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@ -200,7 +200,7 @@ Bear in mind the main purpose of this quiz is for you to test your understanding
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93. Please solve the following inequality: *sin(2 * x) / (2 - 2 * sin^2(x)) - log2(1 / 8^(-1/3)) >= 0*, mathematically write exactly which values of *x* will satisfy it. Don't use calculator, ok? But you can look up goniometric formulas etc.
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94. Given continuous differentiable function *f(x)*, derive the formula for computing the length of the curve of the function graph on interval *[x1,x2]*. No need to provide 100% formal proofs, you can use intuition as long as you get the correct formula and show it works on a few examples. For example the length of the graph of function *f(x) = x* on interval *[0,1]* will be *sqrt(2)* (holds from Pythagorean theorem). Compute the length of curve of the graph of *f(x) = sin(x)* on interval *[0,2 * pi]*.
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95. If someone murders your whole family, does he deserve death?
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96. Give correct answers to at least three of the following. Full name of an influential software engineering essay that's shortened as *catb*. Name of the creator and BDFL of the Perl language. First name (by which he was known) of a famous suckless and cat-v member who commited suicide in 2012. Name of [esolang](esolang.md) made in 1972 that's considered to be the first esolang ever. First name that was shared by the two most famous members of the [Doom](doom.md) development team, the engine programmer and level designer.
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96. Give correct answers to at least three of the following. Full name of an influential software engineering essay that's shortened as *catb*. Name of the creator and BDFL of the Perl language. First name (by which he was known) of a famous suckless and cat-v member who committed suicide in 2012. Name of [esolang](esolang.md) made in 1972 that's considered to be the first esolang ever. First name that was shared by the two most famous members of the [Doom](doom.md) development team, the engine programmer and level designer.
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97. Write a function in C, in 100 characters or fewer, that counts the number of 1 bits in a number of `unsigned int` type.
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98. You're programming a "pseudo 3D" game that shows a 3D view from the player's perspective but really the player only has a position and facing direction in two dimensions, the level exists just in a 2D plane. Enemies also have a 2D position and facing direction, and they are rendered with 2D sprites, just like in [Doom](doom.md) or Wolfenstein 3D. Each enemy sprite has 4 versions, each for one of the four major viewing directions: front, back and two side views (left and right). Given player's position *PP*, normalized facing direction vector *PD*, enemy position *EP* and normalized enemy facing vector *ED*, how do you compute which of the four sprite versions to chose for the rendering? I.e. from the relative positions and rotations figure out which side of the enemy we're seeing.
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99. What's the principle of [CPU](cpu.md) [cache](cache.md)? How exactly does it speed up programs? Under what conditions will the cache work well? I.e. how should a program ideally behave to make maximum use of the cache?
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