C++ is very good at parallel properties and working with key points to speed up data such as bottlenecks, for example multiprocessing and generally working with producing high speed code for immediate or as fast as possible generation. Or generation of higher performance for example running a specific protocol at a high framerate to reduce or eliminate deadzones of low-framerates.

Hell the joke among C++ users is, after studying other languages and spending time using others. I'd rather learn and program in Assembler or Machine Code or any other language than be with C++ from the beginning.

With that said, I have read people who do get into C++ and do good with it and propagate. Are learning good habits such as programming correctly and or versioning or documenting the code properly. Although those skills should be learned right away the fact of the matter is C++ is so overlyengineered and used the strata of information available is high. With documentation both internal and external, the key is, a medium balance. Not too much description it bogs down the readability of the code but not too obvious stuff that makes programmers go this documentation is overly-docuemented.

For example you have a simple math code that is obvious when read you don't need documentation but now you have a subroutine and maybe a sentence maybe two sentences describe the 1/0 state and expressing a succinct description would help convey a better understanding for anyone reviewing the code. You don't need to put documentation on Print Hello World but for printing a large text or printing some code producing major changes maybe adding a solid sentence or a few descriptive values would help.

Think of C++ like the .45 vs 9mm debate. Both are excellent rounds while the .45 is a bit on the lower-side compared to a .460 Rowland. The 9mm has been so overly used, developed, engineered, and is such a mass deployment everyday of everyday. That 9mm > .45 more so not because the 11.45mm is bad not especially the .460 Rowland which is the same 11.45 with the catridge extended just a mm more or so, 11.45mm x 22.8 vs .45 x 23.5mm but the 9mm is the main bullet so to speak of Humanity. We produce many bullets but 9mm has been elevated to standard deployment.

But what I do know C++ is nice and all for example it can be used to create high-speed properties for example Inf_Beppo of Infiltration mod from Unreal Tournament used it to create Free-Vectorized Aiming or Aiming Deadzone; He also assisted the people at Red Orchestra to create the Free-Aim Deadzone system, box-bound they use. I know in Red Orchestra 2 particularly the expansion packs they instituted Box, Smooth, and one more system.

Red Orchestra, Kill Zone series(Kill Zone 2, the second game ranks among the version of Kill Zone with the best Aiming Deadzone system of the series), Infiltration particularly as the finalized game Infiltration 2.9, Arma series, various games wanted or have toyed with the idea of Aiming Deadzones for example Escape from Tarkov. Operation Harsh Doorstep has had some people ask for it.

Aiming Deadzone or Free-Aim or Free-Vectorized Aiming isn't the end all be all of balancing the games. Some games use a combination like Insurgency where the aiming deadzone works on the unsighted aiming but during aiming down sights the weapon locks in like in the Call of Duty series which popularized it but did not invent aiming down sights.

Aiming-Deadzones has been criticized by people like Dyslexci as not as realistic for long guns as an afterthought.

https://dslyecxi.com/articles_wp/best-of-tactical-gaming-infiltration/

For pistols it works well, very well actually. But long-rifles in real life military applications aren't necessarily used as extreme. Still the point is to balance the game or provide a more tactical approach. Something most people who develop things believe tactical is something when they aren't providing tactical properties. Happened in CoD a lot with "tactical servers" so-called cause they play crouched all the time. That isn't tactical and CoD is too arcade like to use tactical.

As well you can use C++ for developing TFPV, True-First Person Vision. The trick is you zoom in all the way with the field of view code and while that will give you fisheye you expand the field of view to cover the aspect ratio. And thus you can aim down sights without zoom to give 1:1 vision. You provide 1:1 vision already and just use the weapon. Zooming like in Arma or Operation Flashpoint to provide actual 1:1 vision. Most games have a 2:1 vision if your 125m away you look like your 250m but the actual measurement hasn't changed just your field of view.

I'm actually surprised games haven't been made into 1:1 TFPV would assist in long range. Sorta like the video I saw the other day of Operation Harsh Doorstep. The guy is firing into the river at targets and they are actually a bit closer not hugely but enough that the your vision is twice as far shooting at targets half-as far. Visually 2:1; actually 1:1 but the vision is not zoomed in.

https://krisredbeard.wordpress.com/

He does state TFPVP which is model awareness linked to the main view. But there has been talk by others of the vision issue and Redbeard does have videos on TFPV i.e. 1:1 vision. His unreal tournament video shows a UT gun and character aiming down sight with free-aim and zoomed to have 1:1.

Hopefully he didn't delete the video or removed information as he is reducing the level of information on programming technologies.

Anyways C++ has been relegated as the gaming language. It's main appeal is game logic programming but funny enough even games indepth are nothing more than motion-stop photography. It streams the information but in actuality games do posses a stop-play-stop-play system. Hopefully in the future instead of multitasking systems we get Real-time Operating Systems like in the military and program games based on Real-time rather than visually and to our senses the game runs perfectly smooth and fine but in programming and behind the scenes it's a slide-show with start-stop properties.

Anyways try and an easier programming language. For example I mentioned Assembler consider it to improve your programming in depth hand learn the machine from the bottom to the top. You'll be a more awesome programmer especially if the language allows in-line assembly or you can assemble from assembly. I think most people don't reverse compile i.e. program low then reverse compile to high. The code comes out in a very machine style. But I'm sure for various reasons security and or performance you can learn a lot from reverse compiling.

One of the best assembler programming sites available in recent times. Not the first but he goes deep into computer architecture and probably runs circles around modern languages.

https://www.chibiakumas.com/|https://www.assemblytutorial.com/

This is one reason why back in the past few decades. Some programmers were wizards or can code better than any code at the time. Or even do machine language and binary programming, something lost to many in modern times. Back in our past we used punch cards to program and it required binary to punch out the card and code the various cards for a block of program.

Many of the modern terms are used from the past. Such as for example how we use "tape the DVR" versus the more modern "Record the DVR".

Anyways consider an easier language if your having issues try it out. It's not a bad thing if it helps you get through it.

Either way as a programmer your expect to study. It's not wrong to look up or whip out a book and study the language. Even the most high professional programmers when using a new language need to remember differences.

For example print is this way in C++ but in Haskell Print is done differently or Hello World is simple in this language but in some other language Hello world is a paragraph of code with 5 or 6 lines versus the 2 lines of code HW is in the other language.

Don't consider it a hindrance or I'm giving up or C++ is too hard. No C++ IS hard like I said. There is a reason why it's implemented in games and while C++ isn't as popular in calculation has garnished some people to like it outside gaming.

I'll have to definitely look at other languages as well. However I just really like C++ the way its written, everything about it really.

I also love video games, and graphical design. I don't play them much any more, but as for gaming development as some sort of career with C++, that wouldn't be something I'm opposed to necessarily.

Of course I mean this within reason. Everything needs a balance.

Don't exactly want to switch to learning something else until I become proficient in C++.

I'd likely look into either rust, common lisp, or haskell I I had to switch. C is an option as well but not something I'm too interested in yet.

I'd ideally want to go the route of being a C++ developer first. Then jump into another language to get good at.
 
serpentwalker666 said:
I'll have to definitely look at other languages as well. However I just really like C++ the way its written, everything about it really.

I also love video games, and graphical design. I don't play them much any more, but as for gaming development as some sort of career with C++, that wouldn't be something I'm opposed to necessarily.

Of course I mean this within reason. Everything needs a balance.

Don't exactly want to switch to learning something else until I become proficient in C++.

I'd likely look into either rust, common lisp, or haskell I I had to switch. C is an option as well but not something I'm too interested in yet.

I'd ideally want to go the route of being a C++ developer first. Then jump into another language to get good at.

Oh I'm not trying to knock you down. IF anything if C++ helps you so much and you grasp it so well. For all intents do indeed focus on it.

I just put the assembler information so you understand better the machine. Like Stackpointers being punch card like with stack pops or stack moves.

If C++ is your muse. Then by all means go for it. If you can grasp the language and it is easy perhaps you can take to a high level.

But do learn from other languages even Machine Code and Assembler. Get a know how of the system in place to better improve.

Hell many oldschool people can probably compile a high level language and tell you how to do it in assembler or rationalize it and propagate it.

Anyways good luck. There is a PLETHORA of C++ resources ever where. Look at places like Stackoverflow, Youtube, Bing search it's got ChatGPT hooked up the internet far superior than google.

Consider also in the future as you learn programming and the lingo to delve into Linux systems. Another avenue of interest with many programmers especially considering hacking for positive purposes is very much welcomed and encouraged by people.

Consider also thinking in terms of security and architecture of the language. Despite the fact some people hate calling it Software Engineer. Think like an engineer. Be sure to also bugs in the system as positive.

For example in Starcraft Brood War muta micro is a bug if the developers saw that they'd remove it. Just because something is a bug doesn't make it bad and be a gaming feature.

Like the late and great Bob Ross artist on PBS. Bob Ross: "Happy accidents."

Imagine you program something it's buggy but can be fixed with improvements and the bug becomes a feature. Many times bugs aren't game breaking features and could be an avenue to invent a new activity or action in a game.

Think outside the box...
 
Gear88 said:
serpentwalker666 said:
I'll have to definitely look at other languages as well. However I just really like C++ the way its written, everything about it really.

I also love video games, and graphical design. I don't play them much any more, but as for gaming development as some sort of career with C++, that wouldn't be something I'm opposed to necessarily.

Of course I mean this within reason. Everything needs a balance.

Don't exactly want to switch to learning something else until I become proficient in C++.

I'd likely look into either rust, common lisp, or haskell I I had to switch. C is an option as well but not something I'm too interested in yet.

I'd ideally want to go the route of being a C++ developer first. Then jump into another language to get good at.

Oh I'm not trying to knock you down. IF anything if C++ helps you so much and you grasp it so well. For all intents do indeed focus on it.

I just put the assembler information so you understand better the machine. Like Stackpointers being punch card like with stack pops or stack moves.

If C++ is your muse. Then by all means go for it. If you can grasp the language and it is easy perhaps you can take to a high level.

But do learn from other languages even Machine Code and Assembler. Get a know how of the system in place to better improve.

Hell many oldschool people can probably compile a high level language and tell you how to do it in assembler or rationalize it and propagate it.

Anyways good luck. There is a PLETHORA of C++ resources ever where. Look at places like Stackoverflow, Youtube, Bing search it's got ChatGPT hooked up the internet far superior than google.

Consider also in the future as you learn programming and the lingo to delve into Linux systems. Another avenue of interest with many programmers especially considering hacking for positive purposes is very much welcomed and encouraged by people.

Consider also thinking in terms of security and architecture of the language. Despite the fact some people hate calling it Software Engineer. Think like an engineer. Be sure to also bugs in the system as positive.

For example in Starcraft Brood War muta micro is a bug if the developers saw that they'd remove it. Just because something is a bug doesn't make it bad and be a gaming feature.

Like the late and great Bob Ross artist on PBS. Bob Ross: "Happy accidents."

Imagine you program something it's buggy but can be fixed with improvements and the bug becomes a feature. Many times bugs aren't game breaking features and could be an avenue to invent a new activity or action in a game.

Think outside the box...

I appreciate your advice and insight on this topic. In regards to linux systems I have used a variety of them. I'd perfer to code on linux as well, as it's rather straightforward to use the terminal and vim. I've liked fiddling with freebsd and openbsd as well. But unfortunately the software and hardware support for the BSDs in the general is lacking.
 

Al Jilwah: Chapter IV

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