aminusanti: * If Jesus was GOD, then why in Matthew 24:36 Jesus said "No one knows about that day or hour, not even the angels in heaven, nor the Son, but only the Father." Jesus told his followers that no one (including Jesus) knows when the judgment day will come, only GOD knows?
*If Jesus was GOD, then why in Mark 12:29 Jesus said "Here, O Israel: The Lord our God is one Lord." The words "our God" indicate that Jesus had a higher God over him, a stronger God than him. Jesus didn't say "Your God". He said "our God"" which includes Jesus as the creation of GOD.
If Jesus was GOD, then why in Mark 10:18 Jesus said “And Jesus said to him, ‘Why do you call me good? No one is good but God alone.”? Also in Luke 18:19 Jesus said only GOD Almighty is Good: ""Why do you call me good?" Jesus answered. "No one is good—except God alone."
If Jesus was GOD, then why in Isaiah 11:2-3 GOD had put the spirit of fearing GOD in Jesus?.
Internet scholars. Food don ready!
Truthman2012 True2god annunaki2 Plappville & co
Not to make this a long post. But if you have more questions please ask one at a time.
Answering the questions of Muslims; especially learners from Islamic scholars who are not well studied.
Read: Mar 12:35 Then Jesus answered and said, while He taught in the temple, "How is it that the scribes say that the Christ is the Son of David? Mar 12:36 "For David himself said by the Holy Spirit: 'The LORD said to MY LORD, "Sit at My right hand, till I make Your enemies Your footstool." ' Mar 12:37 "Therefore David himself calls Him 'LORD'; how is He then his Son?"
Also, the word "GOD" is a title. Just like "MAN" is a title. The Hebrew God has the name which is not a name "I AM"/YHVH/YHWH.
When written in John 1, it should read: In the beginning was the WORD(Jesus/Yahosuah) and the WORD was with I AM/YAHWEH and the WORD himself was GOD(a nature). He was in the beginning with I AM/YAHWEH.
Understand this cause obviously you have questions.
Edoziesmart: You've spoken well dude. But i have ish with understanding the number 4. Throw more light on it
#4. Efficiency sounds like an old movie.
I have heard people who write "minimal" programs say things like; My program will run on the latest multicore CPU and have Gigabytes of RAM to play with so it should run efficiently and I can worry less.
The thing is, the more capable our computer systems get the much more things we will dream up to accomplish with them.
The thing is, even on x-core systems your program instructions don't always execute in one CPU clock cycle...some take as much as 30 cycles to finish. Add to that your CPU+L1+Lx cache and system memory reads and you now have less power than you thought.
The more you understand your choice of programming language, it's memory model, and the things your APIs do to ease development the more likely you are to create programs that can service millions of users concurrently.
VenantCode: Hi, I do agree with you 1-5 point, especially 1 because i believe the focus is supposed to be on good architectures and design patterns, but your 6th point of web developers not being programmers is from a limited view. Though i don't deem myself as having arrived but at least I'm working to get better everyday, Take example of a project that I'm working on, it's web based, app that has to do with video streaming which includes a lot of things, some part has to be written in erlang and Go for concurrency issues, I have to extend a queueing system such as RabbitMQ, the app consist of various microservices built in Nodejs talking to themselves. I have to write various algorithms to test the internet capacity of the client and then stream the video resolution as required, adequately handle buffering and many more things which i can't go into detail here.
A key point of #6 is; happen to ONLY be web related CALLING upon an sql database.
paranorman: Was cool with the Exception Class till I ran into Runtimeexception. Was the major difference between these two folks and when is it proper to use any of them?
Typically in OOP languages that support structured exception handling(SEH) every exception is is a datatype. So to follow OOP ideas, Exception class is a general datatype to represent exceptional conditions which derived classes can inherit from to specify a more concrete exception.
RuntimeException class then is a concrete type to strictly represent runtime exceptions. It's kindof a redundant name but hey...it's there.
WhyAmISoQuiet: The term computer programmer can refer to a specialist in one area of computer programming or to a generalist who writes code for many kinds of software. ... The term programmer can be used to refer to a software developer , Web developer , mobile applications developer, embedded firmware developer, software engineer , computer scientist, or software analyst
Once upon a time every programmer designed and coded their software idea. Then one day, the business men decided that division of labour was a good thing so they told some to design while others code.
The designer became engineers/architects while the coders where given the nice name of programmer.
But till this day when a coder finds error with design when implementing in the language of choice they either work around it or take the complaint to whom it may concern.
WhyAmISoQuiet: Now, the code interacts with layers of API which then interacts with the hardware. When you code that desktop app in C# and give it high priority underneath C# talks to the system API which then manipulates the computer resources
And API's are what? Screwdriver's or code? Seems you haven't heard of bits or voltages. Your whole software, ur own code or someone's api you use is still code, high or low. Funny man.
WhyAmISoQuiet: I didn't say it falls under hardware development, what I said was "interact".
Really, "interact" with hardware. Ok, what does your code interact with? Air? Memory managers manage data placement and alignment on computer memory(RAM) for efficiency, just so we are clear.
WhyAmISoQuiet: With a memory manager, you're interacting with hardware so it should be on a server. It's not safe to use a browser for that kind of application but you're wrong again because html, CSS and js can do that with chromium/nodejs
Write one, then I'll stand corrected. Memory managers doesnt fall under hardware development.
WhyAmISoQuiet: Apart from hardware development......mention an aspect of programming that can't be in the form of a web app. A server is still a computer.
About any software can be in the "form" of a web app, the question is how much of it is made by web technology?
You can ping-pong presentation data, but that's just about it. Calling a webserver to run data on a more efficient software doesn't make the web part indispensable.
Now, when you say "aspect of programming"; that's ambiguous. You sure can't write a memory manager on your browser using the gang of 3(html/css/js).
DanielTheGeek: Yes I use WordPress for very little projects, I wasn't upset Ol' man and yes I'm still learning, there's no limit to knowledge. I was only saying that it's wrong for you to say that "people who've built webapps that interact with databases" aren't programmers... A programmer is anybody that builds a program which could be a web-app, mobile app or software so if you can write backend codes and architect a whole website...then you are a programmer, sefini.
Please read #6 again. Hopefully, people get involved in other aspects. All i'm saying.
Afam4eva: Is there a difference between a programmer and a coder? Do both terms mean the same thing? What do you think?
Once upon a time every programmer designed and coded their software idea. Then one day, the business men decided that division of labour was a good thing so they told some to design while others code.
The designer became engineers/architects while the coders where given the nice name of programmer.
But till this day when a coder finds error with design when implementing in the language of choice they either work around it or take the complaint to whom it may concern.
Afam4eva: A role of a programmer is not as vast as some of you make it seem. Some of you use the trend in Nigeria to measure the role of a programmer. I will also blame some of us that use the term to refer to anybody who does anything to do with building a software whereas apart from programmers, there are software engineers, analysts, testers etc and these people are a lot of times rated higher than programmers.
The term software programmer is broad. A software analyst must be a software programmer/engineer but software testers can be just about anybody not scared of a keyboard.
I also advice ppl interested in doing computer software to aim for the role of a software engineer/architect not just a coder.
WhyAmISoQuiet: I'm defending other programmers same thing I was thinking until I learnt web. Go write a library or web framework then comeback and repeat what you said. You can't expect only one person to be good at hardware/embedded system development, 3D game development, web development, mobile app development, machine learning, digital signal processing etc Because you play with them doesn't mean you can do it at a professional level. Even those who code for academic reasons are still programmers. Another person will come and say if you haven't built an OS or a search engine don't call yourself programmer. Your CV doesn't define the word
Is the web all you've ever done? That's the question. Yes, you might be getting web jobs and feel comfortable, that is fine for you. But when you get calls from established firms dealing in software, no one is going to ask if you know HTML/PHP. Your logical horizon will b put to the test. And my friend, if you haven't worked on other types of systems, u'll never know that the web sphere is limiting.
Really, library and web frameworks, that's supposed to be a test? Been there, done that, still not broad.
DanielTheGeek: Your number six should be off the list, you could be a database engineer for christ sake... You sound like an old dude who's majorly into software engineering (because that's what software engineers say about the web), remember specializing in a single field all your life means more quality than being a Jack of All trades. #fact.
The problem with people. Heading says; Don't call yourself a programmer if...
Is a database architect(I assume you understand the roles) a software programmer/engineer?
If the answer is "No" then my friend read again. You may just be getting upset because you fall under the grab Joomla/WordPress and go category. Don't be, just learn.
Being old isn't a bad thing, unless you mean being old means dead and obsolete.
WhyAmISoQuiet: Cut the crap pls....they are still programmers. They use their skill to provide solutions unless you're talking about titles such as developer, engineer, architect
What "crap" exactly? #6? Did that offend you or someone you are related to?
I mean programmer, software developer, software engineer. if all your work has been just on the web well, don't be offended.
dhtml18: Nay, i am very angry for lots of reasons. I know quite a number of companies that have given up completely on naija developers and are now using INDIAN COMPANIES, and the number is increasing everyday.
And the truth remains, when i work with foreign programmers on projects, I hardly have issues unlike working with my Nigerian counterparts.
I hear a different report on the Indian outsourcing practice. They say a large percentage of them just copy paste code like plumbers.
So it's like beautiful/ugly women argument. The whole world has such.
appcypher: If you have used Illustrator/inkscape, you will notice, while creating a vector image, that each curve is provided with two handles. This allows for S-shaped curves. That's quadratic (has 4 control points). Even though a vector format can use cubic beziers (which I find easier to use BTW), they simply don't though. ai, svg, eps all use quad bezier. UbiArt is doing exactly what my app is going to do. They might have used vector graphics for some aspects, but the lush environments were texture (i.e. raster) based. Using raster images doesn't mean the animations have to be rigid or robotic. They can be deformed. All it takes is increasing the vertex count near areas of the texture where deformation will happen. So squash and stretch animation with an image is very possible. Check this interesting Spine FFD tutorial.
https://www.youtube.com/watch?v=0Dd2M8XBTo0 And I can bet my last kobo that the mobile version of Rayman Jungle uses texture-based animations throughout. Vector-based animations are just too expensive to be throwing about on mobile.
Just so we are clear on d quadratic(3cv) and cubic(4cv) bezier curves.
Also, you won't need skeletal systems for d environment,thats 4 characters or waving trees. Like I said and propose, UbiSoft used vector graphics techniques for their 2d skeletal system so does Spine. If you paid any attention to my point you'd notice I mention tesselation, separate parts, vertices, curves, UVs. All what Spine uses are vector-graphics techniques. The images are UV textured on those vertices.
I believe the back-to-back started with; To use sprites or not to use sprites.
appcypher: I think I get what you are trying to say. The way you explained how a human biped will be created makes me assume that you are mixing stuffs up. In that case you are not talking about vector-graphics (and they don't use cubic beziers BTW. It's quadratic), you mean the use of just vertices and vertex colors to create a character. Even though they are scalable, the problem with that proposition is that you won't have as much details as a texture can provide. All those pixel-level details cannot be created with vertices. That will just be plain expensive. Let me just give you a simple breakdown of how the 2d skeletal system is supposed to work. - You import a series of raster images that make up the movable parts of your character. - You draw out bone gizmos on each image. - You control (rotate, translate or scale) the bone gizmos and use that to animate the images. - The series of animations are saved in a file. - The images are packed in a texture atlas. - Each image becomes a texture to a quad. And using the animation provided, each image is animated as appropriate. For a simple workflow like this, the vertex animation can be done on GPU. But its not always this simple. And using only vertex colors instead of textures might work for some low-detailed elements in the game. It is however not a replacement for textures. This is not just me coming up with stuffs. This how other 2D skeletal animation apps implement it.
You talk tech i'll give that to you. But quadratic bezier means restrictions to 3-control vertices and conic-shapes and not flexible as cubic curves(4-cv), update on that and it's still within the realm of vector-graphics techniques.
As I presumed, your implementation is similar to say the analogy of what game biped xters were in the PS1 era of disjointed parts with transformations. If your aim was to make as flexible a skeletal system as dat used by UbiSoft, well it's still crude.
Also, you are not restricted to using vertex colors and have a mono-shade on ur character...you can use UV's.
appcypher: I know you know graphics pipeline. I do too. I know the benefits of vector graphics, but performance is definitely not one of it. Just like you said bitmap images are passed as texture to polygons and that's the end of the story. If you are rendering just an image you do not need more than the 2 triangles that form a quad around the image. For vectors however, its a different story. Graphics APIs only understand 3 base primitives: points, lines and triangles. Vector images contain a lot more than that. They use bezier curves, they allow specifying stroke width, filled color can have varying gradient, etc. Those require conversion into something OpenGL/D3D understands and that is a lot of computation considering you will have a game world composed of these stuffs. And at the end of the day a vector use more tris than a raster image, since the curves and strokes have to be resolved into triangles. The overhead of conversion is totally not worth it. Vector graphics are mostly used in GUI rendering, logo design, or only for little parts in a game that needs a scalable image. And texel count is less a problem, since it is handled parallelly by the GPU. But vector to polygon conversion is done on the CPU. And again a vector image use more vertices than a raster image, just as I pointed out above. I implore you to check this out: http://programmers.stackexchange.com/questions/191472/why-have-hardware-accelerated-vector-graphics-not-taken-off
There seems to be some confusion here. I am basing these arguments on what you intend to do I.e 2d skeletal system.
Yes, 2 tris equals a quad, but that isn't enough to model a humanoid character with a skeletal system. From what I get from ur point of view you are assuming hardware accelerated vector-graphics. I mean vector-graphics techniques, some which will not be needed.
Take for instance, the hand of a biped character. The one place u need cubic-bezier curves will be at the elbow. The rest is just a polygon, u can also run the animation in gpu via shaders and still have parallelism. This is the natural way. Gpu's see ur simple mesh and you do what u want with dat. Cubic Beziers are cheap even when you want to subdivide to get something the gpu can use(lines/tris).
The way you explain ur system it seems like you draw one character in png then position joints/bones and animate that. What do you run interpolation on to animate the xter? Texels? On which processor, CPU or GPU?
appcypher: I know what you mean by vector graphics. And yes, the raster images I talk about are jpg, pngs etc., the pixel-based non-scalable images you can pass to OpenGL/DirectX directly. You can't do that with vector graphics. Lots of computations will be done before those points, beziers, fill, stroke, etc. are converted to polygons which are then passed to a graphics API. And that is why I can't consider them now.
If I get you correctly, your assumption is you can make a 2d skeleton system with just images(jpg,png) and that's cheaper than using vector-graphics techniques which you assume will be more computationally expensive? It's actually the opposite.
Let me explain. The thing your gpu api(opengl/d3d) processes first are vertices(points) not bitmaps, bitmap images get painted on polygons. So, using vector-graphics techniques which are lines defined by points is a natural thing for d gpu. These are scalable with less aliasing effect than scaling a texture images, they are controllable with joints/matrix-pallets than trying to figure the boundary of a bitmap character and rewriting the new image/snapshot of animation as another texture. Computationally it's cheaper cos you are working with less data(vertices vs texels).
excanny: Stop giving me cryptic answers. I asked you how.
Meaning of the word "how"?
how adverb UK /haʊ / US /haʊ / Meaning: In what way, or by what methods:
Examples of usage: How do we get to the town from here? How did you hear about the concert? How does this machine work?
Now you want it elaborate so i'll elaborate. Mathematics proves the existence of a creative being. I'll go from the statement; "if God doesn't require a cause then why should the universe?"
Well, where are you currently standing? You location I mean? Before you say here or there think about it. If you say here, then where is that place currently at?
CCS makes the assumption that nothing exists at an absolute point. Every location is relative to another location for it to be defined. If so, then we can pick any point of reference and call it the origin.
And that origin, though it isn't absolute is set and agreed as absolute in this context.
If we can accept that, then we are not silly when we accept the uncreated nature of a creative being/intelligence. For the point which we have created is oblivious about us, for it is not within our context. So are we oblivious of the context of this intelligence called God.