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Monthly Archives: April 2015

A very interesting diagram!


UE_LOG is easy to use! There are just a couple of tricks that you need to know.

  1. Always use the TEXT() macro
  2. When LOGGING an FSTRING, always preceed the FSTRING with *


Plain text

UE_LOG( LogTemp, Warning, TEXT("A log message") );

Printing an FString

To print an FString into a UE_LOG() message, you have to remember to preceed the FString

UE_LOG( LogTemp, Warning, TEXT("%s"), *actor->GetName() );

To print an FString into a UE_LOG() message, you have to remember to preceed the FString

UE_LOG( LogTemp, Warning, TEXT("%s"), *FString::Printf( TEXT( "%f" ), 47.f ) );


Any goal that you set has a timeframe. The further out your “goal” is (basically how long it will take you to get there) determines how “realistically” you can actually achieve that goal. If a goal should not be achieved, then it should be abandoned and another goal set instead.

Say for example I have a goal of having a cup of coffee this morning. That’s an almost 100% achievable goal. But say I want to become the mayor of my home city. That goal is pretty much more difficult to achieve, since the number of intermediate steps (time) to get to that result is large.

How to achieve a goal (no matter how large)

Let’s take the example of becoming the mayor of a city called Pickering. That goal is pursued in a series of small steps. The steps might be like

  1. graduating from school for political science (unfortunately there are no schools for “mayoring”)
  2. doing volunteer work here and there to better know the city you want to be the mayor of
  3. doing an internship in a city office

ITERATE ON YOUR GOALS IN SMALL STEPS. Take into consideration CURRENT STATE of the system at each step to determine if you should CANCEL the GOAL or continue pursuing it. The higher the cost of the step, the more costly cancelling is, which is why you iterate in small steps.

I’ll use the Warcraft 3 video game as an example. If you haven’t played it, go and try it! It’s a great game.

The main goal of Warcraft 3 is to dominate the map by destroying all your opponents. You want a maximum number of resources also. So, say for example, you plan an early expansion in order to win the game. That may or may not be a good goal, depending on what your opponent is doing.

Say for example, you scout early and notice they are planning a rush. Your goal of expanding out to the nearby goldmine must be cancelled, or you’ll lose.

DON’T CHOOSE SOME ARBITRARILY DIFFICULT FINAL GOAL STATE FOR YOURSELF (for example, I want to marry “Josephine” (whoever that is)) and run for it despite “Josphine” not even possibly being an ideal mate for you. Your initial goal may be wrong for you. You make selections of what your goals are based on your current state. If your current state changes (for example, you lose a leg), then the goals you set for yourself may be wrong for you at that changed state.

Say Josephine is an athlete, and you are one also. Is Josephine still a good choice for you (will both you and her be happy together with you in the “leg lost” state?) Could be, if she doesn’t mind her husband having 1 leg!

You always have to re-evaluate your long-term goals as you are pursuing them. If they are the wrong goals for you, then change them!

Often, people who run academia are concerned that their methods of evaluation of human intelligence might not be as accurate as they need to be.

If a student is lazy, and doesn’t do any work, and so achieves low marks, is it fair to say that student is not very intelligent? Probably not, but it’s what people do.

So, there must be some biological basis for intelligence that could be used to rate the intelligence of a person.

Try browsing this paper on dendrite structure. In my thinking, I hypothesize intelligence could be measured by 3 things:

1 – speed at which they learn [physically: formation of neural connections]
2 – amount of information they can retain after learning [how intact the biology stays]
3 – speed of recall information previously learned (“replay”) [space between dendrites, quality of white or gray matter between dendrites]

But here’s the thing. Learning snowballs. If you understand how to do addition already, learning to do subtraction will be learned much faster than if you didn’t already understand addition to begin with.

Learning is only possible, however, if you are paying attention and understand what is being said. Biologically, this should be measured by the speed of formation of new synapses or connections in the brain.

A good class is “fun” and easy to learn/remember because it puts the brain in an entertained state which makes learning easier because the brain is more active in that state, so more neural connections can physically be formed.

Even a good movie is easy to remember (usually) because it puts the brain in an excited state, which makes information storage in the brain more likely to stick.

how to be happy.

1. have something to compete in that you find challenging, but can win at (sometimes). (winning all the time can be boring!). too much of this makes you a “jock”, which isn’t a bad thing.

2. something to grow and look after. students, children, a garden, etc. too much of this without being paid well for it will make your life appear unappreciated.

3. sex, food, bodily pleasures. too little of this can make you feel deprived, need just the right amount.