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[–]

 No.1042925>>1042943 [Watch Thread][Show All Posts]


Exam 1:
---------------------------------------------

1) why does 3d animation use quads and game design use tris :
a. game engines cant handle quads
b. quality vs speed
c. both

2) what is the common perspective matrix dimensions :
a. 4x4
b. 3x3
c. 4x1

3) 2x - ln(e^y) dxdy where π > x > 0 , > y > -∞ :]
a. (xπ^3)/3 - (y^π)
b. (yπ^3)/3 - (y^π+1) + C
c. (xπ^3) - (y^π+1) + C

4) x Deg to Rad :
a. x180
b. x/1 * 180
c. xπ/180

5) purpose of 0x00 in a byte array on an x86_64/32 machine :
a. sig end of array when no size iteration is used for termination of access
b. sig for pointer to array in chain
c. sig for interpLang(i.e. python) to decide data type

6) dy/dx [e^x] :
a. e^x
b. 1/ln|x|
c. xe^(x-1)

7) 'if i := 0 ,while i != 25, do i = i+2'
when will this statement end? :
a. in 5 cycles
b. in 24 cycles
c. in cycles

8) orange is to __ what red is to green :
a. magenta
b. blue
c. yellow

9) how is animation learnt :
a. by practicing it practically
b. via tests
c. watching videos

10) what is required to be a game designer :
a. learning to program on an acceptable level
b. learning only what is acceptable by industry standards
c. both

11) n choose k formula :
a. n!/(k!*(n-k)!)
b. n/(k!*(k-n)!)
c. n!/(n*(k-k)!)

12) Nate algorithm is 2^(1^(1^... :
a. 2
b. 3
c. -1

13) 'n*( (2atan(|x/y|)/π)î*(|x|)/x)+(1-2atan(|x/y|))/π)ĵ*(|y| / y))'
the folowing equation draws a vector feild of what nature :
a. swirl
b. curl
c. radial

14) what is the best way to get the direction of a dynamic curve,
so as to drive an object along the tangent :
a. trig-function
b. calc-function
c. manual set keys

15) why choose hard surface style in modeling :
a. preference
b. its easier
c. if it is the aesthetic and nature that best suits the project and workflow

Exam 2:
---------------------------------------------

16) what is a debugger :
a. a program that removes bugs
b. a system that is attachable to a project in order to evaluate the reason for unwanted results.
c. an error handling system designed by Ramanujan for the ms-dos development

17) x Rad to Deg = 2π) :
a. x360
b. τx/180
c. x/180τ

18) a data type with a range of; { -(2^(8*2)/2) ... (2^(8*2)/2) - 1 } in memory:
'01000001::01001001::01010101::01101001::
01110011::01100001::01110011::01100011::
01100001::01101101'
how many units of this data type could possibly fit in this space :
a. 0
b. 5
c. 2

19) list the remainder found in Question 18 :
a. 1
b. 0.5
c. 0

20) given ABC triangle, given length of BC and θ of A, what is area of triangle :
a. ([AB])/(1/((√(1-(1/(½[θC]))^2))dC]))
b. ([BC])/tan([θA])
c. (½[BC])^2/tan(½[θA])

21) P NP ? :
a. P NP
b. P NP if P = NP, NP EXP
c. P !≡ NP

22) what is the common transform matrix dimensions :
a. 2x2
b. 4x1
c. 4x4

23) what is a TU in a compiled language :
a. Translation Unit
b. Transform Utility
c. Tree Unity

24) equation for a bouncing ball :
a. Ztranslate((sin(t)+1)/2) ; Zscale(f(-t):={sin(t)≥0:sin(t),sin(t)<0:0}/2)
b. Ytranslate((cos(t)+1)/2) ; Zscale(f(-t):={sin(t)≥0:sin(t),sin(t)<0:0}/2)
c. Ytranslate((sin(t)+1)/2) ; Xscale(f(t):={sin(2t)≥1:sin(t),sin(t)<0:0}/2)

25) why is (sin(x))^2 dx solved as sin(x)^3/3 * 1/cos(x) + C :
a. (sin(x))^2 du --> Usub(u = sin(x), du = u' + dx) ≡ ([f(g(x))]d/dy) dx = sin(x)^3/3 * 1/cos(x)
b. (sin(x))^3 dx --> Usub(x = sin(y), dx = 1/u' * du) ([f(g(x))]d/dy) du = sin(u)^3/3 * 1/cos(y)
c. (sin(x))^2 dx --> Usub(u = sin(x), dx = 1/u' * du) ≡ ([f(g(x))]d/dx) dx = sin(x)^3/3 * 1/cos(x) + C

26) how is lighting calculated in a game engine :
a. Ray Marching
b. Ray Casing
c. Normal Angle

27) in achieving a female voice one must and must not :
a. neither
b. must use falsetto and must not use soft palate
c. must not use falsetto and must use soft palate

28) in achieving a male voice one must and must not :
a. both
b. use deep resonance
c. use throat but not reach vocal fry register

29) x = e^t, let y := ln(x) where y=f(x). what is f'(x) with respect to t :
a. 1
b. 0
c. UNDEF

30) e^iπ + ("for any polyhedron"; verts+faces-edges) = ? :
a. 1
b. 0
c. -1

 No.1042943>>1042953

>>1042925 (OP)

1) all are wrong

2) a

3) https://www.wolframalpha.com/input/?i=%E2%88%AC+2x+-+ln(e%5Ey)+dxdy+where+%CF%80+%3E+x+%3E+0+,+%E2%88%9E+%3E+y+%3E+-%E2%88%9E+:%5D

4) a

5) x86 doesn't have arrays you stupid nigger

6) https://www.wolframalpha.com/input/?i=dy%2Fdx%20%5Be%5Ex%5D

7) What language is this? The amount of cycles it takes is dependent on the code generator and the CPU.

8) apple

9) By attending a first aid course

10) not being a nigger

11) a

12) who?

13) https://www.wolframalpha.com/input/?i=n*(%20(2atan(%7Cx%2Fy%7C)%2F%CF%80)%C3%AE*(%7Cx%7C)%2Fx)%2B(1%2D2atan(%7Cx%2Fy%7C))%2F%CF%80)%C4%B5*(%7Cy%7C%20%2F%20y))

14) what is a dynamic curve?

15) ?

16) b

17) a

18) Memory doesn't have to be binary. A number isn't a "space".

19) 18) is nonsensical

20) no idea

21) P = NP is something that mathematicians jerk each other off. It has no practical value.

22) mxn

23) a

24) no idea

25) i don't care tbh

26) depends

27) be a faggot

28) not be a faggot

29) https://www.wolframalpha.com

30) https://www.wolframalpha.com

Your test is shit.

Here is my test for you: Count the number of UB in the Linux Kernel.


 No.1042950>>1043006

File (hide): aabc63fea3a4760⋯.jpg (40.19 KB, 800x800, 1:1, tfwnogf.jpg) (h) (u)


 No.1042951>>1042954 >>1042987

Stopped reading at three. The integral is infinite and x and y are not free variables you retard.


 No.1042953>>1042954 >>1042958 >>1043040

>>1042943

Exam 1:

---——————————————

1) why does 3d animation use quads and game design use tris :[Answer = B]

a. game engines cant handle quads

b. quality vs speed

c. both

2) what is the common perspective matrix dimensions :[Answer = A]

a. 4x4

b. 3x3

c. 4x1

3) ∬ 2x - ln(e^y) dxdy where π > x > 0 , ∞ > y > -∞ :[Answer = B]

a. (xπ^3)/3 - (y^π)

b. (yπ^3)/3 - (y^π+1) + C

c. (xπ^3) - (y^π+1) + C

4) x Deg to Rad :[Answer = C]

a. x180/π

b. x/1 * 180/π

c. xπ/180

5) purpose of 0x00 in a byte array on an x86_64/32 machine :[Answer = A]

a. sig end of array when no size iteration is used for termination of access

b. sig for pointer to array in chain

c. sig for interpLang(i.e. python) to decide data type

6) dy/dx [e^x] :[Answer = A]

a. e^x

b. 1/ln|x|

c. xe^(x-1)

7) 'if i := 0 ,while i != 25, do i = i+2'

when will this statement end? :[Answer = C]

a. in 5 cycles

b. in 24 cycles

c. in ∞ cycles

8) orange is to __ what red is to green :[Answer = B]

a. magenta

b. blue

c. yellow

9) how is animation learnt :[Answer = A]

a. by practicing it practically

b. via tests

c. watching videos

10) what is required to be a game designer :[Answer = C]

a. learning to program on an acceptable level

b. learning only what is acceptable by industry standards

c. both

11) n choose k formula :[Answer = A]

a. n!/(k!*(n-k)!)

b. n/(k!*(k-n)!)

c. n!/(n*(k-k)!)

12) Nate algorithm is 2^(1^(1^… :[Answer = B]

a. 2

b. 3

c. -1

13) 'n*( (2atan(|x/y|)/π)î*(|x|)/x)+(1-2atan(|x/y|))/π)ĵ*(|y| / y))'

the folowing equation draws a vector feild of what nature :[Answer = C]

a. swirl

b. curl

c. radial

14) what is the best way to get the direction of a dynamic curve,

so as to drive an object along the tangent :[Answer = B]

a. trig-function

b. calc-function

c. manual set keys

15) why choose hard surface style in modeling :[Answer = C]

a. preference

b. its easier

c. if it is the aesthetic and nature that best suits the project and workflow

Exam 2:

---——————————————

16) what is a debugger :[Answer = B]

a. a program that removes bugs

b. a system that is attachable to a project in order to evaluate the reason for unwanted results.

c. an error handling system designed by Ramanujan for the ms-dos development

17) x Rad to Deg (τ = 2π) :[Answer = A]

a. x360/τ

b. τx/180

c. x/180τ

18) a data type with a range of; { -(2^(8*2)/2) … (2^(8*2)/2) - 1 } in memory:

'01000001::01001001::01010101::01101001::

01110011::01100001::01110011::01100011::

01100001::01101101'

how many units of this data type could possibly fit in this space :[Answer = B]

a. 0

b. 5

c. 2

19) list the remainder found in Question 18 :[Answer = C]

a. 1

b. 0.5

c. 0

20) given ABC triangle, given length of BC and θ of A, what is area of triangle :[Answer = C]

a. ([AB])/(1/((√(1-(1/(½[θC]))^2))d[θC]))

b. ([BC])/tan([θA])

c. (½[BC])^2/tan(½[θA])

21) P ≡ NP ? :[Answer = B]

a. P ≡ NP

b. P ≡ NP if P = NP, NP ∉ EXP

c. P !≡ NP

22) what is the common transform matrix dimensions :[Answer = C]

a. 2x2

b. 4x1

c. 4x4

23) what is a TU in a compiled language :[Answer = A]

a. Translation Unit

b. Transform Utility

c. Tree Unity

24) equation for a bouncing ball :[Answer = A]

a. Ztranslate((sin(t)+1)/2) ; Zscale(f(-t):={sin(t)≥0:sin(t),sin(t)<0:0}/2)

b. Ytranslate((cos(t)+1)/2) ; Zscale(f(-t):={sin(t)≥0:sin(t),sin(t)<0:0}/2)

c. Ytranslate((sin(t)+1)/2) ; Xscale(f(t):={sin(2t)≥1:sin(t),sin(t)<0:0}/2)

25) why is (sin(x))^2 dx solved as sin(x)^3/3 * 1/cos(x) + C :[Answer = C]

a. (sin(x))^2 du → Usub(u = sin(x), du = u' + dx) ≡ ([f(g(x))]d/dy) dx = sin(x)^3/3 * 1/cos(x)

b. (sin(x))^3 dx → Usub(x = sin(y), dx = 1/u' * du) ≡ ([f(g(x))]d/dy) du = sin(u)^3/3 * 1/cos(y)

c. (sin(x))^2 dx → Usub(u = sin(x), dx = 1/u' * du) ≡ ([f(g(x))]d/dx) dx = sin(x)^3/3 * 1/cos(x) + C

26) how is lighting calculated in a game engine :[Answer = B]

a. Ray Marching

b. Ray Casing

c. Normal Angle

27) in achieving a female voice one must and must not :[Answer = C]

a. neither

b. must use falsetto and must not use soft palate

c. must not use falsetto and must use soft palate

28) in achieving a male voice one must and must not :[Answer = C]

a. both

b. use deep resonance

c. use throat but not reach vocal fry register

29) x = e^t, let y := ln(x) where y=f(x). what is f'(x) with respect to t :[Answer = A]

a. 1

b. 0

c. UNDEF

30) e^iπ + ("for any polyhedron"; verts+faces-edges) = ? :[Answer = A]

a. 1

b. 0

c. -1


 No.1042954


 No.1042958

>>1042953

I scored 30/30.


 No.1042980

>>>/test/

do your own homework you lazy glownigger


 No.1042987>>1043019

>>1042951

Oh wait, it actually just doesn't converge. The possible answers are still all meaningless.


 No.1043006


 No.1043019

>>1042987

the double integral at 3 is a typo, it wouldn't be B because its yPI^2-PIy^2/2

sorry about that.


 No.1043020

3) is not B sorry guys

(yπ^2) - (πy^2/2) + C


 No.1043024>>1043038

Why is anyone replying to this shit thread when even the first question is absurdly retarded?


 No.1043038


 No.1043040>>1043043

>>1042953

>1) why does 3d animation use quads and game design use tris :[Answer = B]

Quads are a core part of good topology, especially face topology, in game models because they deform better and are triangulated down during rendering you stupid faggot.


 No.1043043

>>1043040

yes but during modeling they remain as different polygons for deformation dumb fuck


 No.1052549

HAPAS ARE SUPERIOR TO WHITES


 No.1052622

HAPAS ARE SUPERIOR TO WHITES


 No.1052670

HAPAS ARE SUPERIOR TO WHITES


 No.1052957

HAPAS ARE SUPERIOR TO WHITES


 No.1053031

HAPAS ARE SUPERIOR TO WHITES


 No.1053048

HAPAS ARE SUPERIOR TO WHITES


 No.1053106

HAPAS ARE SUPERIOR TO WHITES


 No.1053107

HAPAS ARE SUPERIOR TO WHITES


 No.1053108

HAPAS ARE SUPERIOR TO WHITES


 No.1053109

HAPAS ARE SUPERIOR TO WHITES


 No.1053185

HAPAS ARE SUPERIOR TO WHITES


 No.1053191

HAPAS ARE SUPERIOR TO WHITES


 No.1053194

HAPAS ARE SUPERIOR TO WHITES


 No.1053202

HAPAS ARE SUPERIOR TO WHITES


 No.1053746

HAPAS ARE SUPERIOR TO WHITES


 No.1053752

HAPAS ARE SUPERIOR TO WHITES


 No.1054481

HAPAS ARE SUPERIOR TO WHITES


 No.1054483

HAPAS ARE SUPERIOR TO WHITES


 No.1054488

HAPAS ARE SUPERIOR TO WHITES


 No.1054496

HAPAS ARE SUPERIOR TO WHITES


 No.1054582

HAPAS ARE SUPERIOR TO WHITES


 No.1054586

HAPAS ARE SUPERIOR TO WHITES


 No.1054590

HAPAS ARE SUPERIOR TO WHITES


 No.1054595

HAPAS ARE SUPERIOR TO WHITES


 No.1054791

HAPAS ARE SUPERIOR TO WHITES


 No.1054795

HAPAS ARE SUPERIOR TO WHITES


 No.1054796

HAPAS ARE SUPERIOR TO WHITES


 No.1054797

HAPAS ARE SUPERIOR TO WHITES


 No.1054811

HAPAS ARE SUPERIOR TO WHITES


 No.1054813

HAPAS ARE SUPERIOR TO WHITES


 No.1054814

HAPAS ARE SUPERIOR TO WHITES


 No.1054818

HAPAS ARE SUPERIOR TO WHITES


 No.1054935

HAPAS ARE SUPERIOR TO WHITES


 No.1055276

HAPAS ARE SUPERIOR TO WHITES


 No.1055341

HAPAS ARE SUPERIOR TO WHITES


 No.1055342

HAPAS ARE SUPERIOR TO WHITES


 No.1056951

Heil Israel


 No.1057677

/leftypol/ gtfo pls




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