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@ -10,7 +10,7 @@ To make Anarch no advanced [bullshit](bullshit.md) was used such as multiple mon
The repo is available at for example at https://git.coom.tech/drummyfish/Anarch. Some info about the game can also be found at the [libregamewiki](lgw.md): https://libregamewiki.org/Anarch. The 1.0 version was released on 1st December 2020 after some 757 commits in the repository, it was officially in the making since September 25 2019 (first commit in the repo), but we may also see the inception of the game to be the start of [raycastlib](raycastlib.md) development in 2018. The repo is available at for example at https://git.coom.tech/drummyfish/Anarch. Some info about the game can also be found at the [libregamewiki](lgw.md): https://libregamewiki.org/Anarch. The 1.0 version was released on 1st December 2020 after some 757 commits in the repository, it was officially in the making since September 25 2019 (first commit in the repo), but we may also see the inception of the game to be the start of [raycastlib](raycastlib.md) development in 2018.
{ Someone told me the game even briefly appeared on TV: some Croatian TV station covered the country's startup (I reckon it was Circuitmess) which creates [open consoles](open_console.md), and they showed one of them running Anarch. Pretty cool. ~drummyfish } { Someone told me **the game even briefly appeared on TV**: some Croatian TV station covered the country's startup (I reckon it was Circuitmess) which creates [open consoles](open_console.md), and they showed one of them running Anarch. Pretty cool. Anarch was also briefly **played by Muta from SomeOrdinaryGamers**, a quite famous [YouTube](youtube.md) channel, in a video covering the worst websites on the Internet. ~drummyfish }
``` ```
h@\hMh::@@hhh\h@rrrr//rrrrrrrrrrrrrrrrrrrr@@@@hMM@@@M@:@hhnhhMnr=\@hn@n@h@-::\:h h@\hMh::@@hhh\h@rrrr//rrrrrrrrrrrrrrrrrrrr@@@@hMM@@@M@:@hhnhhMnr=\@hn@n@h@-::\:h
@ -70,7 +70,7 @@ Upon release the game garnered some attention at [4chan](4chan.md)/g -- of cours
## Sales And Reception ## Sales And Reception
The game was met with overwhelmingly mixed reception with professional Internet forum posters mostly judging it [shit](shit.md), some however still appreciated it especially for its superiority over every other game. On Metacritic the game didn't achieve any score but someone made a [Wikidata](wikidata.md) item for it. During the first 5 years the game's grand total sales through itch.io's pay what you want system reached nearly $35 (before tax). The game was met with overwhelmingly mixed reception with professional Internet forum posters mostly judging it [shit](shit.md), some however still appreciated it especially for its superiority over every other game. One reviewer from an [expert technology forum](4chan.md) described it as: "[kill yourself](kys.md)". On Metacritic the game didn't achieve any score but someone made a [Wikidata](wikidata.md) item for it. During the first 5 years the game's grand total sales through itch.io's [pay what you want](pay_what_you_want.md) system reached nearly $35 (before tax). This covered the development costs approximately [infinitely](infinity.md) many times.
## Trivia (Spoilers) ## Trivia (Spoilers)
@ -132,4 +132,5 @@ The following is a retrospective look on what could have been done better (a pot
- [Doom](doom.md) - [Doom](doom.md)
- [Licar](licar.md) - [Licar](licar.md)
- [SAF](saf.md) - [SAF](saf.md)
- [LRS](lrs.md)

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@ -6,9 +6,9 @@ TODO
Here is a guide for anyone wanting to lose weight, only follow at own risk. Here is a guide for anyone wanting to lose weight, only follow at own risk.
{ Below given tips are a summary of my rich personal experience. I used to weight some 85 kg and every year I would go on a diet to get to 60 kg so that I could spend the rest of the year eating anything I wanted again. I always managed to lose those 10 to 15 kg in one to two months. One year I even lost over 30 kg (over a longer period) down to weighting only 54 kg thanks to a diet combined with an episode of depression. By now I am able to just do whatever I want with my weight. ~drummyfish } { Below given tips summarize my rich personal experience. I used to weight some 85 kg and every year I would go on a diet to get to 60 kg so that I could spend the rest of the year eating anything I wanted again. I always managed to lose those 10 to 15 kg in one to two months. One year I even lost over 30 kg (over a longer period) down to weighting only 54 kg thanks to a diet combined with an episode of depression. By now I am able to just do whatever I want with my weight. ~drummyfish }
WARNING: being too skinny is dangerous and this doesn't just mean the extreme case of possibly starving to death. A malnourished body lacks resources and has trouble sustaining vital functions which leads to issues with joints, teeth, skin, mental health, immunity, blood pressure and even to permanent health damage -- women lose menstruation cycle and can become infertile etc. Overly anorexic chicks end up tied by ropes on intensive care unit, force fed, looking like a 120 year old. Be very careful about overdoing it. WARNING: being too skinny is obviously dangerous and this doesn't just mean the extreme case of possibly starving to death. A malnourished body lacks resources and struggles to sustain vital functions which leads to issues with joints, teeth, skin, mental health, immunity, blood pressure and even irreversible damage -- women lose menstruation cycle, may become infertile etc. Overly anorexic chicks end up tied by ropes on a ICU, force fed by tubes, looking like a 120 year old. Knowing how to do something doesn't mean one should do it, care is advised.
**Basics**: first question asked must be whether you aim to LITERALLY JUST LOSE WEIGHT or if you want to lose fat and keep/build muscle. Unsurprisingly the latter is harder, it REQUIRES exercise and optimizing nutrition. Merely losing weight is much easier, not as troublesome thanks to not requiring exercise at all, and is fine in case you just want to go from morbidly obese to "normal". At any rate it's necessary to force swallow the following fact pill: **Basics**: first question asked must be whether you aim to LITERALLY JUST LOSE WEIGHT or if you want to lose fat and keep/build muscle. Unsurprisingly the latter is harder, it REQUIRES exercise and optimizing nutrition. Merely losing weight is much easier, not as troublesome thanks to not requiring exercise at all, and is fine in case you just want to go from morbidly obese to "normal". At any rate it's necessary to force swallow the following fact pill:
@ -28,7 +28,7 @@ And another one :) NO, **the body doesn't start storing more fat if you give it
**[BMI](bmi.md)** (body mass index) is a measure often used to calculate how fat someone is depending on weight and height, you can use it to track where you stand. **[BMI](bmi.md)** (body mass index) is a measure often used to calculate how fat someone is depending on weight and height, you can use it to track where you stand.
**Everybody can lose weight, no excuses exist**. Fatties frequently go on crying they just won't lose weight despite diets because of "bad genes" or whatever but this is debunked by physics itself: if a man is able to not eat and keep his weight, he is literally breaking physics laws, creating [energy](energy.md) from nothing and should be awarded Nobel Prize for the greatest breakthrough in science. It's always only about having the will to not eat as much. This might come with a possible exception that will nonetheless be rare: even though literally everyone CAN lose weight, it's possible some might be cursed with such a bizarre condition that would cause them to die if they lost weight, for which they'd have to choose not to lose it. So if your excuse is to be "I cannot lose weight because of health problems", please be sure to prove that reaching healthy weight would kill you, otherwise please stop bullshitting everyone, admit you're lazy, stay fat and be happy, there is nothing wrong about making that decision. **Everybody can lose weight, no excuses exist**. Fatties frequently go on crying about how they just won't lose weight despite diets because of "bad genes" or whatever but this is disputed by [physics](physics.md) itself: if a man is able to not eat and keep his weight, he is literally breaking physics laws, creating [energy](energy.md) from nothing and should be awarded Nobel Prize for the greatest breakthrough in science. It's always only about having the will to not eat as much. This might come with a possible exception that will nonetheless be rare: even though literally everyone CAN lose weight, it's possible some might be cursed with such a bizarre condition that would cause them to die if they lost weight, for which they'd have to choose not to lose it. So if your excuse is to be "I cannot lose weight because of health problems", please be sure to prove that reaching healthy weight would kill you, otherwise please stop bullshitting everyone, admit you're lazy, stay fat and be happy, there is nothing wrong about making that decision.
And now to some general tips: And now to some general tips:
@ -44,7 +44,7 @@ And now to some general tips:
- **bakery**: Bread, rolls etc. Somehow this is bad for losing weight, just start eating something else. - **bakery**: Bread, rolls etc. Somehow this is bad for losing weight, just start eating something else.
- **strong flavors, too tasty**: Potato chips, ketchup on food, spicy food and so on -- this excites the taste receptors and makes one uncontrollably crave more and more food, it's intentionally made so by [capitalists](capitalism.md). Has to be avoided. At first it's hard, it's literally like quitting a drug, but just like with drugs one can eventually overcome the withdrawal and even starts enjoying the normal stuff much more than before. Really it works, just needs a bit of self control. - **strong flavors, too tasty**: Potato chips, ketchup on food, spicy food and so on -- this excites the taste receptors and makes one uncontrollably crave more and more food, it's intentionally made so by [capitalists](capitalism.md). Has to be avoided. At first it's hard, it's literally like quitting a drug, but just like with drugs one can eventually overcome the withdrawal and even starts enjoying the normal stuff much more than before. Really it works, just needs a bit of self control.
- **sweet drinks**: Coca Cola, Pepsi, energy drinks and similar garbage are basically sugar with a bit of added water, avoid this at any cost. Maybe you can lose a few kilos literally just by quitting these and doing nothing else. Some people think that a drink can't have too many calories but no, that's a fatal mistake. - **sweet drinks**: Coca Cola, Pepsi, energy drinks and similar garbage are basically sugar with a bit of added water, avoid this at any cost. Maybe you can lose a few kilos literally just by quitting these and doing nothing else. Some people think that a drink can't have too many calories but no, that's a fatal mistake.
- **alcohol**: One or two glasses of wine on the weekend are fine, but it still has some calories, it may be better to just eat something. - **alcohol**: One or two glasses of wine on the weekend can't hurt, but it still has calories, it may be better to just eat something, or at least watering it down helps, a lighter drink is still tasty.
- ... - ...
- **eating regularly**: One must eat at the same time every day. This trains the body and it doesn't get hungry when it's not food time. - **eating regularly**: One must eat at the same time every day. This trains the body and it doesn't get hungry when it's not food time.
- **drinks**: Drinks are amazing, they are almost like food! { In Czech we have a proverb that says that "hunger is a thirst in disguise" lol. ~drummyfish } These fuckers are the best helpers in losing weight because they let us just "consume something" and be happy. Often a mild hunger can be really chased away with a cup of coffee. - **drinks**: Drinks are amazing, they are almost like food! { In Czech we have a proverb that says that "hunger is a thirst in disguise" lol. ~drummyfish } These fuckers are the best helpers in losing weight because they let us just "consume something" and be happy. Often a mild hunger can be really chased away with a cup of coffee.
@ -70,6 +70,7 @@ And now to some general tips:
- **rice**: Not the lowest in calories but acceptable and very tasty. There may be differences between different kind of rice, so this must be checked out. - **rice**: Not the lowest in calories but acceptable and very tasty. There may be differences between different kind of rice, so this must be checked out.
- **juices (watered down)**: Natural juices are tasty and only have few calories, which can further be reduced by adding water. - **juices (watered down)**: Natural juices are tasty and only have few calories, which can further be reduced by adding water.
- **almond milk**: Not zero but very low on calories, used as a substitute to normal milk. - **almond milk**: Not zero but very low on calories, used as a substitute to normal milk.
- **tofu**: Amazing, yummy, good low calorie replacement for meat.
- **soups**: Consist mostly of water and taste great. - **soups**: Consist mostly of water and taste great.
- **mozzarella and some processed cheese**: Cheese can have quite a lot of calories in general but it can be eaten e.g. instead of meat. Again, preferable are the "watery" kinds of cheese like mozzarella. - **mozzarella and some processed cheese**: Cheese can have quite a lot of calories in general but it can be eaten e.g. instead of meat. Again, preferable are the "watery" kinds of cheese like mozzarella.
- **honey**: It's not exactly low in calories but it's a good replacement for normal sugar and sweets in times of crisis. Firstly it has considerably less calories than normal sugar, but it's also healthier AND quite filling, so in a crisis instead of eating a whole chocolate it's often enough to take one spoon of honey. - **honey**: It's not exactly low in calories but it's a good replacement for normal sugar and sweets in times of crisis. Firstly it has considerably less calories than normal sugar, but it's also healthier AND quite filling, so in a crisis instead of eating a whole chocolate it's often enough to take one spoon of honey.
@ -80,6 +81,7 @@ And now to some general tips:
- **no pussying out, one gets used to the diet**: It takes maybe two to three weeks to get used to eating less, then it becomes a breeze. Modern degenerate people have zero self control and think it's impossible to quit a habit if it involves bearing slight discomfort for more than a day, but it's easy for a real chad. Many challenges in life are hard because it's difficult to DO something, here it's enough to NOT do the thing (eating). - **no pussying out, one gets used to the diet**: It takes maybe two to three weeks to get used to eating less, then it becomes a breeze. Modern degenerate people have zero self control and think it's impossible to quit a habit if it involves bearing slight discomfort for more than a day, but it's easy for a real chad. Many challenges in life are hard because it's difficult to DO something, here it's enough to NOT do the thing (eating).
- **sometimes the weight gets stuck**: Sometimes it happens that the weight loss stalls, this just means one has to persevere and possibly decrease the calorie intake further. As one gets slimmer and "smaller", the body starts requiring slightly less energy to function and so losing weight gets a bit harder the more one has already lost. - **sometimes the weight gets stuck**: Sometimes it happens that the weight loss stalls, this just means one has to persevere and possibly decrease the calorie intake further. As one gets slimmer and "smaller", the body starts requiring slightly less energy to function and so losing weight gets a bit harder the more one has already lost.
- **learning to like hunger**: One can mentally associate the feeling of hunger with losing weight by thinking "I'm so hungry -- this means I am now burning fat!". Just like many people like pain or fear and even get addicted to it, it's possible to enjoy the feeling of hunger in the same way. - **learning to like hunger**: One can mentally associate the feeling of hunger with losing weight by thinking "I'm so hungry -- this means I am now burning fat!". Just like many people like pain or fear and even get addicted to it, it's possible to enjoy the feeling of hunger in the same way.
- **big hunger crisis can be solved by eating two apples**: it's not much calories and fills the stomach, usually makes hunger go away.
- **cutting limbs off**: Not very good but left for completeness. - **cutting limbs off**: Not very good but left for completeness.
- **liposuction**: This sucks because it's a shitty [capitalist](capitalism.md) business, also literally hurting your body. AVOID. - **liposuction**: This sucks because it's a shitty [capitalist](capitalism.md) business, also literally hurting your body. AVOID.
- **moving to planet with lower gravity**: One loses weight but not mass. - **moving to planet with lower gravity**: One loses weight but not mass.
@ -93,5 +95,7 @@ Do the opposite of the above.
## See Also ## See Also
- [pro ana](pro_ana.md)
- [body shaming](body_shaming.md) - [body shaming](body_shaming.md)
- [self harm](selfharm.md)
- [suicide](suicide.md) - [suicide](suicide.md)

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@ -26,7 +26,7 @@ He likes many things such as animals, peace, [freedom](freedom.md), [programming
Before becoming a kind of schizo, he used to be relatively normal, even had a girlfriend for a while -- for a long time he was a [proprietary](proprietary.md) [Windows](windows.md) normie, using [Facebook](facebook.md) and playing mainstream video games. In the university he started using GNU/Linux because it was convenient for the school work, but still mostly used Windows. Only near the end of his studies he became more interested in [FOSS](foss.md), after reading [Richard Stallman](rms.md)'s biography. At the beginning he promoted "[open source](open_source.md)" and used [soynet](soynet.md) platforms such as [Fediverse](fediverse.md), later on he found the [suckless](suckless.md) website and was enlightened by [minimalism](minimalism.md); he also started to see through the evils of [open $ource](open_source.md), [capitalism](capitalism.md) and other things and refused to conform, which led him to the path of becoming the aforementioned schizo. Before becoming a kind of schizo, he used to be relatively normal, even had a girlfriend for a while -- for a long time he was a [proprietary](proprietary.md) [Windows](windows.md) normie, using [Facebook](facebook.md) and playing mainstream video games. In the university he started using GNU/Linux because it was convenient for the school work, but still mostly used Windows. Only near the end of his studies he became more interested in [FOSS](foss.md), after reading [Richard Stallman](rms.md)'s biography. At the beginning he promoted "[open source](open_source.md)" and used [soynet](soynet.md) platforms such as [Fediverse](fediverse.md), later on he found the [suckless](suckless.md) website and was enlightened by [minimalism](minimalism.md); he also started to see through the evils of [open $ource](open_source.md), [capitalism](capitalism.md) and other things and refused to conform, which led him to the path of becoming the aforementioned schizo.
In 2012 drummyfish fell into deep [depression](depression.md) and became convinced he was going blind, he became desperate and cried all the time, additionally ending up with a sort of hardcore burnout and extreme exhaustion, headaches etc., he had to postpone his studies and take a year off -- since then his psychological issues began to worsen, it took around two years just to somewhat recover, however a similarly devastating breakdown came again in 2015 after a failed attempt at discontinuing antidepressants, again requiring a year off for recovery. Since then he would start suffering regular depressive episodes and constant worsening anxiety, eventually resulting in loss of all real life friends and a level of isolation just shy of [Hikikomori](hikikomori.md). In 2019 drummyfish has written a "manifesto" called **Non-Competitive Society** that describes the concepts and politics (or rather lack thereof) of his ideal society. It is in the [public domain](public_domain.md) under [CC0](cc0.md) and available for download online and was translated to more than zero languages. Around 2020 he spent a few months in a mental institute. Since then he was forced to do various slaveries such as newspaper and spam distribution (on a bicycle), janitor/cleaner, night guard at a factory etc. Some time around 2023 he bought a tiny caravan inawoods and plans to live there, away from society. Also in 2023 he lost 30 kg thanks to a combination of diet and depression. He is the only man on [Earth](earth.md) who hates the country in which he happened to come out of vagina. He is a more or less straight [male](man.md) of the [white](white.md) [race](race.md). He started programming at high school in [Pascal](pascal.md), then he went on to study [compsci](compsci.md) (later focused on [computer graphics](graphics.md)) in a Brno University of Technology and got a [master's degree](msc.md) in 2017, however he subsequently refused to find a job in the industry, partly because of his views (manifested by [LRS](lrs.md)) and partly because of mental health issues. He rather chose to stay closer to the working class and do less harmful [slavery](job.md) such as cleaning and physical [spam](spam.md) distribution, and continues [hacking](hacking.md) on his programming (and other) projects in his spare time in order to be able to do it with absolute freedom. In 2012 drummyfish fell into deep [depression](depression.md) and became convinced he was going blind, he became desperate and cried all the time, additionally ending up with a sort of hardcore burnout and extreme exhaustion, headaches etc., he had to postpone his studies and take a year off -- since then his psychological issues began to worsen, it took around two years just to somewhat recover, however a similarly devastating breakdown came again in 2015 after a failed attempt at discontinuing antidepressants, again requiring a year off for recovery. Since then he would start suffering regular depressive episodes and constant worsening anxiety, eventually resulting in [loss of all real life friends](friend_detox.md) and a level of isolation just shy of [Hikikomori](hikikomori.md). In 2019 drummyfish has written a "manifesto" called **Non-Competitive Society** that describes the concepts and politics (or rather lack thereof) of his ideal society. It is in the [public domain](public_domain.md) under [CC0](cc0.md) and available for download online and was translated to more than zero languages. Around 2020 he spent a few months in a mental institute. Since then he was forced to do various slaveries such as newspaper and spam distribution (on a bicycle), janitor/cleaner, night guard at a factory etc. Some time around 2023 he bought a tiny caravan inawoods and plans to live there, away from society. Also in 2023 he lost 30 kg thanks to a combination of diet and depression. He is the only man on [Earth](earth.md) who hates the country in which he happened to come out of vagina. He is a more or less straight [male](man.md) of the [white](white.md) [race](race.md). He started programming at high school in [Pascal](pascal.md), then he went on to study [compsci](compsci.md) (later focused on [computer graphics](graphics.md)) in a Brno University of Technology and got a [master's degree](msc.md) in 2017, however he subsequently refused to find a job in the industry, partly because of his views (manifested by [LRS](lrs.md)) and partly because of mental health issues. He rather chose to stay closer to the working class and do less harmful [slavery](job.md) such as cleaning and physical [spam](spam.md) distribution, and continues [hacking](hacking.md) on his programming (and other) projects in his spare time in order to be able to do it with absolute freedom.
**Drummyfish is from the alternative, good far [future](future.md)** (one that won't happen but would happen if [LRS](lrs.md) was realized), he comes from a society several thousand to possibly millions years ahead -- if you want to talk to a man from the future, talk to drummyfish. How is it possible? Imagine you traveled back to cavemen times, times when no one knew the wheel and couldn't count beyond 10, when it was normal for people to perform ritual sacrifices of human and so on -- imagine yourself at this time, telling people "you don't have to sacrifice this guy, it's no good" or "you can use wheel to transfer these stones to save 90% of your current effort" and the cavemen being like "[LMAO](lmao.md) you schizo, that will never work, humans have to be sacrificed, society can't work without it, stop your utopia bullshit" and "LMAO wheel? What's that schizo shit? It won't work, we don't even have to try. Our top [shamanism](soyence.md) popularizator says it's BS so we believe him. Numbers beyond 10? You mean infinity? You have some demons in you, take your potions." You would literally be a man from the future in the past, and that is what drummyfish is nowadays. Drummyfish says things like "stop [competition](competition.md)", "stop nationalism", "stop bullshit like political correctness", "adopt true [minimalism](minimalism.md)", and people are like "LMAO stop that utopia bullshit [pedo](pedophilia.md), competition is necessary for human organism to physically function because Neil de grass told me that on TV, take your schizo potions, minimalism will never work because it's nonintuitive and it isn't good for the economy gods". It is idiosyncratic of drummyfish to adopt ideas hated both by both major political camps of today: the [right](left_vs_right.md) and [pseudoleft](pseudoleft.md). **Drummyfish is from the alternative, good far [future](future.md)** (one that won't happen but would happen if [LRS](lrs.md) was realized), he comes from a society several thousand to possibly millions years ahead -- if you want to talk to a man from the future, talk to drummyfish. How is it possible? Imagine you traveled back to cavemen times, times when no one knew the wheel and couldn't count beyond 10, when it was normal for people to perform ritual sacrifices of human and so on -- imagine yourself at this time, telling people "you don't have to sacrifice this guy, it's no good" or "you can use wheel to transfer these stones to save 90% of your current effort" and the cavemen being like "[LMAO](lmao.md) you schizo, that will never work, humans have to be sacrificed, society can't work without it, stop your utopia bullshit" and "LMAO wheel? What's that schizo shit? It won't work, we don't even have to try. Our top [shamanism](soyence.md) popularizator says it's BS so we believe him. Numbers beyond 10? You mean infinity? You have some demons in you, take your potions." You would literally be a man from the future in the past, and that is what drummyfish is nowadays. Drummyfish says things like "stop [competition](competition.md)", "stop nationalism", "stop bullshit like political correctness", "adopt true [minimalism](minimalism.md)", and people are like "LMAO stop that utopia bullshit [pedo](pedophilia.md), competition is necessary for human organism to physically function because Neil de grass told me that on TV, take your schizo potions, minimalism will never work because it's nonintuitive and it isn't good for the economy gods". It is idiosyncratic of drummyfish to adopt ideas hated both by both major political camps of today: the [right](left_vs_right.md) and [pseudoleft](pseudoleft.md).

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html.md
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@ -1,20 +1,22 @@
# HTML # HTML
HTML, short for *Hypertext Markup Language*, is a relatively simple [computer](computer.md) language for describing documents with hyperlinks ("clickable pointers to other such documents"), serving to create websites on the [World Wide Web](www.md). This makes it **the most basic language of the web**, it's a text format in which websites are transferred over the [Internet](internet.md). HTML is **NOT a [programming language](programming_language.md)**, just one for describing documents -- it contains the text of the website along with special tags marking parts of it as paragraphs, heading etc. **HTML is easy!** Even [women](woman.md) can learn it. HTML, short for *Hypertext Markup Language*, is a relatively simple [computer](computer.md) language for describing documents with hyperlinks ("clickable pointers to other such documents"), serving to create websites on the [World Wide Web](www.md). This makes it **the most basic language of the web**, it's a text format in which websites are sent over the [Internet](internet.md). HTML is **NOT a [programming language](programming_language.md)**, just one for describing documents -- it contains the text of the website along with special tags marking parts of it as paragraphs, heading etc. **HTML is easy!** Even [women](woman.md) can learn it.
Going by traditional definitions, **HTML is NOT a [programming language](programming_language.md)** because it doesn't express [algorithms](algorithm.md), just a structure and content of a document (webpage), so boasting about being an "HTML programmer" only results in cringe and embarrassment. Still under a more liberal definition of a "programming language" (such as the one used in the [esolang](esolang.md) circles) it IS possible to claim HTML is a sort of programming language, specifically a [declarative](declarative.md) one that's not [Turing complete](turing_completeness.md). But this is like stretching the definition of "[music](music.md)" so that it includes any kind of audible noise, like farting for example, so that anyone who farts can be called a musician. By traditional definitions **HTML is NOT a [programming language](programming_language.md)** because it doesn't express [algorithms](algorithm.md), only a structure and content of a document (webpage), so boasting about being an "HTML programmer" results in nothing but cringe and embarrassment. HTML webdevs are therefore NOT necessarily programmers. Going by a more liberal definition of a "programming language" (such as that of the [esolang](esolang.md) wiki) a 200 [IQ](iq.md) nerd can claim HTML is ACKCHUALLY a programming language of a very odd sort, specifically a [declarative](declarative.md) one that's not [Turing complete](turing_completeness.md). But that's like stretching the definition of "[music](music.md)" to include any kind of audible noise, like farting for example, so that anyone who farts can be called a musician.
**[History](history.md) and context**: HTML came to be as a part of the [world wide web](www.md) framework created around 1990 by Tim Berners-Lee. Later on it got standardized every once in a few years or so; the latest standard is HTML5 from 2014. In [syntax](syntax.md) HTML is similar to another widely popular language called [XML](xml.md). This is due to both languages descending from [SGML](sgml.md), a standard for markup languages. HTML and XML different, however, in both syntax and semantics (unlike with XML, HTML tags are case insensitive, closing tags aren't required, semantics of tags is predefined etc.), and so in general HTML and XML require different parsers and [libraries](library.md). There was once an effort to make a version of HTML conforming to XML rules, so called [XHTML](xhtml.md), but it was kind of fruitless as hardly anyone adopted it. **[History](history.md) and context**: HTML emerged as a part of the [world wide web](www.md) framework created circa 1990 by Tim Berners-Lee. Later on it got standardized every once in a few years or so; the latest standard is HTML5 from 2014. In [syntax](syntax.md) HTML is of resemblance to another widely popular language called [XML](xml.md). This is due to both languages descending from [SGML](sgml.md), a standard for markup languages. HTML and XML different, however, in both syntax and semantics (unlike with XML, HTML tags are case insensitive, closing tags aren't required, semantics of tags is predefined etc.), and so in general HTML and XML require different [parsers](parser.md) and [libraries](library.md). There was once an effort to make a version of HTML conforming to XML rules, so called [XHTML](xhtml.md), but it was kind of fruitless as hardly anyone adopted it.
HTML can be mixed with other web languages, namely [CSS](css.md) and [JavaScript](javascript.md). JavaScript is a [shitty](shit.md) retarded [scripting](script.md) language for embedding sneaky, automatically executed programs to the HTML document, such as [crypto](crypto.md) miners, [keyloggers](keylogger.md), [bloat](bloat.md) and other [malware](malware.md), so good programmers consider use of JavaScript a very bad practice, so henceforth we'll just ignore it. CSS serves to give the HTML document a specific visual style, for instance specify concrete [fonts](font.md), background [color](color.md), paragraph spacing etc. In its beginning HTML actually contained its own ways for manipulating the visual appearance of the document (and for backwards compatibility still does), but later on a new [paradigm](paradigm.md) was adopted, stating that HTML should only define the "structure and content" of the document, while its appearance would be dictated separately by another language. CSS is crap too, but using it correctly and moderately is justifiable, i.e. as long as the CSS is light and the document stays fine when the style is removed, everything's cool. HTML can be (and often is) intermixed with other web languages, namely [CSS](css.md) and [JavaScript](javascript.md). As we know, JavaScript is a [shitty](shit.md) retarded [scripting](script.md) language for embedding sneaky, automatically executed programs to the HTML document, such as [crypto](crypto.md) miners, [keyloggers](keylogger.md), [bloat](bloat.md) and other [malware](malware.md), so good programmers consider use of JavaScript a very bad practice, so henceforth we'll just ignore it. CSS serves to give the HTML document a specific visual style, for instance specify concrete [fonts](font.md), background [color](color.md), paragraph spacing etc. In its beginning HTML actually contained its own ways for manipulating the visual appearance of the document (and for backwards compatibility still does), but later on a new [paradigm](paradigm.md) was adopted, stating that HTML should only define the "structure and content" of the document, while its appearance would be dictated separately by another language. CSS is crap too, but using it correctly and moderately is justifiable, i.e. as long as the CSS is light and the document stays fine when the style is removed, everything's cool.
**Is HTML [bloat](bloat.md)? Is it acceptable?** Strictly speaking it's neither the most [minimal](minimalism.md) language, nor the most elegant one, but it definitely leans towards the more [KISS](kiss.md) part of the spectrum, i.e. it is completely acceptable and usable, especially when limited to a subset of most commonly used tags. A nicely made HTML can relatively easily be auto-converted to other formats too, so in the end it doesn't matter too much whether a document is in HTML or Markdown or whatever. Unfortunately the vast majority of websites nowadays are not a nice HTML, but this is due to retarded [soydevs](soydev.md). HTML's advantage is mainly in its [historical](history.md) status as the most widely supported common denominator of the web -- a plain HTML page can be viewed in EVERY web browser, and of course in the end it's even human readable. HTML is incomparably simpler and more [sucklesss](suckless.md) when contrasted with formats such as [PDF](pdf.md), [Latex](latex.md) or MS Word, but formats such as [Markdown](md.md) or even plaintext [ASCII](ascii.md) [txt](txt.md) are indeed yet a lot simpler and more often than not objectively better than HTML. Full HTML compliance is bloat of course, but the same probably holds even for Markdown. To sum up: using HTML is cool if we do it well. **Is HTML [bloat](bloat.md)? Is it acceptable?** By a strict measure it's neither the most [minimal](minimalism.md) language, nor the most elegant one, but it definitely leans towards the more [KISS](kiss.md) part of the spectrum. I.e. it is completely acceptable and usable, especially when limited to a subset of most commonly used tags. A nicely made HTML can relatively easily be auto-converted to other formats too, so in the end it doesn't matter too much whether a document is in HTML or Markdown or whatever. Unfortunately the vast majority of websites nowadays are not a nice HTML, but this is due to retarded [soydevs](soydev.md). HTML's advantage is mainly in its [historical](history.md) status as the most widely supported common denominator of the web -- a plain HTML page can be viewed in EVERY web browser, and of course in the end it's even human readable. HTML is incomparably simpler and more [sucklesss](suckless.md) when contrasted with formats such as [PDF](pdf.md), [Latex](latex.md) or MS Word, but formats such as [Markdown](md.md) or even plaintext [ASCII](ascii.md) [txt](txt.md) are indeed yet a lot simpler and more often than not objectively better than HTML. Full HTML compliance is bloat of course, but the same probably holds even for Markdown. To sum up: using HTML is cool if we do it well.
Back in the day webdevs used to write all HTML manually, nowadays [soydevs](soydev.md) use various filthy cancerous "frameworks" that do everything for them and that's why typical websites today take such magnificent amounts of memory and bandwidth. Of course this is retardation, we want to do it the old way. The [small web](smol_internet.md) community already recognized this as well, a few already start to revert back to manually written pages, but our numbers are still small.
## Example ## Example
HTML is literally easy as [fuck](fuck.md), here's more or less how it works: HTML is literally easy as [fuck](fuck.md), here's more or less how it works:
The whole HTML document (webpage) is just a text file with *.html* extension. So to make a page, create an empty file, name it *mypage.html* and open it with a [text editor](text_editor.md) ([gedit](gedit.md), [vim](vim.md), [emacs](emacs.md) or whatever), then start editing it. To see the result just open the file simultaneously in any [web browser](web_browser.md) (drag-and-drop should [just work](just_werks.md)), then after every edit just refresh the page. NOTE: default page on a website is always named *index.html*, so name your main page like this. The whole glorious HTML document (webpage) is in fact just a text file with *.html* extension. So to make a page create an empty file, name it *mypage.html* (or something) and open it with a [text editor](text_editor.md) ([gedit](gedit.md), [vim](vim.md), [emacs](emacs.md) or whatever), then start editing it. To see the result just open the file simultaneously in any [web browser](web_browser.md) (drag-and-drop should [just work](just_werks.md)), then after every edit just refresh the page. NOTE: default page on a website is always named *index.html*, so name your main page like this.
PRO TIP: When you're done making the page, always validate it! Browsers tolerate errors and will show the page even if it's faulty, but stupider browsers may not handle it, so you want to make sure there are actually no errors. Just look up "HTML validator" on the web. PRO TIP: When you're done making the page, always validate it! Browsers tolerate errors and will show the page even if it's faulty, but stupider browsers may not handle it, so you want to make sure there are actually no errors. Just look up "HTML validator" on the web.

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@ -47,13 +47,13 @@ This section lists some of the most notable human languages. In the brackets the
- **Indo-European languages** (~3 B native speakers): Most common language family, originating in Eurasia. - **Indo-European languages** (~3 B native speakers): Most common language family, originating in Eurasia.
- **Germanic languages** (~500 M native speakers): Come from Scandinavia. - **Germanic languages** (~500 M native speakers): Come from Scandinavia.
- **Afrikaans** (~7 M native speakers, *Wat is jou naam?*): Young language, very similar to Dutch and English. - **Afrikaans** (~7 M native speakers, *Wat is jou naam?*): Young language, very similar to Dutch and English.
- **Danish** (*Hvad er dit navn?*): TODO - **Danish** (~6 M native speakers, *Hvad er dit navn?*): Sounds a little bit like German and Dutch minus the pig sounds.
- **Dutch** (Netherlands, [ena], *Wat is jouw naam?*): Similar to English but with added "grunting" pig sounds. - **Dutch** (~25 M native speakers, Netherlands, [ena], *Wat is jouw naam?*): Similar to English but with added "grunting" pig sounds.
- **[English](english.md)** (~400 M native speakers, [eta], *What's your name?*): Most spoken language in the world (considering also non-native speakers), very simple grammar, fixed word order, no letters with accents, pronounces "r" as if "having a hot potato in mouth", awkward spelling of words, can't say the Spanish "j", is the universal world language of modern age, a must know for everyone. - **[English](english.md)** (~400 M native speakers, [eta], *What's your name?*): Most spoken language in the world (considering also non-native speakers), very simple grammar, fixed word order, no letters with accents, pronounces "r" as if "having a hot potato in mouth", awkward spelling of words, can't say the Spanish "j", is the universal world language of modern age, a must know for everyone.
- **Australian**: Very similar to UK. - **Australian**: Very similar to UK.
- **Irish**: Most prominent feature is probably pronouncing "th" as "t" or "d", pronounce "r"s. - **Irish**: Most prominent feature is probably pronouncing "th" as "t" or "d", pronounce "r"s.
- **New Zealand**: Pronounce certain letters differently, e.g. "pen" sounds like "pin". - **New Zealand**: Pronounce certain letters differently, e.g. "pen" sounds like "pin".
- **UK**: Sounds soft and arrogant, "r" is often silent. - **UK** (so called "Bri'ish"): Sounds soft, snobby and arrogant, "r" is often silent, final "a" in a word may be pronounced as "r".
- **[USA](usa.md)**: Harder sound than UK, always pronounces "r" which also sounds very hard, which makes the language easier to understandable, "t" often sounds like "d", speakers open mouth very wide when talking. - **[USA](usa.md)**: Harder sound than UK, always pronounces "r" which also sounds very hard, which makes the language easier to understandable, "t" often sounds like "d", speakers open mouth very wide when talking.
- south: TODO - south: TODO
- ... - ...
@ -66,7 +66,8 @@ This section lists some of the most notable human languages. In the brackets the
- **Italian** (~60 M native speakers, [eai], *Come ti chiami?*): Pleasant and melodic, very similar to Latin, sounds like singing, lots of vowels, stresses many times on first syllable. Body language such as waving hands in the air is a big part of speaking Italian correctly, recognizable by iconic phrases such as "spaghetti al dente, mamma mia!". Loanwords: intermezzo, lava, piano, ... - **Italian** (~60 M native speakers, [eai], *Come ti chiami?*): Pleasant and melodic, very similar to Latin, sounds like singing, lots of vowels, stresses many times on first syllable. Body language such as waving hands in the air is a big part of speaking Italian correctly, recognizable by iconic phrases such as "spaghetti al dente, mamma mia!". Loanwords: intermezzo, lava, piano, ...
- **Portuguese** (~250 M native speakers, [aeo], *Como te chamas?*): Basically Spanish with funny pronunciation, speakers of the two languages can understand each other to a high degree. Loanwords: flamingo, tank, jaguar, ... - **Portuguese** (~250 M native speakers, [aeo], *Como te chamas?*): Basically Spanish with funny pronunciation, speakers of the two languages can understand each other to a high degree. Loanwords: flamingo, tank, jaguar, ...
- **Romanian** ([eia], *Cum vă numiți?*): Sounds similar to Italian, has a lot borrowed from Slavic languages. - **Romanian** ([eia], *Cum vă numiți?*): Sounds similar to Italian, has a lot borrowed from Slavic languages.
- **Spanish** (~500 M native speakers, [eao], *¿Cómo te llamas?*): Extremely fast, quite pleasant and similar to Italian, has normal and hard "r" (written *rr*), can't pronounce "h" (it's always silent), recognizable by patterns like "El XXXo", "Los XXXos" etc. Described by [Uncyclopedia](uncyclopedia.md) as "essentially Latin for retards", nonetheless spoken all over the world (it's the second most spoken native language) and therefore very useful to learn. Among students feared mainly for grammatical mood called subjunctive. In written form weird (and recognizable) by using the upside down question mark to start questions. Loanword: macho, caldera, mosquito, ... - **Spanish** (~500 M native speakers, [eao], *¿Cómo te llamas?*): Extremely fast, quite pleasant and similar to Italian, has normal and hard "r" (written *rr*), can't pronounce "h" (it's always silent), recognizable by patterns like "El XXXo", "Los XXXos" etc. Described by [Uncyclopedia](uncyclopedia.md) as "essentially Latin for retards", nonetheless spoken all over the world (it's the second most spoken native language) and therefore very useful to learn. Has a rich vocabulary of swear words and phrases. Among students feared mainly for grammatical mood called subjunctive. In written form weird (and recognizable) by using the upside down question mark to start questions. Loanword: macho, caldera, mosquito, ...
- **Mexican**: Uses a lot of diminutives (e.g. "ahorita"), uses only formal form of plural "you" (ustedes), has specific words and meanings.
- ... - ...
- **Slavic languages** (~300 M native speakers): Hard to learn, many grammatical cases and inflections, spoken in central/east Europe and north Asia. - **Slavic languages** (~300 M native speakers): Hard to learn, many grammatical cases and inflections, spoken in central/east Europe and north Asia.
- **Bulgarian** (*как се казваш, "Kak se kazvash?"*): TODO - **Bulgarian** (*как се казваш, "Kak se kazvash?"*): TODO
@ -99,7 +100,7 @@ This section lists some of the most notable human languages. In the brackets the
- **Vietnamese** (~100 M native speakers, *Bạn tên gì?*): Typical Asian "meowing" sound, but despite this it's [interestingly](interesting.md) written in Latin script, which also excessively uses diacritics. It's a tonal language (pitches distinguish meanings of words). - **Vietnamese** (~100 M native speakers, *Bạn tên gì?*): Typical Asian "meowing" sound, but despite this it's [interestingly](interesting.md) written in Latin script, which also excessively uses diacritics. It's a tonal language (pitches distinguish meanings of words).
- ... - ...
**Language curiosities**: Harold Whitmore Williams (*1876) allegedly spoke 58 languages and is sometimes considered the most accomplished polyglot. The most common sound found in all languages is "a", the most unique probably the Czech "ř". Language with smallest alphabet is probably Rotokas, spoken in Papua New Guinea, with only 12 letters. English word with the most meanings is apparently "set" (almost 200). Longest non-technical word in English is "antidisestablishmentarianism", but if we impose no limits, there is a name of a chemical that's 189819 letters long. TODO: more **Language [curiosities](interesting.md)**: Harold Whitmore Williams (*1876) allegedly spoke 58 languages and is sometimes considered the most accomplished polyglot. The most common sound found in all languages is "a", the most unique probably the Czech "ř". Language with smallest alphabet is probably Rotokas, spoken in Papua New Guinea, with only 12 letters. English word with the most meanings is apparently "set" (almost 200). Longest non-technical word in English is "antidisestablishmentarianism", but if we impose no limits, there is a name of a chemical that's 189819 letters long. TODO: more
TODO: average word length, longest word, number of letters in alphabet, ... TODO: average word length, longest word, number of letters in alphabet, ...

44
log.md
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@ -2,19 +2,19 @@
*For computer logs see [logging](logging.md).* *For computer logs see [logging](logging.md).*
Logarithm (from Greek "logo arithmos", roughly "ratio/word number", often shortened to *log*, *lg* or *ln*) is a very important [mathematical](math.md) [function](function.md) telling us to what [power](power.md) a [number](number.md) has to be raised to in order to obtain another number; i.e. in terms of mathematics it is the inverse function to exponentiation. Logarithms are enormously important and useful: for example they allow fast and efficient multiplication and division of numbers (see e.g. [sliding rule](sliding_rule.md)), solving certain kinds of equations but also, very notably, they introduce **logarithmic scales** -- a type of alternative measuring scales (to the traditional linear scales found on rulers etc.) in which steps are not spaced by constant distance but by constant ratio, and it turns out this is exceptionally handy for measuring and plotting various values (such as loudness, earthquake intensity etc.). This is because in nature it often happens that the step to "the next level" is not an additive constant, but rather some ratio of previous step (or imagine a video [game](game.md) where leveling up each subsequent level takes more and more experience, let's say three halves of that required for the previous one). So dealing with logarithms sort of takes us from the realm of additions and differences to one where multiplications and ratios rule. Logarithm (from Greek "logo arithmos", roughly "ratio/word number", often shortened to *log*, *lg* or *ln*) is a very important [mathematical](math.md) [function](function.md) telling us to what [power](power.md) a [number](number.md) has to be raised to in order to obtain another number; i.e. in the language of mathematics it is the inverse function to exponentiation. Logarithms are enormously important and useful: for example they allow fast and efficient multiplication and division of numbers (see e.g. [sliding rule](sliding_rule.md)), solving certain kinds of equations but also, very notably, they introduce **logarithmic scales** -- a type of alternative measuring scales (to the traditional linear scales found on rulers etc.) in which steps are not spaced by constant distance but by constant ratio, and it turns out this is exceptionally handy for measuring and plotting various values (such as loudness, earthquake intensity etc.). This is because in nature it often happens that the step to "the next level" is not an additive constant, but rather some ratio of previous step (or imagine a video [game](game.md) where leveling up each subsequent level takes more and more experience, let's say three halves of that required for the previous one). So dealing with logarithms sort of takes us from the realm of additions and differences to one where multiplications and ratios rule.
Human senses are known to perceive logarithmically (and this is exploited in lossy [compression](compression.md) algorithms) -- one of the best examples are musical tones: what we hear as an increase in pitch by one semitone is actually a frequency that's 12th root of 2 TIMES increased frequency of the previous one. [Interestingly](interesting.md) some studies even suggested that "logarithmic thinking" is possibly even more natural to us and only at school we're forced to adopt the traditional "linear thinking". However it might be, the first confrontation (normally during high school) with the mathematics of logarithms usually scares people off and average [IQs](iq.md) never fully grasp them (because they "don't need it [in real life](irl.md)"), but they're really not hard, just require some getting used to. To anyone dealing with math in any way (including [programmers](programming.md)) logarithms are absolutely required basic knowledge, don't try to avoid them. Human senses are known to perceive logarithmically (and this is exploited in lossy [compression](compression.md) algorithms) -- one of the best examples are [musical](music.md) tones: what we hear as an increase in pitch by one semitone is actually a frequency that's 12th root of 2 TIMES increased frequency of the previous one. [Interestingly](interesting.md) some studies even suggested that "logarithmic thinking" is possibly more natural to our brains and only at school we're forced to adopt the traditional "linear thinking". However it might be, the first confrontation (normally during high school) with the mathematics of logarithms usually scares people off and average [IQs](iq.md) never fully grasp them (because they "don't need it [in real life](irl.md)"), but they're really not hard, just require some getting used to. To anyone dealing with math in any way (including [programmers](programming.md)) logarithms are absolutely required basic knowledge, don't try to avoid them.
Logarithms were introduced in 1614 by John Napier (white male). Logarithms were introduced in 1614 by John Napier (white male).
## Details ## Details
There are different kinds of logarithms distinguished by their **base**: every logarithm has a base, so we have a "base 10 logarithm", "base 2 logarithm" etc. (one note here: *base* in this context does NOT signify the numeral system base, it's just a name for the number that gets raised to some power). The base is written as a subscript; here we'll write base *N* logarithm simply as *logN* (log10, log2 etc.). You may see logarithm written without the base, which either means some [implicit](implicit.md) base is assumed (often 10 or [e](e.md), see below) or that the base doesn't matter. Different kinds of logarithms exist, distinguished by their **base**: every logarithm has a base, so we talk about "base 10 logarithm", "base 2 logarithm" etc. (note: *base* in this context does NOT signify the numeral system base, it's just a name for the number that gets raised to some power). The base is written as a subscript; here we'll write base *N* logarithm simply as *logN* (log10, log2 etc.). You may see logarithm written without the base, which either means some [implicit](implicit.md) base is assumed (often 10 or [e](e.md), see below) or that the base doesn't matter.
So logarithm is not a single function but rather a class of functions. Alternatively you MAY imagine logarithm as a single function of two arguments: the input number *x* and the base. However conventionally we prefer to view logarithms with different bases as different functions of one argument, perhaps because it rarely happens we need the base to be variable (quite often the base doesn't even matter and it's only a convention of choosing one). Logarithm is thus not a single function but rather a class of functions. Alternatively you MAY imagine logarithm as a single function of two arguments: the input number *x* and the base. However conventionally we prefer to view logarithms with different bases as different functions of one argument, perhaps because it rarely happens we need the base to be variable (quite often the base doesn't even matter and it's only a convention of choosing one), and fewer variables means more [simplicity](kiss.md), which is always a positive.
Now finally for the **definition** itself: base *N* logarithm of number *x* gives number *y*, which we write as Now finally for the proper **definition**: base *N* logarithm of number *x* gives number *y*, which we write as
*logN(x) = y* *logN(x) = y*
@ -22,7 +22,7 @@ so that the following holds:
*N^y = x* *N^y = x*
NOTE: Don't confuse the function *N^x* with *x^N* (variable in exponent vs variable in base); inverse function of the former is logarithm *N* whereas the inverse of the latter is *Nth [root](root.md)*. These are similar and even the graphs of logarithm and Nth root look similar, but they aren't the same. NOTE: Please don't confuse the function *N^x* with *x^N* (variable in exponent vs variable in base); inverse function of the former is logarithm *N* whereas the inverse of the latter is *Nth [root](root.md)*. These are similar and even the graphs of logarithm and Nth root look similar, but they aren't the same.
So answering the question "What's the base *N* logarithm of number x?" means answering **"N to WHAT power gives x?"**. Of course we know that both *N* and *y* don't have to be just integers, but can be any [real number](real_number.md) (including fractions, negative numbers etc., however excluding both being zero!), so logarithm is a **continuous function**, but we also know that (in the realm or real numbers) the operation of raising anything to a power can't ever yield a negative number (and neither [zero](zero.md), unless the base itself was zero), so **logarithm is only defined for positive numbers**. So answering the question "What's the base *N* logarithm of number x?" means answering **"N to WHAT power gives x?"**. Of course we know that both *N* and *y* don't have to be just integers, but can be any [real number](real_number.md) (including fractions, negative numbers etc., however excluding both being zero!), so logarithm is a **continuous function**, but we also know that (in the realm or real numbers) the operation of raising anything to a power can't ever yield a negative number (and neither [zero](zero.md), unless the base itself was zero), so **logarithm is only defined for positive numbers**.
@ -111,6 +111,38 @@ Other important formulas with logarithms include these:
To get back to the **logarithmic scales** for a moment: these are scales whose value at each step increases not by a constant added number, but by multiplying the value of the previous step by some fixed fraction. In graphs such scale may be used on the *x* or *y* axis or both, depending on the need -- imagine for instance we were about to plot some exponentially increasing phenomenon, i.e. something that over each period of time (such as a year) grows by some fixed PERCENTAGE (fraction). Example may be the [Moore's law](moores_law.md) stating that the number of [transistors](transistor.md) in integrated circuits doubles every two years. Plotting this with linear scales we'll see a curve that very quickly shoots up, turning steeper and steeper, creating a very inconvenient, hard to read graph. If instead we used logarithmic scale on the *y* axis (number of transistors), we'd get a nice straight line! This is because now as we're moving by years on the *x* axis, we are jumping by orders of magnitude on the *y* axis, and since that is logarithmic, a jump by order of magnitude shift us a constant step up. This is therefore very useful for handling phenomena that "up closer" need higher resolution and "further away" rather need more more space and bigger "zoom out" on detriment of resolution, such as the map of our Universe perhaps. To get back to the **logarithmic scales** for a moment: these are scales whose value at each step increases not by a constant added number, but by multiplying the value of the previous step by some fixed fraction. In graphs such scale may be used on the *x* or *y* axis or both, depending on the need -- imagine for instance we were about to plot some exponentially increasing phenomenon, i.e. something that over each period of time (such as a year) grows by some fixed PERCENTAGE (fraction). Example may be the [Moore's law](moores_law.md) stating that the number of [transistors](transistor.md) in integrated circuits doubles every two years. Plotting this with linear scales we'll see a curve that very quickly shoots up, turning steeper and steeper, creating a very inconvenient, hard to read graph. If instead we used logarithmic scale on the *y* axis (number of transistors), we'd get a nice straight line! This is because now as we're moving by years on the *x* axis, we are jumping by orders of magnitude on the *y* axis, and since that is logarithmic, a jump by order of magnitude shift us a constant step up. This is therefore very useful for handling phenomena that "up closer" need higher resolution and "further away" rather need more more space and bigger "zoom out" on detriment of resolution, such as the map of our Universe perhaps.
```
| | 2^x / | / 2^x
5 + | _/ x 16 + _/
| | / | /
4 + | _/ 8 + _/ __
| / / | / _--'''
3 + | _/ _--''' 4 + _/ _--'' x
| / / _--'' log2(x) | / _-'' _____
2 + | _/ _-'' 2 + _/ _-' __---''''
| / / _-' |/ _' _--' log2(x)
1 +'_/ _' 1 + / _/
|/ / : '
--+--+--+--+--+--+--+--+--+- ..+--+--+--+--+--+--+--+-
0 | 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8
| 2^x | | / | | 2^x /
5 + | | x _/ 16 + | _/ x
| | | / | / /
4 + / | _/ log2(x) 8 + | _/
| | / / | / / ___
3 + | | _/ 4 + | _/ __---'''
| / / / | _/ / _.' log2(x)
2 + | | _/ 2 + / _/ _.'
| / / / | / /
1 +' .'_/ 1 + _/ _/
: ' / :/ /
..+--+--+--+--+--+--+--+- ..+--+--+--+--+--+--+--+-
1 2 4 8 16 32 64 128 1 2 4 8 16 32 64 128
```
*Graphs of functions 2^x, x and log2(x) with various combinations of linear and logarithmic (base 2) scales on x and y axes: linear, logarithmic y, logarithmic x and both logarithmic (log-log). Notice how one of the curves is always "straightened".*
## Programming And Approximations ## Programming And Approximations
It won't come as a surprise that we'll find the logarithm function built in most of the popular [programming_languages](programming_language.md), most often present as part of the standard math [library](library.md)/module. Make sure to check which base it uses etc. [C](c.md) for example has the functions *log(x)* (natural logarithm), *log10(x)* and *log2(x)* under *math.h* -- if you need logarithm with different base, the simple formula given somewhere above will serve you to convert between arbitrary bases (also shown in an example below). It won't come as a surprise that we'll find the logarithm function built in most of the popular [programming_languages](programming_language.md), most often present as part of the standard math [library](library.md)/module. Make sure to check which base it uses etc. [C](c.md) for example has the functions *log(x)* (natural logarithm), *log10(x)* and *log2(x)* under *math.h* -- if you need logarithm with different base, the simple formula given somewhere above will serve you to convert between arbitrary bases (also shown in an example below).

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@ -14,14 +14,16 @@ Also let it be said that everyone has to find his own way of doing projects, it'
- **Prefer one man projects to many men projects**: Firstly LRS projects should be simple enough to be manageable by a single man, which has many advantages, for example ensuring a coherent artistic vision without any compromise, legal simplicity (e.g. with relicensing), ensuring that the project can REALLY be controlled by a single man (true [freedom](free_software.md)), and also very importantly the cost of collaboration. Multiple people on a project -- even just two -- introduce many inconveniences, issues and [friction](friction.md), e.g. that of communication (every thought has to be explained, put into words for others and they still may not completely get it, communication tools will have to be set up and maintained, ...), resolving editing conflicts (multiple people working on the same thing at once), making decisions (voting? discussions?), disagreements, arguments, "codes of conducts" and similar bullcrap. LRS does value collaboration, but mainly loose collaboration, i.e. making bigger things out of smaller things that are made by single people. But more people projects are cool, e.g. wikis or maybe projects by very close people who are already used to working together efficiently. - **Prefer one man projects to many men projects**: Firstly LRS projects should be simple enough to be manageable by a single man, which has many advantages, for example ensuring a coherent artistic vision without any compromise, legal simplicity (e.g. with relicensing), ensuring that the project can REALLY be controlled by a single man (true [freedom](free_software.md)), and also very importantly the cost of collaboration. Multiple people on a project -- even just two -- introduce many inconveniences, issues and [friction](friction.md), e.g. that of communication (every thought has to be explained, put into words for others and they still may not completely get it, communication tools will have to be set up and maintained, ...), resolving editing conflicts (multiple people working on the same thing at once), making decisions (voting? discussions?), disagreements, arguments, "codes of conducts" and similar bullcrap. LRS does value collaboration, but mainly loose collaboration, i.e. making bigger things out of smaller things that are made by single people. But more people projects are cool, e.g. wikis or maybe projects by very close people who are already used to working together efficiently.
- **Do NOT be too ambitious, especially with first projects.** This is EXTREMELY important and you have to realize that even if you think something will be easy, it won't be so, a project will always be at least 20 times harder than you estimate (even if you already have experience in estimating project difficulty). Making a game is not just about programming it (which itself means debugging, refactoring, writing tests, debugging tests, organizing repos, designing APIs, studying libraries, ...), you'll also have to document it, play test it (many, many times over), debug it, optimize it, package it, make a website for it and a billion other things. If you decide to make a game like GTA (or even just Pokemon clone or something) but you haven't made at least 10 games already, YOU WILL FAIL, it will be a disaster and completely wasted time. Unless you've done like 10 projects already, choose dead simple things like Tetris clone or something (see [exercises](exercises.md) for beginner project tips). Remember, the goal of your first project isn't the thing in question but rather learning about making a project and finishing it. - **Do NOT be too ambitious, especially with first projects.** This is EXTREMELY important and you have to realize that even if you think something will be easy, it won't be so, a project will always be at least 20 times harder than you estimate (even if you already have experience in estimating project difficulty). Making a game is not just about programming it (which itself means debugging, refactoring, writing tests, debugging tests, organizing repos, designing APIs, studying libraries, ...), you'll also have to document it, play test it (many, many times over), debug it, optimize it, package it, make a website for it and a billion other things. If you decide to make a game like GTA (or even just Pokemon clone or something) but you haven't made at least 10 games already, YOU WILL FAIL, it will be a disaster and completely wasted time. Unless you've done like 10 projects already, choose dead simple things like Tetris clone or something (see [exercises](exercises.md) for beginner project tips). Remember, the goal of your first project isn't the thing in question but rather learning about making a project and finishing it.
- **[FINISH](finished.md) THE FUCKING PROJECT.** Unfinished project will just have wasted your time, it will leave you disgusted, broken, depressed and defeated, it will be of no use to anyone, you'll just feel like [shit](shit.md). For this it is important to choose something simple -- if you finish the thing, you'll be happy regardless of how simple it really was, you'll be eager to make more things, people will be able to use your project, they'll be thanking you for it which will further make you more happy and so on. Even if it's a freaking minesweeper, you've made your own game now, it brings happiness to people, you can take a look at it every time you'll be feeling down and be a bit happier. On the other hand however if your project still ends up failing don't become too depressed and try to take the best of it -- it's not the end of the world, you have acquired some experience and you may still try to reuse parts of the failed project elsewhere, just try to extract maximum good. - **[FINISH](finished.md) THE FUCKING PROJECT.** Unfinished project will just have wasted your time, it will leave you disgusted, broken, depressed and defeated, it will be of no use to anyone, you'll just feel like [shit](shit.md). For this it is important to choose something simple -- if you finish the thing, you'll be happy regardless of how simple it really was, you'll be eager to make more things, people will be able to use your project, they'll be thanking you for it which will further make you more happy and so on. Even if it's a freaking minesweeper, you've made your own game now, it brings happiness to people, you can take a look at it every time you'll be feeling down and be a bit happier. On the other hand however if your project still ends up failing don't become too depressed and try to take the best of it -- it's not the end of the world, you have acquired some experience and you may still try to reuse parts of the failed project elsewhere, just try to extract maximum good.
- **Take long breaks**, enjoy the fact this is not a "[job](work.md)" -- when you've become fed up with your project, take a pause. If you have other projects, you may hop onto another one (but if you're simply overall tired, just take a full vacation, go play games or whatever). In a week, month or a year you'll start to feel the urge to get back to it and when you do, it's a sign you'll be enjoying doing it again, it's very likely you'll then get a period of """[productivity](productivity_cult.md)""" (better said just enjoyment) and inspiration. Also when you get stuck or stand before an important decision taking a break is very much advised, you need a fresh mind and even if you make a decision, take a few more days to see if you still think it's good after some time. - **Take long breaks**, enjoy the luxury of it not being a "[job](work.md)" -- once you're fed up and sick of the project, take a pause. If other projects are waiting, you may hop elsewhere, and if you're simply just overall tired, take a full vacation without feeling guilty, go play [games](game.md) or whatever. In a week, month or a year you'll start to feel the urge to get back and when you do, you know it's time, it's a sign your enthusiasm is returning, it's very likely you'll now experience a period of """[productivity](productivity_cult.md)""" (better said just enjoyment) and inspiration. Also when you get stuck or stand before an important decision taking a break is very much advised, you need a fresh mind and even if you make a decision, take a few more days to see if you still think it's good after some time.
- **Have multiple projects in progress**. This is cool for several reasons, for example it prevents a burn out of a single project -- if one projects becomes boring, shows to lead nowhere or you simply get tired of it for a while, you switch to a different one. Even if it fails completely and you delete it, you still have many other "children", it won't be a disaster. Sometimes you have a period when you want to program, so there's a programming project waiting for you, other times you feel like you wanna do music, and there is the project that needs some music, just ready for you. So this also stimulates you in different ways. And sometimes you get surprised if some small project turns into something unexpected maybe. It's just good to have this diversity in your art. - **Have multiple projects in progress**. This is cool for several reasons, for example it prevents a burn out of a single project -- if one projects becomes boring, shows to lead nowhere or you simply get tired of it for a while, you switch to a different one. Even if it fails completely and you delete it, you still have many other "children", it won't be a disaster. Sometimes you have a period when you want to program, so there's a programming project waiting for you, other times you feel like you wanna do music, and there is the project that needs some music, just ready for you. So this also stimulates you in different ways. And sometimes you get surprised if some small project turns into something unexpected maybe. It's just good to have this diversity in your art.
- **Do everything yourself and keep switching tasks**. This is similar to the other point about having multiple projects, just within a single project. Be your own programmer, graphic designer, musician, tester, writer and so on -- at least as much as possible. This not only helps you become a cool generalist, an independent, non-capitalist living being, but also prevents burn out from doing the same activity over and over. - **Do everything yourself and keep switching tasks**. This is similar to the other point about having multiple projects, just within a single project. Be your own programmer, graphic designer, musician, tester, writer and so on -- at least as much as possible. This not only helps you become a cool generalist, an independent, non-capitalist living being, but also prevents burn out from doing the same activity over and over.
- **Publish everything immediately**, don't wait until the project is "polished", this NEVER, never ends well. Really just have everything public at all times, keep no secrets, make it public even if it's buggy, shit, cringe, dangerous or whatever. This doesn't mean "go promote your buggy unfinished game", but simply "have your work-in-progress git repo public". This is not capitalism in which you work in secrecy and then "ship" a "product". Just make art and let anyone watch you, give you "feedback", advice and so on, get rid of shame, don't let others waste time on making what you're already making, don't let perfectionism paralyze you so that you'd never release your art. On the other hand, however, **leave the "official release" part for the very end** -- i.e. have the project public, but don't go actively showing it to people, don't waste time on adding it to repositories, making websites and similar stuff. Firstly this leaves you a kind of "reward" at the end, something you get for FINISHING the project. If you show a 50% finished game to the Internet and get a praise, you've gotten your treat ahead of time, you will no longer want to pursue finishing the thing. Secondly you may very likely abandon the project (and more so due to what's just been stated), leaving just a spam of unfinished half-baked ideas behind. Take a look a libregamewiki, vast majority of games are "50% finished" prototypes of no value to anyone. - **Publish everything immediately**, don't wait until the project is "polished", this NEVER, never ends well. Really just have everything public at all times, keep no secrets, make it public even if it's buggy, shit, cringe, dangerous or whatever. This doesn't mean "go promote your buggy unfinished game", but simply "have your work-in-progress git repo public". This is not capitalism in which you work in secrecy and then "ship" a "product". Just make art and let anyone watch you, give you "feedback", advice and so on, get rid of shame, don't let others waste time on making what you're already making, don't let perfectionism paralyze you so that you'd never release your art. On the other hand, however, **leave the "official release" part for the very end** -- i.e. have the project public, but don't go actively showing it to people, don't waste time on adding it to repositories, making websites and similar stuff. Firstly this leaves you a kind of "reward" at the end, something you get for FINISHING the project. If you show a 50% finished game to the Internet and get a praise, you've gotten your treat ahead of time, you will no longer want to pursue finishing the thing. Secondly you may very likely abandon the project (and more so due to what's just been stated), leaving just a spam of unfinished half-baked ideas behind. Take a look a libregamewiki, vast majority of games are "50% finished" prototypes of no value to anyone.
- **If you ARE ambitious, separate the thing into multiple less ambitious projects**. Firstly this is just a good design, you shouldn't make a huge monolithic program but rather multiple simple things out of which it is easy to make the big thing. This achieves multiple things: you'll have several parallel projects as advised above and also if you don't finish the grandiose piece, you'll still probably finish at least some parts of it that will be useful on its own. So if you really want to make that GTA clone (and have at least 20 years of experience so that you can even think about it), rather make several projects such as a 3D renderer, physics engine, a pack of car 3D models etc. When all of the projects are ready, you may try to merge them into the magnum opus. - **If you ARE ambitious, separate it into multiple less ambitious projects**. Firstly this is just a [good design](unix_philosophy.md), you shouldn't be making a magnificent monolithic program but rather multiple smaller ones out of which it is easy to make the big thing. This achieves multiple positives: you'll have several parallel projects as advised above and also if you don't finish the grandiose piece, you'll still probably finish at least the smaller independent parts that will likely be useful on their own. The best thing is you're not making any compromise, you're not giving up on your dream of the big project, just not putting all eggs in one basket. So if you truly desire making that [GTA](gta.md) clone (and have at least 20 years of experience so that you can even think about it), rather make several projects such as a [3D renderer](3d_rendering.md), [physics engine](physics_engine.md), a pack of car [3D models](3d_model.md) etc. When all of the projects are ready, you may try to merge them into the magnum opus.
- **Before going ambitious, prepare to get sick to your bones**. No matter how much you love and enjoy your craft, pushing it to limits will make you sick of it near the finish line, just like a marathon runner always does in pushing his personal record. Take this into account and plan for it, leave pleasant things for latest stages, don't take additional burdens, plan to take a long break after.
- **"It would be cool" is not a good enough motivation for a bigger project.** You can't start a big thing just out of boredom. Finishing a greater thing will be painful, you'll be through sleepless nights, periods of desperation, headaches and burn outs, you'll sacrifice social life to hunting down bugs and rewriting shitty code. To keep yourself going through this it's not enough to know that "the result will be nice I guess". It needs more -- you must absolutely feel it is necessary to make the thing, you have to think the world NEEDs you to make it, only then you will keep torturing yourself to make it to the finish. So choose very wisely. - **"It would be cool" is not a good enough motivation for a bigger project.** You can't start a big thing just out of boredom. Finishing a greater thing will be painful, you'll be through sleepless nights, periods of desperation, headaches and burn outs, you'll sacrifice social life to hunting down bugs and rewriting shitty code. To keep yourself going through this it's not enough to know that "the result will be nice I guess". It needs more -- you must absolutely feel it is necessary to make the thing, you have to think the world NEEDs you to make it, only then you will keep torturing yourself to make it to the finish. So choose very wisely.
- **Before making a big thing of type X make a small thing of type X** or as it's been said "plan to throw one away". This is to say that you can't make a good game if it's the first game you're making, so you better make your first game small knowing that it ill suck rather than making a big game that would suck. The first thing is just for the experience. You can't prepare yourself for making an operating system just by reading a book, you have to make one to REALLY comprehend what it will be about, to see the whole picture and to properly plan it. - **Before making a big thing of type X make a small thing of type X** or as it's been said "plan to throw one away". This is to say that you can't make a good game if it's the first game you're making, so you better make your first game small knowing that it ill suck rather than making a big game that would suck. The first thing is just for the experience. You can't prepare yourself for making an operating system just by reading a book, you have to make one to REALLY comprehend what it will be about, to see the whole picture and to properly plan it.
- **Don't spontaneously start projects, don't rush, only start well thought through things.** As a creative being you'll be getting hundreds and hundreds of amazing ideas -- don't think you're a genius, this is common for many people, even normies get many ideas for great games and "apps" and whatever, so don't get too excited, it is important you judge carefully what to do and what to leave for later: planning and actually MAKING the thing is the actual part that will distinguish you from the normie. Write your amazing ideas down if you need, but don't jump in on any new great idea that appears, always let any idea sit for at least half a year, maybe even several years. It is very tempting to start new things but you must have self control, or else you'll end up like the [dog](dog.md) that starts chasing any new smell it catches and will be just chaotically running around without any goal, making unplanned projects that will fail every time. If an idea should deserve your valuable time, it has to pass the great filter of time -- if it survives in your head after a few months, in all the avalanche of new and new ideas, you know it may truly be worth trying. Furthermore you also have to have a good plan for any project you start and this planning requires a lot of thinking ahead -- you should only start writing code once you have the whole project in your head. This planning CANNOT be rushed, you can't plan it over a weekend, this is not [capitalism](capitalism.md) where things are made on schedule, this is [art](art.md) that needs its time, it must wait for inspiration, small improvements and rethinks over the time that it's sitting in your head. In this meantime stay with your already work in progress projects. - **Don't spontaneously start projects, don't rush, only start well thought through things.** As a creative being you'll be getting hundreds and hundreds of amazing ideas -- don't think you're a genius, this is common for many people, even normies get many ideas for great games and "apps" and whatever, so don't get too excited, it is important you judge carefully what to do and what to leave for later: planning and actually MAKING the thing is the actual part that will distinguish you from the normie. Write your amazing ideas down if you need, but don't jump in on any new great idea that appears, always let any idea sit for at least half a year, maybe even several years. It is very tempting to start new things but you must have self control, or else you'll end up like the [dog](dog.md) that starts chasing any new smell it catches and will be just chaotically running around without any goal, making unplanned projects that will fail every time. If an idea should deserve your valuable time, it has to pass the great filter of time -- if it survives in your head after a few months, in all the avalanche of new and new ideas, you know it may truly be worth trying. Furthermore you also have to have a good plan for any project you start and this planning requires a lot of thinking ahead -- you should only start writing code once you have the whole project in your head. This planning CANNOT be rushed, you can't plan it over a weekend, this is not [capitalism](capitalism.md) where things are made on schedule, this is [art](art.md) that needs its time, it must wait for inspiration, small improvements and rethinks over the time that it's sitting in your head. In this meantime stay with your already work in progress projects.
- A simple psychological trick is this: **you can get a lot done on project *A* by "procrastinating" on project *B*.** It's the same cleaning your house in order to avoid doing homework. Having multiple projects helps in this, you're lazily avoiding one project by doing another. { This wiki is mostly the result of "procrastination" on my programming projects. ~drummyfish }
- **Leave your session with something pleasant to be done next**: this will make you look forwards to come back to "work" on the project next time. If you're doing something painful, like being in a middle of [debugging](debugging.md) horror, try to finish it, and once there is something enjoyable next on the TODO, such as making game levels or playtesting, leave it for next time. In general **make it easy and pleasant for your future self to come back to the project**, i.e. don't leave in the middle of solving some complicated task -- rather finish it and leave with a choice of what to do next. - **Leave your session with something pleasant to be done next**: this will make you look forwards to come back to "work" on the project next time. If you're doing something painful, like being in a middle of [debugging](debugging.md) horror, try to finish it, and once there is something enjoyable next on the TODO, such as making game levels or playtesting, leave it for next time. In general **make it easy and pleasant for your future self to come back to the project**, i.e. don't leave in the middle of solving some complicated task -- rather finish it and leave with a choice of what to do next.
- On very rare occasion inspiration comes and a masterpiece is born within an hour, but moments like these are as common as finding a gold nugget in mounds of dirt -- rare sparks of genius are a small reward to diligent artists, but cannot be relied on. Most of the time **great art is simply made by sitting on it for hours without end and pouring TONS of time, sweat and blood in**, trying and failing over and over, rewriting and refining, testing and rebuilding from scratch. Do not wait for the muses, they won't come, you are wasting time. You must rely only on your patience to make something worthy of appreciation -- go do it right now. Miraculous accidental discoveries do happen, but they always happen to those who keep exploring tirelessly, never to those who just wait for something to fall from the sky. - On very rare occasion inspiration comes and a masterpiece is born within an hour, but moments like these are as common as finding a gold nugget in mounds of dirt -- rare sparks of genius are a small reward to diligent artists, but cannot be relied on. Most of the time **great art is simply made by sitting on it for hours without end and pouring TONS of time, sweat and blood in**, trying and failing over and over, rewriting and refining, testing and rebuilding from scratch. Do not wait for the muses, they won't come, you are wasting time. You must rely only on your patience to make something worthy of appreciation -- go do it right now. Miraculous accidental discoveries do happen, but they always happen to those who keep exploring tirelessly, never to those who just wait for something to fall from the sky.
- **Start small and humble (if it's meant to be big, it will become big naturally), focus on the thing you're making (not its promotion or "management").** Some nubs just see [Steve Jewbs](steve_jobs.md) or [Che Guevara](che_guevara.md) and think "I'LL BE A BIG PROJECT LEADER", they pick some shitty idea they don't even care too much about and then just start capitalisting, they buy a suit, coffee machine, web domains, set up a kickstarter, make a Jewtube video, Twitter account, logos, set up [promotional](marketing.md) websites, write manifestos and other shite. Yes, manifestos are cool, but only promise yourself to write it once the project is fucking done and worth something ;) Sometimes they hype a million people to jump on board, promising to make a HUGE, gigantically successful and revolutionary thing, while having 3 lines of code written so far. Congratulations, you now have nothing and the pressure of the whole world to make something big. This is the best way to hell. At BEST you will become a slave to the project, will hate it and somehow manage to make an ugly, rushed version of it because you didn't foresee what obstacles there would appear but which you would still have to solve fucking quickly because everything is falling on your head and people are shitting on you, angry that you're already two years late and you're already burned out and depressed and out of budget. Just don't be such a capitalist pussy, make a nice small thing in your basement and let its value show itself. - **Start small and humble (if it's meant to be big, it will become big naturally), focus on the thing you're making (not its promotion or "management").** Some nubs just see [Steve Jewbs](steve_jobs.md) or [Che Guevara](che_guevara.md) and think "I'LL BE A BIG PROJECT LEADER", they pick some shitty idea they don't even care too much about and then just start capitalisting, they buy a suit, coffee machine, web domains, set up a kickstarter, make a Jewtube video, Twitter account, logos, set up [promotional](marketing.md) websites, write manifestos and other shite. Yes, manifestos are cool, but only promise yourself to write it once the project is fucking done and worth something ;) Sometimes they hype a million people to jump on board, promising to make a HUGE, gigantically successful and revolutionary thing, while having 3 lines of code written so far. Congratulations, you now have nothing and the pressure of the whole world to make something big. This is the best way to hell. At BEST you will become a slave to the project, will hate it and somehow manage to make an ugly, rushed version of it because you didn't foresee what obstacles there would appear but which you would still have to solve fucking quickly because everything is falling on your head and people are shitting on you, angry that you're already two years late and you're already burned out and depressed and out of budget. Just don't be such a capitalist pussy, make a nice small thing in your basement and let its value show itself.
@ -29,7 +31,9 @@ Also let it be said that everyone has to find his own way of doing projects, it'
- **Milestones and psychological mini rewards are nice to keep you going**. It's nice to split the project into some milestones so that you see your "progress", it's very good if each milestone adds something visible, something you can "touch" -- for example with a game just the moment when you become able to physically move through the level always feels very rewarding, even if you've done it many times before, it's always a bit surprising what joy a simple feature can bring. Exploit this to increase joy of making your art. - **Milestones and psychological mini rewards are nice to keep you going**. It's nice to split the project into some milestones so that you see your "progress", it's very good if each milestone adds something visible, something you can "touch" -- for example with a game just the moment when you become able to physically move through the level always feels very rewarding, even if you've done it many times before, it's always a bit surprising what joy a simple feature can bring. Exploit this to increase joy of making your art.
- **Don't expect or aim for any reward other than the finished project**, don't expect/chase [money](money.md), fame, gratitude, don't expect that anyone will notice or thank you for the project. You are making it only because you want something that doesn't yet exist to exist and that's the only reward you can and should ever expect. Firstly this makes your project [selfless](selflessness.md), secondly it makes it pure, non-corruptable, only dedicated to its goal and nothing else, thirdly it spares you suffering from failed expectations. - **Don't expect or aim for any reward other than the finished project**, don't expect/chase [money](money.md), fame, gratitude, don't expect that anyone will notice or thank you for the project. You are making it only because you want something that doesn't yet exist to exist and that's the only reward you can and should ever expect. Firstly this makes your project [selfless](selflessness.md), secondly it makes it pure, non-corruptable, only dedicated to its goal and nothing else, thirdly it spares you suffering from failed expectations.
- **When you're hard stuck, go away from it for a (possibly long) while.** As they say before making decisions: "sleep on it" (maybe even many times) -- there's something about letting your mind rest for a while that makes your subconsciousness solve things, or at least make you comprehend the issue better, see it from a different angle. Therefore when stuck, go do something else -- this is also why it's preferable to have several projects, but generally it's good to just take a break and do something meditative like going for a walk, making something out of wood, doing some sport, sleeping, listening to music and so on. Stop trying to solve the issue you had and just relax for a few days, maybe weeks. It is quite possible inspiration will come from somewhere, fresh air will help you think and maybe a solution will occur to you during this time [spontaneously](zen.md), but even if it doesn't, when you come back to the project you'll be very fresh, rested, your thoughts will be sorted, unimportant stuff filtered out, it's like you've got a different man on the task who will help the desperate past self. Sometimes you get back and immediately spot a simple and elegant solution. Really, this works like [magic](magic.md). - **When you're hard stuck, go away from it for a (possibly long) while.** As they say before making decisions: "sleep on it" (maybe even many times) -- there's something about letting your mind rest for a while that makes your subconsciousness solve things, or at least make you comprehend the issue better, see it from a different angle. Therefore when stuck, go do something else -- this is also why it's preferable to have several projects, but generally it's good to just take a break and do something meditative like going for a walk, making something out of wood, doing some sport, sleeping, listening to music and so on. Stop trying to solve the issue you had and just relax for a few days, maybe weeks. It is quite possible inspiration will come from somewhere, fresh air will help you think and maybe a solution will occur to you during this time [spontaneously](zen.md), but even if it doesn't, when you come back to the project you'll be very fresh, rested, your thoughts will be sorted, unimportant stuff filtered out, it's like you've got a different man on the task who will help the desperate past self. Sometimes you get back and immediately spot a simple and elegant solution. Really, this works like [magic](magic.md).
- **Stop talking to everyone.** If you want to do something, you have to quit all social media, destroy your cellphone, uninstall all chatting programs etc. In times of breaks you may turn them on again, but if you're trying to do something while there are people around, you won't do anything, it's too much of a distraction. Basically put yourself in a situation when you're stranded on a desert island and there is nothing else to do save for your project, otherwise you'll keep constantly talking to people or at least checking what they're talking about and that's going to constantly interrupt your thinking. - **Stop talking to everyone.** If you want to do something, you have to quit all social media, destroy your cellphone, uninstall all chatting programs etc. During breaks you may turn them on again, but if you want to focus while there are people around, you won't do anything, it's too much of a distraction, even just their presence. Basically put yourself in a situation when you're stranded on a desert island and there is nothing else to do save for your project, otherwise you'll keep constantly talking to people or at least checking what they're talking about and that's going to constantly interrupt your thinking.
- **Masturbate before doing something**, it not think as much about sex and concentrate better.
- **How to plan something big? Where to start?** This is a hard question, answering it requires experience. In general you have to have the overall thing already finished in your head, even knowing it will likely turn out different. Then start with smaller parts that can exist on their own, such as [libraries](library.md), 3D models etc. As you go, connect the parts together and KEEP REVISING them. Take notes, always carry a notepad. Every once in a while go over the whole thing and [refactor](refactoring.md), rethink stuff, see if it still holds up. As soon as you spot a shortcoming, fix it immediately, as it will be much harder to fix a cog wheel that's already a part of a big machine. Leave [optimization](optimization.md) for the latest part. Don't be afraid to throw away bad parts, make them again from scratch. When stuck or unsure, ask others for advice, even if they don't understand much -- they may spark an idea that didn't even occur to you. Etcetc.
- ... - ...
## See Also ## See Also

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@ -2,10 +2,10 @@
This is an autogenerated article holding stats about this wiki. This is an autogenerated article holding stats about this wiki.
- number of articles: 634 - number of articles: 635
- number of commits: 997 - number of commits: 998
- total size of all texts in bytes: 5269330 - total size of all texts in bytes: 5282316
- total number of lines of article texts: 38078 - total number of lines of article texts: 38180
- number of script lines: 324 - number of script lines: 324
- occurrences of the word "person": 10 - occurrences of the word "person": 10
- occurrences of the word "nigger": 119 - occurrences of the word "nigger": 119
@ -35,60 +35,72 @@ longest articles:
top 50 5+ letter words: top 50 5+ letter words:
- which (2899) - which (2903)
- there (2284) - there (2286)
- people (2188) - people (2188)
- example (1837) - example (1843)
- other (1642) - other (1649)
- about (1479) - about (1480)
- number (1357) - number (1357)
- software (1304) - software (1304)
- because (1221) - because (1224)
- their (1127) - their (1132)
- would (1099) - would (1100)
- something (1090) - something (1092)
- being (1082) - being (1083)
- program (1067) - program (1067)
- language (993) - language (1005)
- called (972) - called (977)
- things (958) - things (958)
- without (885) - without (887)
- simple (881) - simple (882)
- function (872) - function (873)
- computer (853) - computer (854)
- numbers (840) - numbers (840)
- different (817) - different (819)
- these (798) - however (800)
- however (796) - these (797)
- programming (786) - programming (790)
- world (779) - world (782)
- system (757) - system (758)
- should (740) - should (745)
- still (735) - still (740)
- doesn (733) - doesn (736)
- games (708) - games (712)
- drummyfish (697) - drummyfish (697)
- while (693) - while (696)
- point (685) - point (686)
- society (682) - society (682)
- possible (677) - possible (679)
- simply (666) - simply (666)
- probably (664) - probably (665)
- always (662) - always (664)
- using (655) - using (658)
- course (626) - course (630)
- similar (625) - similar (626)
- actually (610) - actually (611)
- someone (601) - someone (602)
- https (598) - https (601)
- though (593) - though (593)
- really (592) - really (592)
- first (583) - first (585)
- basically (581) - basically (583)
latest changes: latest changes:
``` ```
Date: Tue Apr 1 13:52:42 2025 +0200
anarch.md
chess.md
doom.md
drummyfish.md
html.md
lmao.md
loc.md
lrs.md
random_page.md
wiki_pages.md
wiki_stats.md
Date: Sat Mar 29 16:59:03 2025 +0100 Date: Sat Mar 29 16:59:03 2025 +0100
altruism.md altruism.md
assembly.md assembly.md
@ -115,19 +127,6 @@ Date: Sat Mar 29 16:59:03 2025 +0100
wiki_stats.md wiki_stats.md
work.md work.md
www.md www.md
Date: Thu Mar 27 21:46:32 2025 +0100
21st_century.md
c_sharp.md
chess.md
exercises.md
great_trap.md
homelessness.md
humorwashing.md
java.md
jesus.md
law.md
loc.md
main.md
``` ```
most wanted pages: most wanted pages:
@ -147,44 +146,44 @@ most wanted pages:
- [drm](drm.md) (10) - [drm](drm.md) (10)
- [sdl](sdl.md) (9) - [sdl](sdl.md) (9)
- [pointer](pointer.md) (9) - [pointer](pointer.md) (9)
- [html](html.md) (9)
- [brute_force](brute_force.md) (9) - [brute_force](brute_force.md) (9)
- [syntax](syntax.md) (8) - [syntax](syntax.md) (8)
- [nazi](nazi.md) (8) - [nazi](nazi.md) (8)
- [gpl](gpl.md) (8) - [gpl](gpl.md) (8)
- [github](github.md) (8)
most popular and lonely pages: most popular and lonely pages:
- [lrs](lrs.md) (341) - [lrs](lrs.md) (341)
- [capitalism](capitalism.md) (314) - [capitalism](capitalism.md) (314)
- [c](c.md) (244) - [c](c.md) (245)
- [bloat](bloat.md) (240) - [bloat](bloat.md) (242)
- [free_software](free_software.md) (204) - [free_software](free_software.md) (204)
- [game](game.md) (156) - [game](game.md) (156)
- [suckless](suckless.md) (151) - [suckless](suckless.md) (152)
- [proprietary](proprietary.md) (137) - [proprietary](proprietary.md) (137)
- [modern](modern.md) (127) - [modern](modern.md) (127)
- [minimalism](minimalism.md) (124) - [minimalism](minimalism.md) (125)
- [computer](computer.md) (120) - [computer](computer.md) (121)
- [censorship](censorship.md) (120) - [censorship](censorship.md) (120)
- [kiss](kiss.md) (117) - [kiss](kiss.md) (118)
- [programming](programming.md) (115) - [programming](programming.md) (115)
- [shit](shit.md) (111)
- [math](math.md) (110) - [math](math.md) (110)
- [shit](shit.md) (109) - [fun](fun.md) (109)
- [fun](fun.md) (108)
- [gnu](gnu.md) (107) - [gnu](gnu.md) (107)
- [linux](linux.md) (104) - [linux](linux.md) (105)
- [woman](woman.md) (103) - [woman](woman.md) (104)
- [corporation](corporation.md) (100) - [corporation](corporation.md) (101)
- [fight_culture](fight_culture.md) (100)
- [bullshit](bullshit.md) (100) - [bullshit](bullshit.md) (100)
- [fight_culture](fight_culture.md) (99)
- [art](art.md) (99) - [art](art.md) (99)
- [history](history.md) (96) - [history](history.md) (98)
- [hacking](hacking.md) (94) - [hacking](hacking.md) (94)
- [less_retarded_society](less_retarded_society.md) (93) - [less_retarded_society](less_retarded_society.md) (93)
- [free_culture](free_culture.md) (91) - [free_culture](free_culture.md) (91)
- [programming_language](programming_language.md) (90)
- [work](work.md) (88) - [work](work.md) (88)
- [programming_language](programming_language.md) (87)
- ... - ...
- [free_body](free_body.md) (5) - [free_body](free_body.md) (5)
- [explicit](explicit.md) (5) - [explicit](explicit.md) (5)