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How much math?

Name: Anonymous 2012-09-12 1:01

Hello, /prog/. I'm currently going to school for computer science, and I was curious as to how math-intensive real-world programming is. Can you get by just being comfortable with arithmetic and algebra? Or do you need to be able to do Calculus and Trigonometry like a professional to actually be able to be good and employable?

Name: Anonymous 2012-09-12 1:06

I'd say if you can't do calculus and trig your mind is just fairly inferior overall.

Name: Anonymous 2012-09-12 1:43

Get acquainted with various discrete maths and abstract algebra, different jobs involve different kinds of them.
Trigonometry is essential in any kind of game programming at all.
Calculus you won't not find a lot of use of it in practice.

Name: Anonymous 2012-09-12 2:02

>>3
Trigonometry is essential in any kind of game programming at all.
Don't be silly. You just rotate stuff with your mouse and 3ds max does the math. If you plan to write 3ds-max app yourself, just ask on stackoverflow and they will give you a snippet which you can just insert into your code and everything will become rotated.

Get acquainted with various discrete maths and abstract algebra, different jobs involve different kinds of them.
Only if your job involves maintaining Haskell code. I'm a professional programmer with 20+ years of experience and dont even know what "isomorphism" means.

Name: Anonymous 2012-09-12 2:06

If you plan to become a game programmer, you should take some painting classes - they will teach you how to do shading and geometry.

Name: Anonymous 2012-09-12 2:10

>>4

In the context of groups, a morphism is a function that preserves an operator. That is, f(a*b) = f(a)*f(b). An isomorphism is a bijective morphism, ie, f must be one to one and onto. The more you know...

Name: >>6 2012-09-12 2:13

If two groups are isomorphic, then they can be thought of as having the same structure, and are essentially the same thing.

Name: Anonymous 2012-09-12 2:16

>>7
Sounds like Java classes.

Name: Anonymous 2012-09-12 2:27

>>5
he said programmer

game programming is fucking around with linked lists of units in sepples

Name: Anonymous 2012-09-12 2:47

>>9
...and rotations and projections and reflections and inversions and involutions and convolutions
...and intersection calculations and trajectory predictions and applications of control theory
...and artificial intelligence in a dynamic environment with unknown information

Name: Anonymous 2012-09-12 2:59

>>9
You also have to shade them on screen, using lightsources.

Name: Anonymous 2012-09-12 3:19

>>10
opengl does that for you.

Name: Anonymous 2012-09-12 3:26

Avoid Jewish set theory.

Name: Anonymous 2012-09-12 3:37

>>1
employable
Oh, you're one of them.

>>13
Die in a fire.

Name: Anonymous 2012-09-12 3:50

In an academic sense, most of the rigor of a CS class is mathematical. It is essentially a rather underwhelming math course. As for the real world, it depends entirely on what you're making, but most of the time you won't really need math.

Name: Anonymous 2012-09-12 6:06

never enough math. math is fucking hard, so the more of it you know, the more distance between you and other developers. It's becoming more and more useful as data becomes cheaper and more useful, and computers get more powerful. machine learning and information retrieval are 90% math 10% cs.

to just get a job, you don't need to know very much. To push the machine to it's limit, and change the world in the process, is almost entirely a mathematical endeavor. basic programming that doesn't require math is increasingly being outsourced or automated. Don't be a monkey, hit the books.

Name: Anonymous 2012-09-12 6:18

>>14
define "infinity"

Name: Anonymous 2012-09-12 7:02

>>14
Shalom!

Name: Anonymous 2012-09-12 7:20

>>17
We've already taught you this. Are you stupid?

Name: Anonymous 2012-09-12 9:28

>>19
imagining something? cant help you.

Name: Anonymous 2012-09-12 10:00

A CS or SE degree in the U.S. will require Calc I-III.

Real world "programming" doesn't require any math beyond arithmetic. But unless you're a PHP web faggot, most problem areas, graphics mostly, involve some math. Algorithm analysis will require Calc II-level math knowledge.

Name: Anonymous 2012-09-12 10:18

OP here. I should mention my focus for my masters/Ph.d will be artificial intelligence, if that changes the answer in any way.

Name: Anonymous 2012-09-12 10:33

>>2
I'd say if you can't do calculus and trig your mind is just fairly inferior overall.
I agree, it's not like calculus is very hard in software engineering and CS.
However, practice shows that even idiots who cannot understand basic derivatives and integration can be fairly successful programmers, because hindustry-grade programming (Java, C#, T-SQL etc) is very easy.

Name: Anonymous 2012-09-12 10:50

I'm currently going to school for computer science, and I was curious as to how math-intensive real-world programming is.
OP here. I should mention my focus for my masters/Ph.d will be artificial intelligence

Freshman detected

Name: Anonymous 2012-09-12 11:24

>>22
Glad to see you have your life planned out perfectly :-)

Name: Anonymous 2012-09-12 12:42

In the real business world, a Math PHD or even a professor on the bill will let you know what you should do as a programmer, programming really hard math stuff... Just to let you know, I've written countless of mathematical algorithms that makes 0 sense to me. That's the life of a programmer son!

Name: Anonymous 2012-09-12 13:06

>>26
Soon they will design a better Python compiler, so x86-assembly monkeys like would no longer be needed.

Name: Anonymous 2012-09-12 13:16

>>27
Who do you think will write those compilers?

Name: Anonymous 2012-09-12 13:20

>>26
Yeah but OP said he wanted to go into academia. Graduate CS is more math than computers.

Name: Anonymous 2012-09-12 13:21

>>28
Intel engineers. They will design a special Python CPU, which will accounts for all Python quirks. x86 already undergoes heavy translation to real microcode, so Python would be a good upgrade for date x86.

Name: Anonymous 2012-09-12 13:23

>>30
FIOC is shit. It's for teaching fourth graders, not for expert programmers.

Name: Anonymous 2012-09-12 13:44

>>30
Intel is full of zionist kikes

Name: Anonymous 2012-09-12 14:08

At the end of the tunnel, it all gets stored as 1s and 0s. How fucking complicated can it be?

Name: Anonymous 2012-09-12 14:33

>>24
>>25

W-what. W-what did I do wrong?

Name: Anonymous 2012-09-12 14:40

>>30
Intel won't use FIOC unless it's right-to-left.

Name: Anonymous 2012-09-12 14:44

>>30
More likely an ENTERPRISE GRADE PROGRAMMING LANGUAGE like JVM bytecode.

Name: Anonymous 2012-09-12 15:20

>>14
Only good post.

Name: Anonymous 2012-09-12 15:43

>>37
Only shit post.

Name: Anonymous 2012-09-12 16:05

>>38
Wrong, in every way.

Name: Anonymous 2012-09-12 17:12

>>39
Well now it is, since you just +1'd the shitpost count.

Name: Anonymous 2012-09-12 19:25

>>40
Wrong again. Stating that my posting that's pointing out the only good post in this thread as shitposting in and of itself is you defending shitposting on this board by proxy.

If that's not simple enough to understand; what this means is you probably should head back to /g/, or reddit or wherever the fuck you new /prog/ drainage refuse flood from.

Name: Anonymous 2012-09-12 20:15

>>41
Now you've got 3 shitposts.

Name: Anonymous 2012-09-12 20:54

>>42
You really need to go back to /b/. Your routine is not cute. Here, I'll help. http://4chan.org/b/

Name: Anonymous 2012-09-12 22:41

>>43
You really need to go back to 4-ch. Your shitposting is not cute. Here, I'll help. http://4-ch.net/dqn/

Name: Anonymous 2012-09-12 23:03

>>8

I'm interested in your analogy here. Here is an example of an isomorphism:

The group of the real numbers with the operation of addition is isomorphic to the group of the positive real numbers with the operation of multiplication. One isomorphism is f(x) = e^x.

Proof:
f(x+y) = e^(x+y) = (e^x)*(e^y) = f(x)*f(y)
f is an onto function from R to (0, \infty). It is also one to one.


>>12

OpenGL might create matrices for the transformations you want, but if you don't understand that concept of composing transformations and how they can collapse to a single matrix through multiplication then the API isn't going to make much sense to you. And you never know when some property of how affine coordinates are implemented could end up being important. Ultimately, if you don't understand the functionality of the library, you wont be able to use it effectively. In fact, it isn't that hard to implement OpenGL in software, although you would never use such an implementation unless the hardware wasn't available for some reason. It isn't the implementation that is difficult, but rather the concepts employed in the interface. There are other components to a game engine besides the rendering. Similarly, there are libraries for physics, AI, etc. But in order to integrate these libraries into the game you want to build, you need to have a deep understanding of their functionality. Sometimes you can still treat the library as a black box, and sometimes learning how to use the library is just as difficult as implementing it.

Name: Anonymous 2012-09-12 23:35

>>44
I'm not from 4-ch, and it's deader there now than it was years ago. You have a very warped sense of what's considered actual shitposting. And if this is your idea of trolling, you're not very good at it.

Name: Anonymous 2012-09-13 0:01

>>45
OpenGL might create matrices for the transformations you want, but if you don't understand that concept of composing transformations and how they can collapse to a single matrix through multiplication then the API isn't going to make much sense to you.
Math is all about recipes, random search and black box functions, where yous just supply value and get result. You dont have to understand how your brain works to use it, same with a good API - it just works.

Name: Anonymous 2012-09-13 0:11

>>47
look at this dude:
http://www.youtube.com/watch?feature=player_detailpage&v=1GqZkZjhRMk#t=447s
that is a typical algebraic puzzle, but the dude completely solves it by random clicking. Same with math - you can do a rotation by just brute-forcing the trigonometry-table, without knowing anything about math.

Name: Anonymous 2012-09-13 0:24

>>47
My main point wasn't that you needed to understand how the API worked, but that you needed to understand what it does, which is sometimes just as hard as understanding how it works.

>>48
no. just no.

Name: Anonymous 2012-09-13 0:30

>>49
you needed to understand what it does
I doubt it's that hard to understand what your brain does.

Name: Anonymous 2012-09-13 0:33

>>50
A pole will stick firmly into a mound of dirt.

Name: Anonymous 2012-09-13 2:10

More math is always great, it's usually applicable to everything.

Name: Anonymous 2012-09-13 2:12

>>52
applicable to everything.
if the only tool you have is a hammer, everything looks like a nail.

Name: Anonymous 2012-09-13 2:55

if the only tool you have is a ruby, everything looks like a snail.

Name: Anonymous 2012-09-13 3:09

You need to know calculus, category theory, and basic topology

Name: Anonymous 2012-09-13 4:54

>>46
Actually it's the purest sense in all the net, and especially here, however since you are a recent 4-ch refugee your perception is muddled. Enjoy your delusion and kettle blackcasting.

Name: Anonymous 2012-09-13 7:06

>>55
why topology?

Name: Anonymous 2012-09-13 8:40

>>56
recent 4-ch refugee
An oxymoron if I ever heard one. Seriously, are you even trying?

Name: Anonymous 2012-09-13 11:37

>>57
because the image of a continuous function defined on a compact domain X to R will be a compact subset of R, and thus, bounded and closed. Meaning f will always obtain a maximum and a minimum.

Name: Anonymous 2012-09-13 11:53

>>57
>>59
duh, fucking idiot

Name: Anonymous 2012-09-13 12:25

>>58
please stop shitposting thanks.

Name: Anonymous 2012-09-13 13:22

>>61
You're talking to that mirror again.

Name: Anonymous 2012-09-13 15:50

>>62
Irony is that >>61 isn't even me, you're in dire need of a mirror though.

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