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[Richard Stallman](rms.md), the inventor of the concept and the term "free software", says free software is about ensuring the freedom of computer users, i.e. people truly owning their tools -- he points out that unless people have complete control over their tools, they don't truly own them and will instead become controlled and abused by the makers (true owners) of those tools, which in [capitalism](capitalism.md) are [corporations](corporation.md). Richard Stallman stressed that **there is no such thing as partially free software** -- it takes only a single line of code to take away the user's freedom and therefore if software is to be free, it has to be free as a whole. This is in direct contrast with [open source](open_source.md) (a term discourages by Stallman himself) which happily tolerates for example [Windows](windows.md) only programs and accepts them as "open source", even though such a program cannot be run without the underlying proprietary code of the platform. It is therefore important to support free software rather than the business spoiled open source.
Fun fact: in Spain there is a street named after free software.
**Free software is not about [privacy](privacy.md)!** That would be quite misleading viewpoint. Free software, as its name suggests, is about freedom in wide sense, which includes the freedom of absolute control over one's devices that may ensure privacy and anonymity, but there are many more freedoms which free software stands for, e.g. the freedom of customization of one's tools or the general freedom of [art](art.md) -- being able to utilize or remix someone else's creation for creating something new or better. Software focused on privacy is called simply privacy respecting software.
The forefront non-profit organization promoting free software has since its invention been the [Free Software Foundation](fsf.md) (FSF) started by Richard Stallman himself alongside his [GNU](gnu.md) project. Nevertheless we must keep in mind that FSF doesn't equal free software, free software as a concept is bigger than its inventor or any organization, the idea -- just as for example political or religious ideas -- has since its birth been adopted with various modifications by many others, it is being expanded, improved, renamed and yes, even twisted and abused. Free software has spawned or influenced for example [Debian](debian.md), [free culture](free_culture.md), [free hardware](free_hardware.md), [FSFE](fsfe.md), [FSFLA](fsfla.md), [open $ource](open_source.md), [suckless](suckless.md), [copyfree](copyfree.md), [freedesktop](freedesktop.md) and many others. FSF itself has become quite spoiled and political, but it has achieved sending out the message about sharing, collaboration and ethics, which at least a few people still try to keep following.

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# "Intellectual Property"
"Intellectual property" (IP, not to be confused with [IP address](ip_address.md)) is a twisted [capitalist](capitalism.md) idea establishing that people be able to own [information](information.md) (such as ideas, presentation style, songs or text) and that it should be treated in ways very similar to physical property. For example [patents](patent.md) are one type of intellectual property which allow an inventor of some idea to *own* that idea and be able to limit its use and charge people fees for using that idea, or prevent people from using that idea altogether. [Copyright](copyright.md) is probably the most harmful type of IP as of today, and along with patents the most relevant one in the area of technology. However, IP encompasses many other subtypes of this kind of "property" such as [trademarks](trademark.md), trade dress, plant varieties etc. IP is an **arbitrarily invented grant of monopoly** on information, i.e. something that is otherwise naturally free. Only very few other ideas reach the level of stupidity of the IP concept, most people with brain oppose it, see e.g. http://harmful.cat-v.org/economics/intellectual_property/.
"Intellectual property" (IP, not to be [confused](often_confused.md) with [IP address](ip_address.md)) is the frantic and twisted [capitalist](capitalism.md) idea establishing that people should be able to own [information](information.md) (such as text, presentation style, songs or technological knowledge) and that it should be treated in ways similar to physical property because apparently there would otherwise be too little capitalism in society and "there is never enough capitalism". For example [patents](patent.md) are one demonstration of intellectual property which allow an inventor or discoverer of an idea to *own* it and be able to limit its use, charge fees for using it and legally bully anyone daring to not conform for whatever conditions he came up with, or even to prevent anyone from using the idea altogether, just because. [Copyright](copyright.md) is another form of IP, one that's among the most harmful ones today, and along with patents the most relevant one in the area of technology. However, IP encompasses many other subtypes of this kind of "property" such as [trademarks](trademark.md), trade dress, plant varieties etc. IP is an **arbitrarily invented grant of monopoly** on information, i.e. artificial limit imposed on something that is otherwise naturally free. Only very few other ideas in history reach this level of stupidity, most people with brain oppose it, see e.g. http://harmful.cat-v.org/economics/intellectual_property/.
IP exists to benefit [corporations](corporation.md), it artificially limits the natural [freedom of information](information_freedom.md) and tries to eliminate freedom and competition of the IP owners, it fuels [consumerism](consumerism.md) (for example a company can force deletion of old version of its program in order to force users to buy a new version), it helps keep malicious features in programs (by forbidding any study and modifications) and forces reinventing wheels which is extremely energy and resource wasting, whose side effect (or rather one of many side effects) is of course destroying the whole [Earth](earth.md). IP creates a kind of [artificial scarcity](artificial_scarcity.md), i.e. in a world where any information once created would be abundant, available to everyone, IP kills this abundance so as to create a new "market" and [bullshit](bullshit.md) businesses and slaveries such as various IP law firms, patent offices, brand protections, copyright verification for courts, [DRM](drm.md) programmers and so on. Without IP everyone would be happy, able to study, share, improve, [remix](remix_culture.md) and combine existing technology and art into amazing things.
IP exists to benefit [corporations](corporation.md), it artificially limits the natural [freedom of information](information_freedom.md) and aims to eliminate [freedom](freedom.md) and potential competition threatening the IP owners, it fuels [consumerism](consumerism.md) (for example a company can force deletion of old version of its program in order to [force](update_culture.md) users to buy a new version), it helps sustain malicious features in programs (by forbidding any study and modifications of [proprietary](proprietary.md) programs) and forces reinventing wheels which is extremely energy and resource wasting, whose side effect (or rather one of many) is of course destroying the whole [Earth](earth.md). **IP creates [artificial scarcity](artificial_scarcity.md)**, i.e. in a world where any information once created would be abundant, available to everyone forevermore, IP stops the abundance from happening so as to give rise to a new "market", [bullshit](bullshit.md) businesses and [slavery](work.md) such as various IP law firms, patent offices, brand protections and databases, copyright verification for legal processes, [DRM](drm.md) technology and so on. Without IP everyone would be happy, able to study, share, improve, [remix](remix_culture.md) and combine existing technology and art into new and better things for others to enjoy and build upon. But is it really surprising that this is exactly what the overlords don't want?
Only idiots defend IP -- basically just [capitalists](capitalism.md). They give absolutely invalid arguments like "but without IP there would be no progress" etc. Of course there would be [progress](progress.md), progress can't be stopped even if you try. Capitalists are amazingly retarded creatures.
Only idiots defend IP -- basically just [capitalists](capitalism.md). They give absolutely invalid arguments like "but without IP there would be no progress" etc. Of course there would be [progress](progress.md), progress can't be stopped even if you try. Even knowing they're the lowest form of life, it's still baffling how retarded capitalist are.
Many people protest against the idea of IP -- either wanting to abandon the idea completely, as [we](lrs.md) do, or at least arguing for great relaxation the insanely strict and aggressive forms that destroy our society. Movements such as [free software](free_software.md) and [free culture](free_culture.md) have come into existence in protest of IP laws. Of course, capitalists don't give a shit. It can be expected the IP [cancer](cancer.md) will be reaching even more extreme forms very soon, for example it will be perpetual and encompassing such things as mere though (thoughts will be monitored and people will be charged for thinking about ideas owned by corporations).
Many people protest against further sustaining the concept of IP -- either wanting to abandon the idea altogether, as [we](lrs.md) do, or at least arguing for significant relaxation of the insanely strict and aggressive forms of IP that now destroy our society. Of course this bears no fruit because the defenders are rich. Movements such as [free software](free_software.md) and [free culture](free_culture.md) have come into existence in protest of IP laws. Of course, capitalists don't give a shit. It can be [expected](future.md) the IP [cancer](cancer.md) will be reaching new heights and yet more extreme forms very soon, for example the "protection" will become perpetual and extended to cover even mere thoughts in one's brain (thinking will be monitored and people charged for thinking about ideas owned by corporations).
It must be noted that as of 2020 **it is not possible to avoid the IP shenanigans**. Even though we can eliminate most of the harmful stuff (for now) with [licenses](license.md) and [waivers](waiver.md), there are many things that may be impossible to address or posing considerable dangers, e.g. trademark, personal rights or patent troll attacks. In some countries (US) it is illegal to make free programs that try to circumvent [DRM](drm.md). Some countries make it explicitly impossible to e.g. waive copyright. It is impossible to safely check whether your creation violates on someone else's IP. There exists [shit](shit.md) such as [moral rights](moral_rights.md) that may exist even if copyright doesn't apply.

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@ -27,7 +27,7 @@ Over time, being written solely by drummyfish without much self censorship and "
It's also possible to see the wiki as a (somewhat dirty but constantly improving) collection of drummyfish's cheatsheets, links, code snippets, [jokes](jokes.md), attempts at [ASCII art](ascii_art.md), vents etcetc. More than a digital garden it's a digital swamp, maybe someone could say it's a sort of retarded [art](art.md) that mixes together various subjects: technical, cultural, personal, objective and subjective truths, [beautiful](beauty.md) and ugly things. Others might view it as a shitpost or [meme](meme.md) taken too far. It's just its own thing.
The wiki is similar to and was inspired by similar works, for example similarity could be found with the earliest (plain [HTML](html.md)) versions of [Wikipedia](wikipedia.md), also perhaps [wikiwikiweb](wikiwikiweb.md), [Jargon file](jargon_file.md) etc. In tone and political incorrectness it is more like [Encyclopedia Dramatica](dramatica.md), but unlike Dramatica LRS is a "serious" project, albeit with humor and [jokes](jokes.md) here and there.
To a degree the wiki was inspired by similar works, for example it may at times resemble the earliest (plain [HTML](html.md)) versions of [Wikipedia](wikipedia.md), also perhaps [wikiwikiweb](wikiwikiweb.md), [Jargon file](jargon_file.md) etc. In tone and political incorrectness it is more like [Encyclopedia Dramatica](dramatica.md), but unlike Dramatica LRS is a "serious" project, albeit with humor and [jokes](jokes.md) here and there.
{ I also discovered later on that there used to exist similar projects in the past, e.g. https://shii.bibanon.org/shii.org/knows/Everything_Shii_Knows.html. Apparently there once was a flood of personal wikis going by the *Everything X Knows* naming scheme and it's very funny this completely missed me because I reinvented the thing without knowing about it. So this might as well be named *Everything Drummyfish Knows*. ~drummyfish }

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{ There's most likely a lot of BS, math people pls send me corrections, thank u. ~drummyfish }
Numbers (from Latin *numerus* coming from a Greek word meaning "to distribute") are one of the most elementary [mathematical](math.md) objects, building [stones](rock.md) serving most often as quantitative values (that is: telling count, size, length, order etc.), in higher math also used in much more [abstract](abstraction.md) ways which have only distant relationship to traditional counting. Examples of numbers are minus [one](one.md) half, [zero](zero.md), [pi](pi.md) or [i](i.md). Numbers constitute the basis and core of mathematics and as such they sit almost at the [lowest level](low_level.md) of it, i.e. most other things such as algebra, [functions](function.md) and [equations](equation.md) are built on top of numbers or require numbers to even be examined. In modern mathematics numbers themselves aren't on the absolute bottom of the foundations though, they are themselves built on top of [sets](set.md), as set theory is most commonly used as a basis of whole mathematics, however for many purposes this is just a formalism that's of practical interest only to some mathematicians -- on the other hand numbers just cannot be avoided anywhere, by a mathematician or just a common folk. The word *number* may be the first that comes to our mind when we say *mathematics*. The area of [number theory](number_theory.md) is particularly focused on examining numbers (though it's examining almost exclusively integer numbers because these seem to have the deepest pattern related e.g. to divisibility). Interest in numbers isn't exclusive to mathematics -- numbers also play an important role in [culture](culture.md) and religion for example; some even believe in "[magical](magic.md)" power of numbers (see [numerology](numerology.md)).
Numbers (from Latin *numerus* coming from a Greek word meaning "to distribute") are one of the most elementary [mathematical](math.md) objects, building [stones](rock.md) serving most often as quantitative values (that is: telling count, size, length, order etc.) and labels, in higher math also used in much more [abstract](abstraction.md) ways which have only distant relationship to traditional counting. Examples of numbers are minus [one](one.md) half, [zero](zero.md), [pi](pi.md) or [i](i.md). Numbers constitute the basis and core of mathematics and as such they sit almost at the [lowest level](low_level.md) of it, i.e. most other things such as algebra, [functions](function.md) and [equations](equation.md) are built on top of numbers or require numbers to even be examined. In modern mathematics numbers themselves do not reside on the absolute bottom of the foundations though, they are themselves built on top of [sets](set.md), as set theory is most commonly used as a basis of whole mathematics, however for many purposes this is just a formalism that's of practical interest only to some mathematicians (as the topic gets closer to the fringes of mathematics and at times rather pertains to [philosophy](philosophy.md)) -- on the other hand numbers just cannot be avoided anywhere, by a mathematician or just a common folk. The word *number* may be the first that comes to our mind when we say *mathematics*. The area of [number theory](number_theory.md) is particularly focused on examining numbers (though it's examining almost exclusively integer numbers because these seem to have the deepest pattern related e.g. to divisibility). Interest in numbers isn't exclusive to mathematics -- numbers also play an important role in [culture](culture.md) and religion for example; some even believe in "[magical](magic.md)" power of numbers (see [numerology](numerology.md)).
Do not [confuse](often_confused.md) numbers with digits or figures (numerals) -- a number is a purely abstract entity while digits serve as symbols for numbers so that we can write them down. One number may be written in many ways, using one of many [numeral systems](numeral_system.md) (Roman numerals, tally marks, Arabic numerals of different [bases](base.md) etc.), for example 4 stands for a number than can also be written as IV, four, 8/2, 16:4, 2^2, 4.00 or 0b100. There are also numbers which cannot be exactly expressed with our traditional numeral systems, for some of them we have special symbols -- most famous example is of course [pi](pi.md) whose digits cannot ever be completely written down -- and there are even numbers lacking any symbolic representation, ones not well researched yet, only described by equations to which they are the solution. Sure enough, a number by itself isn't too interesting and probably doesn't even make sense, it's only in context, when it's placed in relationship with other numbers (by ordering them, defining operations and properties based on those operations) that patterns and useful attributes emerge.
Numbers must not be [confused](often_confused.md) with digits or figures (numerals) -- a number is a purely abstract entity while digits serve as symbols for numbers so that they can be written down. The same number may be represented with many different symbols, using one of many [numeral systems](numeral_system.md) (Roman numerals, tally marks, Arabic numerals of different [bases](base.md) etc.), for example 4 stands for a number than can also be written as IV, four, IIII, 8/2, 16:4, 2^2, 4.00 or 0b100. There are also numbers which cannot be exactly expressed with our traditional numeral systems, for some of them we have special symbols -- most prominent example is of course [pi](pi.md) whose digits in decimal expansion form an [infinite](infinity.md) series -- and there are even numbers lacking any symbolic representation, ones not well researched yet or not important enough, only described by equations to which they are the solution. Sure enough, a number by itself isn't too interesting and probably doesn't even make sense, it's only in context, when it's placed in relationship with other numbers (by ordering them, defining operations and properties based on those operations) that patterns and useful attributes emerge.
Humans first started to use positive natural numbers (it seems as early as 30000 BC), i.e. 1, 2, 3 ..., so as to be able to trade, count enemies, days and so on -- since then they kept expanding the concept of a number with more [abstraction](abstraction.md) as they encountered more complex problems. First extension was to fractions, initially reciprocals of integers (like one half, one third, ...) and then general ones. Around 6th century BC Pythagoras showed that there even exist numbers that cannot be expressed as fractions ([irrational numbers](irrational_number.md), which in the beginning was a controversial discovery), expanding the set of known numbers further. A bit later (around 100 BC) negative numbers started to be used. Adoption of the number [zero](zero.md) also took some time (1st use of true zero seem to be in 4th century BC), with it first just having a limited use as a mere placeholder digit. Since 16th century a highly abstract concept of [complex numbers](complex_number.md) started to appear, which was later (19th century) expanded further to [quaternions](quaternion.md). With more advancement in mathematics -- e.g. with the development of set theory -- more and more concepts of new kinds of numbers appeared and still appear to this day. Nowadays we have greatly abstract numbers, ones existing in many dimensions, capable of counting and measuring infinitely large and infinitely small entities, and it seems we still haven't nearly discovered everything there is to know about numbers.
To embark on the [history](history.md) a bit, humans first started to use positive natural numbers (it seems as early as 30000 BC), i.e. 1, 2, 3 ..., so as to be able to trade, count enemies, days and so on -- since then they kept expanding the concept of a number with more [abstraction](abstraction.md) as they encountered more complex problems. First extension was to fractions, initially reciprocals of integers (like one half, one third, ...) and then general ones. Around 6th century BC Pythagoras showed that there even exist numbers that cannot be expressed as fractions ([irrational numbers](irrational_number.md), which in the beginning was a controversial discovery), expanding the set of known numbers further. A bit later (around 100 BC) negative numbers started to be used. Adoption of the number [zero](zero.md) also took some time (1st use of true zero seem to be in 4th century BC), with it first just having a limited use as a mere placeholder digit. Since 16th century a highly abstract concept of [complex numbers](complex_number.md) started to appear, which was later (19th century) expanded further to [quaternions](quaternion.md). With more advancement in mathematics -- e.g. with the development of set theory -- more and more concepts of new kinds of numbers appeared and still appear to this day. Nowadays we have greatly abstract numbers, ones existing in many dimensions, capable of counting and measuring infinitely large and infinitely small entities, and it seems we still haven't nearly discovered everything there is to know about numbers.
Basically **anything can be encoded as a number** which makes numbers a universal abstract "medium" -- we can exploit this in both mathematics and [programming](programming.md) (which are actually the same thing). Ways of encoding [information](information.md) in numbers may vary, for a mathematician it is natural to see any number as a multiset of its [prime](prime.md) factors (e.g. 12 = 2 * 2 * 3, the three numbers are inherently embedded within number 12) that may carry a message, a programmer will probably rather encode the message in [binary](binary.md) and then interpret the 1s and 0s as a number in direct representation, i.e. he will embed the information in the digits. You can probably come up with many more ways.
Basically **anything can be encoded as a number** which makes numbers a universal abstract "medium" -- this can be exploited in both mathematics and [programming](programming.md) (which are actually the same thing). Ways of encoding [information](information.md) as numbers may vary, for a mathematician it is natural to see any number as a multiset of its [prime](prime.md) factors (e.g. 12 = 2 * 2 * 3, the three numbers are inherently embedded within number 12) that may carry a message, a programmer will probably rather encode the message in [binary](binary.md) and then interpret the 1s and 0s as a number in direct representation, i.e. he will embed the information in the digits. You can probably come up with many more ways.
But what really is a number? What makes number a number? Where is the border between numbers and other abstract objects? Essentially number is an abstract mathematical object made to model something about [reality](irl.md) (most fundamentally the concept of counting, expressing amount) which only becomes meaninful and useful by its relationship with other similar objects -- other numbers -- that are parts of the same, usually (but not necessarily) infinitely large set. We create systems to give these numbers names because, due to there being infinitely many of them, we can't name every single one individually, and so we have e.g. the [decimal](decimal.md) system in which the name 12345 exactly identifies a specific number, but we must realize these names are ultimately not of mathematical importance -- we may call a number 1, I, 2/2, "one", "uno" or "jedna", it doesn't matter -- what's important are the relationships between numbers that create a STRUCTURE. I.e. a set of infinitely many objects is just that and nothing more; it is the relationships that allow us to operate with numbers and that create the difference between integers, real numbers or the set of colors. These relatinships are expressed by operations (functions, maps, ...) defined with the numbers: for example the comparison operation *is less than* (<) which takes two numbers, *x* and *y*, and always says either *yes* (*x* is smaller than *y*) or *no*, gives numbers order, it creates the number line and allows us to count and measure. Number sets usually have similar operations, typically for example addition and multiplication, and this is how we intuitively judge what numbers are: they are sets of objects that have defined operations similar to those of natural numbers (the original "cavemen numbers"). However some more "advanced" kind of numbers may have lost some of the simple operations -- for example [complex numbers](complex_number.md) are not so straightforward to compare -- and so they may get more and more distant from the original natural numbers. And this is why sometimes the border between what is and what isn't a number may be blurry -- for example it can't objectively be said if infinity is a number or not, simply because number sets that include infinity lose many of the nicely defined operations, the structure of the set changes a lot. So arguing about what is a number ultimately becomes subjective, it's similar to arguing about what is and isn't a planet.
@ -128,7 +128,7 @@ Here patterns start to show, for example the level one of the tree are all prime
## Numbers In Math
There are different types of numbers, in mathematics we classify them into [sets](set.md) (if we further also consider the operations we can perform with numbers we also sort them into algebras and structures like [groups](group.md), [fields](field.md) or [rings](ring.md)). Though we can talk about finite sets of numbers perfectly well (e.g. [modulo](mod.md) arithmetic, [Boolean algebra](boolean_algebra.md) etc.), we are firstly considering [infinite](infinity.md) sets (curiously some of these infinite sets can still be considered "bigger" than other infinite sets, e.g. by certain logic there is more real numbers than rational numbers, i.e. "fractions"). Some of these sets are subsets of others, some overlap and so forth. Here are some notable number sets (note that a list can potentially not capture all relationships between the sets):
There are countless different types of numbers, in mathematics we classify them into [sets](set.md) (and if we additionally consider operations with numbers too, we also sort them into algebras and structures such as [groups](group.md), [fields](field.md) or [rings](ring.md)). Although we can talk about finite sets of numbers perfectly well (e.g. [modulo](mod.md) arithmetic, [Boolean algebra](boolean_algebra.md) etc.), we are often examining and using [infinite](infinity.md) sets (curiously some of these infinite sets can still be considered "bigger" than other infinite sets, e.g. by certain logic there is more real numbers than rational numbers, i.e. "fractions"). Some of these sets are subsets of others, some overlap and so forth. Here are some notable number sets (note that a list can potentially not capture all relationships between the sets):
- **all**: Anything conceivable as a number, even by stretch. E.g. [zero](zero.md), minus [infinity](infinity.md) or aleph one.
- **[unknowable](knowability.md)**: Cannot be known for some reason, e.g. being non-computable or requiring more energy for their computation than will ever be present in our [Universe](universe.md).
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One of the most [interesting](interesting.md) and mysterious number sets are the [prime numbers](prime.md), in fact many number theorists dedicate their whole careers solely to them. Primes are the kind of thing that's defined very simply but give rise to a whole universe of mysteries and whys, there are patterns that seem impossible to describe, conjectures that look impossible to prove and so on. Another similar type of numbers are the [perfect numbers](perfect_number.md).
Of course there are countless other number sets, especially those induced by various number sequences and functions of which there are whole encyclopedias. Another possible division is e.g. to *cardinal* and *ordinal* numbers: ordinal numbers tell the order while cardinals say the size (cardinality) of a set -- when dealing with finite sets the distinction doesn't really have to be made, within natural numbers the order of a number is equal to the size of a set of all numbers up to that number, but with infinite sets this starts to matter -- for example we couldn't tell the size of the set of natural numbers by ordinals as there is no last natural number, but we can assign the set a cardinal number (aleph zero) -- this gives rise to new kind of numbers.
Of course there are countless other number sets, especially those induced by various number sequences and functions of which there are whole [encyclopedias](encyclopedia.md). Another possible division is e.g. to *cardinal* and *ordinal* numbers: ordinal numbers tell the order while cardinals say the size (cardinality) of a set -- when dealing with finite sets the distinction doesn't really have to be made, within natural numbers the order of a number is equal to the size of a set of all numbers up to that number, but with infinite sets this starts to matter -- for example we couldn't tell the size of the set of natural numbers by ordinals as there is no last natural number, but we can assign the set a cardinal number (aleph zero) -- this gives rise to new kind of numbers.
Worthy of mentioning is also [linear algebra](linear_algebra.md) which treats [vectors](vector.md) and [matrices](matrix.md) like elementary algebra treats numbers -- though vectors and matrices aren't usually seen as numbers, they may be seen as an extension of the concept.
**Numbers are [awesome](awesome.md)**, just ask any number theorist (or watch a numberphile video for that matter). Normal people see numbers just as boring soulless quantities but the opposite is true for that who studies them -- study of numbers goes extremely deep, possibly as deep as humans can go and once you get a closer look at something, you discover the art of nature. Each number has its own unique set of properties which give it a kind of "personality", different sets of numbers create species and "teams" of numbers. Numbers are intertwined in intricate ways, there are literally infinitely many patterns that are all related in weird ways -- normies think that mathematicians know basically everything about numbers, but in higher math it's the exact opposite, most things about number sequences are mysterious and mathematicians don't even have any clue about why they're so, many things are probably even [unknowable](knowability.md). Numbers are also self referencing which leads to new and new patterns appearing without end -- for example prime numbers are interesting numbers, but you may start counting them and a number that counts numbers is itself a number, you are getting new numbers just by looking at other numbers. The world of numbers is like a whole universe you can explore just in your head, anywhere you go, it's almost like the best, most free video [game](game.md) of all time, embedded right in this [Universe](universe.md), in [logic](logic.md) itself. Numbers are like animals, some are small, some big, some are hardly visible, trying to hide, some can't be overlooked -- they inhabit various areas and interact with each other, just exploring this can make you quite happy. { Pokemon-like game with numbers when? ~drummyfish }
**Numbers are [awesome](awesome.md)**, just ask any number theorist (or watch a numberphile video for that matter). Normal people perceive numbers just as boring, soulless quantities but the opposite is true for that who studies them with [love](love.md) -- the world of numbers is staggeringly beautiful, their study runs to depths without end, possibly as far as humans can ever hope to get a glimpse at the mechanisms of our [Universe](universe.md), and oftentimes once you pay a closer attention to a seemingly innocently looking detail, you reveal a breathtaking pattern and discover the [art](art.md) of nature. Each number has its own unique set of properties which give it a kind of "personality", different sets of numbers create species and "teams" of numbers. Numbers are intertwined in intricate ways, there are literally infinitely many patterns that are all related in weird ways -- normies think that mathematicians know basically everything about numbers, but in higher math it's the exact opposite, most things about number sequences are mysterious and mathematicians don't even have any clue about why they're so, many things are probably even [unknowable](knowability.md). Numbers are also self referencing which leads to new and new patterns appearing without end -- for example prime numbers are interesting numbers, but you may start counting them and a number that counts numbers is itself a number, you are getting new numbers just by looking at other numbers. The world of numbers is like a whole universe you can explore just in your head, anywhere you go, it's almost like the best, most free video [game](game.md) of all time, embedded right in this [Universe](universe.md), in [logic](logic.md) itself. Numbers are like animals, some are small, some big, some are hardly visible, trying to hide, some can't be overlooked -- they inhabit various areas and interact with each other, just exploring this can make you quite happy. { Pokemon-like game with numbers when? ~drummyfish }
There is a famous [encyclopedia](encyclopedia.md) of integer sequences at https://oeis.org/, made by number theorists -- it's quite [minimalist](minimalism.md), now also [free licensed](free_culture.md) (used to be [proprietary](proprietary.md), they seem to enjoy license hopping). At the moment it contains more than 370000 sequences; by browsing it you can get a glimpse of how deep the study of numbers goes. These people are also [funny](fun.md), they give numbers entertaining names like *happy numbers* (adding its squared digits eventually gives 1), *polite numbers*, *friendly numbers*, *cake numbers*, *lucky numbers* or *weird numbers*.
@ -179,7 +179,7 @@ TODO: what is the best number? maybe top 10? would 10 be in top 10? what's the f
## Numbers In Programming/Computers
While mathematicians work mostly with infinite number sets and all kind of "weird" hypothetical numbers like hyperreals and transcendentals, [programmers](programming.md) still mostly work with "normal", practical numbers and have to limit themselves to finite number sets because, of course, computers have limited memory and can only store limited number of numeric values -- computers typically work with [modulo](mod.md) arithmetic with some high power of two modulo, e.g. 2^32 or 2^64, which is a [good enough](good_enough.md) approximation of an infinite number set. Mathematicians are as precise with numbers as possible as they're interested in structures and patterns that numbers form, programmers just want to use numbers to solve problems, so they mostly use [approximations](approximation.md) where they can -- for example programmers normally approximate [real numbers](real_number.md) with [floating point](float.md) numbers that are really just a subset of rational numbers. This isn't really a problem though, computers can comfortably work with numbers large and precise enough for solving any practical problem -- a slight annoyance is that one has to be careful about such things as [underflows](underflow.md) and [overflows](overflow.md) (i.e. a value wrapping around from lowest to highest value and vice versa), limited and sometimes non-uniform precision resulting in [error](error.md) accumulation, unlinearization of linear systems and so on. Programmers also don't care about strictly respecting some properties that certain number sets must mathematically have, for example integers along with addition are mathematically a [group](group.md), however signed integers in [two's complement](twos_complement.md) aren't a group because the lowest value doesn't have an inverse element (e.g. on 8 bits the lowest value is -128 and highest 127, the lowest value is missing its partner). Programmers also allow "special" values to be parts of their number sets, especially e.g. with the common IEEE [floating point](float.md) types we see values like plus/minus [infinity](infinity.md), [negative zero](negative_zero.md) or [NaN](nan.md) ("not a number") which also break some mathematical properties and creates situations like having a number that says it's not a number, but again this really doesn't play much of a role in practical problems. Numbers in computers are represented in [binary](binary.md) and programmers themselves often prefer to write numbers in binary, hexadecimal or octal representation -- they also often meet powers of two rather than powers of ten or primes or other similar limits (for example the data type limits are typically limited by some power of two). There also comes up the question of specific number encoding, for example direct representation, sign-magnitude, [two's complement](twos_complement.md), [endianness](byte_sex.md) and so on. Famously programmers start counting from 0 (they go as far as using the term "zeroth") while mathematicians rather tend to start at 1. Just as mathematicians have different sets of numbers, programmers have an analogy in numeric [data types](data_type.md) -- a data type defines a set of values and operations that can be performed with them. The following are some of the common data types and representations of numbers in computers:
While mathematicians work mostly with infinite number sets and all kind of "weird" hypothetical numbers like hyperreals and transcendentals, [programmers](programming.md) still mostly work with "normal" numbers pertaining to practical applications, and have to limit themselves to finite number sets because, of course, computers have limited memory and can only store limited number of numeric values -- computers typically work with [modulo](mod.md) arithmetic with some high power of two modulo, e.g. 2^32 or 2^64, which is a [good enough](good_enough.md) approximation of an infinite number set. Mathematicians are as precise with numbers as possible as they're interested in structures and patterns that numbers form, programmers just want to use numbers to solve problems, so they mostly use [approximations](approximation.md) where they can -- for example programmers normally approximate [real numbers](real_number.md) with [floating point](float.md) numbers that are really just a subset of rational numbers. This isn't really a problem though, computers can comfortably work with numbers large and precise enough for solving any practical problem -- a slight annoyance is that one has to be careful about such things as [underflows](underflow.md) and [overflows](overflow.md) (i.e. a value wrapping around from lowest to highest value and vice versa), limited and sometimes non-uniform precision resulting in [error](error.md) accumulation, unlinearization of linear systems and so on. Programmers also don't care about strictly respecting some properties that certain number sets must mathematically have, for example integers along with addition are mathematically a [group](group.md), however signed integers in [two's complement](twos_complement.md) aren't a group because the lowest value doesn't have an inverse element (e.g. on 8 bits the lowest value is -128 and highest 127, the lowest value is missing its partner). Programmers also allow "special" values to be parts of their number sets, especially e.g. with the common IEEE [floating point](float.md) types we see values like plus/minus [infinity](infinity.md), [negative zero](negative_zero.md) or [NaN](nan.md) ("not a number") which also break some mathematical properties and creates situations like having a number that says it's not a number, but again this really doesn't play much of a role in practical problems. Numbers in computers are represented in [binary](binary.md) and programmers themselves often prefer to write numbers in binary, hexadecimal or octal representation -- they also often meet powers of two rather than powers of ten or primes or other similar limits (for example the data type limits are typically limited by some power of two). There also comes up the question of specific number encoding, for example direct representation, sign-magnitude, [two's complement](twos_complement.md), [endianness](byte_sex.md) and so on. Famously programmers start counting from 0 (they go as far as using the term "zeroth") while mathematicians rather tend to start at 1. Just as mathematicians have different sets of numbers, programmers have an analogy in numeric [data types](data_type.md) -- a data type defines a set of values and operations that can be performed with them. The following are some of the common data types and representations of numbers in computers:
- **numeric**: Anything considered a number. In very high level languages there may be just one generic "number" type that can store any kind of number, automatically choosing best representation for it etc.
- **[unsigned](unsigned.md)**: Don't allow negative values -- this is sufficient in many cases, simpler to implement and can offer higher range in the positive direction.

View file

@ -83,6 +83,7 @@ The **secret of an effective insult** is not in maximizing vulgarity -- a common
## See Also
- [newspeak](newspeak.md)
- [bodyshaming](body_shaming.md)
- [stereotype](stereotype.md)
- [heresy](heresy.md)
@ -90,4 +91,4 @@ The **secret of an effective insult** is not in maximizing vulgarity -- a common
- [stupidity](stupidity.md)
- [censorship](censorship.md)
- [diplomacy](diplomacy.md)
- [euphemism](euphemism.md)
- [euphemism](euphemism.md)

View file

@ -2,13 +2,13 @@
Quake, released in [1996](90s.md) (originally for [DOS](dos.md) and [Winshit](windows.md)), is one of the best and most influential first man video [games](game.md) ever produced, released as the next big game by the creators of [Doom](doom.md) (Id Software), notable not only for once again pushing [3D graphics](3d_rendering.md) yet to another level, but equally so for introducing gameplay, mechanics and even "accidental features" ([bugs](bug.md)) that practically spawned a new genre. The original game has since been spawning sequels: Quake II (1997), [Quake III](quake3.md) Arena (1999, purely multiplayer), Quake IV (2005), Quake Live (2014, basically Quake III HD) and Quake Champions (2022, [shit](shit.md) that practically killed the series). This article will mostly focus on the original game as it's most notable and very technologically [interesting](interesting.md).
Of course the game is [proprietary](proprietary.md), but the engine was later released as [free software](free_software.md) under [GPL](gpl.md), which spawned a plethora of source ports and even completely libre games such as [Xonotic](xonotic.md). This is one reason for why there are still big fan communities around Quake to this day, mainly centered around competitive multiplayer and [speedrunning](speedrun.md).
Of course the game is [proprietary](proprietary.md), but the [engine](game_engine.md) was later released as [free software](free_software.md) under [GPL](gpl.md), which spawned a plethora of source ports and even completely [libre](libre.md) games such as [Xonotic](xonotic.md). This is one reason for why there are still big fan communities around Quake to this day, mainly centered around competitive multiplayer and [speedrunning](speedrun.md).
Upon its release Quake was a hit -- maybe not as huge as [Doom](doom.md), but that's perhaps only because Doom was the first, struck like lightning and had little competition. Unlike Doom, Quake also wasn't universally revolutionary, its single player, enemies and [music](music.md) weren't as memorable, but the more innovation it brought in the area of graphics and competitive multiplayer where fast, skillful movement was as important as accurate aim. While Doom utilized a "[primitive/pseudo 3D](primitive_3d.md)" graphics with 2D enemy [sprites](sprite.md) and limitations imposed on level geometry, Quake engine implemented what we now call a "full/true 3D", i.e. it allowed unrestrained camera rotation and levels featuring all kinds of shapes, including sloped floor and ceilings, rooms above other rooms etc. Still by historical significance this is nowadays overshadowed by an incredibly addictive player movement mechanisms that Quake invented (partially through [bugs](bug.md) that turned out to add to the gameplay), a formula that's still being replicated today. In Quake movement is [art](art.md) and science in itself and this went as far as to spawning whole communities that essentially modded the game to a racing game without any shooting, focusing purely on movement (see the *defrag* mods). Most notable are such techniques as *bunny hopping* (jumping during movement, increasing speed), *strafe jumping* (turning diagonally when bunny hopping, adding velocity, which actually wasn't intended by developers), *rocket jumping* (shooting rockets under own feet to jump higher), *circle jumping*, *air control*, landing on slopes to gain speed, and there are many more.
Upon its release Quake was a hit -- maybe not as huge as [Doom](doom.md), but that's perhaps only because Doom came first, struck like lightning and had little competition. Unlike Doom, Quake also wasn't universally revolutionary, its single player, enemies and [music](music.md) weren't as memorable, but the more innovation it brought in the area of [graphics](graphics.md) and competitive multiplayer where fast, skillful movement was as key to success as accurate aim. While Doom utilized a "[primitive/pseudo 3D](primitive_3d.md)" graphics with 2D enemy [sprites](sprite.md) and limitations imposed on level geometry, Quake engine implemented what we now call a "full/true 3D", i.e. it allowed unrestrained camera rotation and levels featuring all kinds of shapes, including sloped floor and ceiling, rooms above other rooms etc. Still by [historical](history.md) significance this has now been overshadowed by an incredibly addictive player movement mechanisms that Quake invented (partially through [bugs](bug.md) that turned out to add to the gameplay), a formula that's still being replicated today. In Quake movement is [art](art.md) and [science](science.md) in itself and this went as far as to spawning entire communities that essentially modded the game to become a racing game without any shooting, purely focusing on movement (see the *defrag* mods). Most notable are such techniques as *bunny hopping* (jumping during movement, increasing speed), *strafe jumping* (turning diagonally when bunny hopping, adding velocity, which actually wasn't intended by developers), *rocket jumping* (shooting rockets under own feet to jump higher), *circle jumping*, *air control*, landing on slopes to gain speed, and there are many more.
## Code And Technical Details
In general the game is no longer as nice technologically as Doom was, creeping of mainstream [capitalist](capitalism.md) [bullshit](bullshit.md) already started to show here.
In general the game is no longer as nice in its internals as Doom was, creeping of mainstream [capitalist](capitalism.md) [bullshit](bullshit.md) already started to show here.
The engine, also known as *Id Tech 2*, is written in [C89](c.md). The original source code release has just short of 100 [KLOC](loc.md). That's no longer really [suckless](suckless.md). The code itself looks alright, has consistent formatting and [comments](comment.md).

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@ -1,6 +1,6 @@
# Stereotype
Stereotypes are general statistical observations about groups of [people](people.md), such as different [races](race.md), nations or professions, which have been discovered naturally and became part of common knowledge (without rigorous [scientific](science.md) effort). Stereotypes are [good](good.md) because they tell us what we may expect from different kinds of people. Of course no one, maybe with the exception of blonde women, is so stupid as to think stereotypes apply 100% -- let us repeat they are STATISTICAL observations, they talk about [probabilities](probability.md).
Stereotypes are general statistical observations about groups of [people](people.md), such as different [races](race.md), nations or professions, which have been discovered naturally and became part of common knowledge (without rigorous [scientific](science.md) effort). Stereotypes are [good](good.md) because they tell us what we may expect from different kinds of people. Of course no one, maybe with the exception of blonde [women](woman.md), is so stupid as to think stereotypes apply 100% -- let us repeat they are STATISTICAL observations, they talk about [probabilities](probability.md).
Stereotypes are also good for showing us the diversity of human races and [cultures](culture.md). [Pseudoleftists](pseudoleft.md) want to suppress awareness of stereotypes by calling them "offensive" or "discriminating", aiming to create a sterile gray society without any differences, without any [beauty](beauty.md) and richness of all the wonderful shapes and forms human beings can take. Do not support [political correctness](political_correctness.md) and cultural castration, spread the knowledge of stereotypes throughout the world. This page is dedicated to preserving the cultural heritage of wonderful human stereotypes.
@ -35,7 +35,7 @@ Some stereotypes are:
- dirty, wipe butts with bare hands
- terrorists, suicidal bombers
- women are belly dancers
- [pedophiles](pedophilia.md), bigamists
- [pedophiles](pedophilia.md), bigamists, goat fuckers
- **Asians**: see asian race
- **[Chinese](china.md)**:
- smart, wise, have proverbs about everything

View file

@ -6,7 +6,7 @@ ELVIS LIVES. THEY CLONED [HITLER](hitler.md). THE [EARTH](earth.md) IS FLAT (but
Congratulations, you have found the secret page of the [LRS wiki](lrs_wiki.md)!
**!!!YOU ARE NOW PROHIBITED TO LINK TO THIS PAGE FROM ANYWHERE ON THE INTERNET AND TO TALK ABOUT IT!!!**
**!!!YOU ARE NOW PROHIBITED TO LINK TO THIS PAGE FROM ANYWHERE ON THE INTERNET AND TO TALK ABOUT IT!!!** (looking at you too you nasty crawler)
B-but doesn't [LRS](lrs.md) oppose [secrecy](censorship.md)? YES, but this is just a small [joke](jokes.md) [game](game.md), OK? So shut up now.
@ -16,7 +16,7 @@ Now you HAVE TO learn the **secret LRS handshake**:
2. Scratch your balls (sorry [women](woman.md)).
3. Use the same hand to shake hands.
Whenever you shake hands with someone it is your obligation to do this and see if he mirrors it.
Whenever you shake hands with a stranger, it is your obligation to do this and see if he mirrors it. If he just looks disgusted, you know he's just a [normie](npc.md).
Now we will link to some pages so that this page doesn't pop up on the stats page under lonely pages or something [Reeeeeeeeee](sub_rosa.md), [shit](shit.md), [hotdog](hotdog.md). [F](sub_rosa.md).[U](sub_rosa.md).[C](sub_rosa.md).[K](sub_rosa.md) [M](sub_rosa.md).[E](sub_rosa.md) [I](sub_rosa.md).[N](sub_rosa.md) [T](sub_rosa.md).[H](sub_rosa.md).[E](sub_rosa.md) [A](sub_rosa.md).[S](sub_rosa.md).[S](sub_rosa.md).
@ -39,9 +39,9 @@ Also we'll have some more [lorem ipsum](lorem_ipsum.md) text to pull this out of
🛸🛸🛸🛸
Come and take a seat with us up in here in the lodge. Retard normies have taken shit too far, the world is in grave danger. Maybe we should relax our LRS values and start secretly ruling the world?
Come and take a seat with us up here in the lodge, we've got marble seats and golden tables and shit, it's not comfortable but yes, it is luxurious. Retard normies have taken shit too far, the world is now in grave danger, so we've called for this meeting to discuss a serious matter: Maybe we should relax our LRS values after all, and start secretly ruling the world?
Yeah every child already knows moonlanding was a hoax, Kubrick did an excellent job though. Speaking of jobs, 9/11 was an inside one, sure. But did you know the government spies on you through your washing machine? Wait, that's actually not even a secret.
What, you wanna know some conspiracy secrets? Yeah every child knows moonlanding was a hoax, Kubrick did an excellent job though. Speaking of jobs, 9/11 was an inside one, sure. But did you know the government spies on you through your washing machine? Wait, that's actually not even a secret.
## Nuclear Codes
@ -49,7 +49,7 @@ President [Trump](trump.md)'s memory isn't the best so the nuclear codes are jus
`grabembythepussy666$`
Then just hit the big fat button.
Then just hit the big fat button (it's the biggest one you'll see around).
## See Also

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@ -2,10 +2,10 @@
This is an autogenerated article holding stats about this wiki.
- number of articles: 629
- number of commits: 989
- total size of all texts in bytes: 5202612
- total number of lines of article texts: 37815
- number of articles: 630
- number of commits: 990
- total size of all texts in bytes: 5214421
- total number of lines of article texts: 37853
- number of script lines: 324
- occurrences of the word "person": 10
- occurrences of the word "nigger": 114
@ -25,9 +25,9 @@ longest articles:
- [c](c.md): 44K
- [programming_language](programming_language.md): 44K
- [main](main.md): 44K
- [human_language](human_language.md): 44K
- [3d_model](3d_model.md): 44K
- [internet](internet.md): 44K
- [human_language](human_language.md): 40K
- [bloat](bloat.md): 40K
- [iq](iq.md): 40K
- [copyright](copyright.md): 40K
@ -35,60 +35,78 @@ longest articles:
top 50 5+ letter words:
- which (2851)
- there (2253)
- which (2858)
- there (2257)
- people (2190)
- example (1813)
- other (1625)
- about (1454)
- example (1817)
- other (1627)
- about (1457)
- number (1342)
- software (1296)
- because (1197)
- their (1109)
- software (1300)
- because (1201)
- their (1110)
- would (1087)
- something (1084)
- something (1085)
- program (1062)
- being (1053)
- language (971)
- things (962)
- called (948)
- without (876)
- simple (869)
- being (1056)
- language (981)
- things (961)
- called (953)
- without (879)
- simple (872)
- function (866)
- computer (849)
- numbers (835)
- different (807)
- however (792)
- different (808)
- however (793)
- these (791)
- programming (778)
- world (769)
- system (750)
- should (732)
- programming (779)
- world (770)
- system (751)
- should (733)
- doesn (729)
- still (721)
- games (697)
- while (686)
- still (726)
- games (699)
- while (690)
- drummyfish (686)
- society (677)
- point (674)
- possible (665)
- point (677)
- possible (666)
- probably (660)
- simply (659)
- probably (659)
- using (649)
- always (648)
- using (652)
- always (652)
- similar (621)
- course (613)
- course (615)
- actually (602)
- someone (600)
- actually (600)
- https (591)
- though (588)
- really (584)
- basically (578)
- first (572)
- really (585)
- basically (581)
- first (575)
latest changes:
```
Date: Tue Mar 18 22:51:37 2025 +0100
audiophilia.md
bloat.md
cloud.md
doom.md
drummyfish.md
frameless.md
human_language.md
lmao.md
love.md
lrs_dictionary.md
minimalism.md
needed.md
quake.md
random_page.md
unix.md
wiki_pages.md
wiki_stats.md
Date: Mon Mar 17 16:42:36 2025 +0100
anorexia.md
ascii.md
@ -107,21 +125,6 @@ Date: Mon Mar 17 16:42:36 2025 +0100
wiki_stats.md
woman.md
Date: Sun Mar 16 21:57:16 2025 +0100
anorexia.md
bill_gates.md
chess.md
gnu.md
history.md
human_language.md
internet.md
minimalism.md
npc.md
random_page.md
reactionary_software.md
soyence.md
wiki_pages.md
wiki_stats.md
Date: Sat Mar 15 23:42:07 2025 +0100
```
most wanted pages:
@ -133,7 +136,6 @@ most wanted pages:
- [irl](irl.md) (12)
- [cli](cli.md) (12)
- [buddhism](buddhism.md) (12)
- [quake](quake.md) (11)
- [emacs](emacs.md) (11)
- [complex_number](complex_number.md) (11)
- [array](array.md) (11)
@ -146,44 +148,47 @@ most wanted pages:
- [brute_force](brute_force.md) (9)
- [war](war.md) (8)
- [syntax](syntax.md) (8)
- [nazi](nazi.md) (8)
most popular and lonely pages:
- [lrs](lrs.md) (339)
- [capitalism](capitalism.md) (310)
- [c](c.md) (239)
- [bloat](bloat.md) (236)
- [free_software](free_software.md) (201)
- [game](game.md) (153)
- [suckless](suckless.md) (150)
- [proprietary](proprietary.md) (134)
- [modern](modern.md) (125)
- [minimalism](minimalism.md) (122)
- [capitalism](capitalism.md) (311)
- [c](c.md) (241)
- [bloat](bloat.md) (238)
- [free_software](free_software.md) (202)
- [game](game.md) (154)
- [suckless](suckless.md) (151)
- [proprietary](proprietary.md) (135)
- [modern](modern.md) (126)
- [minimalism](minimalism.md) (123)
- [censorship](censorship.md) (119)
- [computer](computer.md) (118)
- [kiss](kiss.md) (115)
- [programming](programming.md) (111)
- [shit](shit.md) (107)
- [fun](fun.md) (107)
- [math](math.md) (106)
- [gnu](gnu.md) (105)
- [shit](shit.md) (104)
- [gnu](gnu.md) (106)
- [linux](linux.md) (104)
- [woman](woman.md) (100)
- [woman](woman.md) (101)
- [bullshit](bullshit.md) (99)
- [corporation](corporation.md) (98)
- [fight_culture](fight_culture.md) (97)
- [corporation](corporation.md) (97)
- [bullshit](bullshit.md) (97)
- [art](art.md) (94)
- [art](art.md) (95)
- [hacking](hacking.md) (93)
- [less_retarded_society](less_retarded_society.md) (92)
- [history](history.md) (91)
- [free_culture](free_culture.md) (91)
- [history](history.md) (90)
- [chess](chess.md) (87)
- [public_domain](public_domain.md) (86)
- ...
- [dodleston](dodleston.md) (5)
- [cyber](cyber.md) (5)
- [crime_against_economy](crime_against_economy.md) (5)
- [cope](cope.md) (5)
- [combinatorics](combinatorics.md) (5)
- [charity_sex](charity_sex.md) (5)
- [bilinear](bilinear.md) (5)
- [backpropagation](backpropagation.md) (5)
- [atan](atan.md) (5)
- [adam_smith](adam_smith.md) (5)
@ -192,7 +197,6 @@ most popular and lonely pages:
- [speech_synthesis](speech_synthesis.md) (4)
- [see_through_clothes](see_through_clothes.md) (4)
- [README](README.md) (4)
- [primitive_3d](primitive_3d.md) (4)
- [openai](openai.md) (4)
- [myths](myths.md) (4)
- [murderer](murderer.md) (4)
@ -207,7 +211,6 @@ most popular and lonely pages:
- [f2p](f2p.md) (4)
- [dick_reveal](dick_reveal.md) (4)
- [deferred_shading](deferred_shading.md) (4)
- [cyber](cyber.md) (4)
- [crow_funding](crow_funding.md) (4)
- [random_page](random_page.md) (1)