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Interests by Mind Map: Interests

1. Reading

1.1. Comics

1.1.1. DC

1.1.1.1. Superman

1.1.1.2. Batman

1.1.1.3. Wonder woman

1.1.1.4. Teen titans

1.1.2. Marvel

1.1.2.1. Deadpool

1.1.2.2. What If...

1.1.2.3. Avengers

1.1.2.4. X Men

1.1.3. Capcom

1.1.3.1. Mike Haggar

1.1.3.2. Viewtiful Joe

1.1.3.3. Phoenix Wright

1.1.3.4. Megaman

1.1.4. Tom Sawyer

1.2. Literature

1.2.1. Psychology

1.2.1.1. Dreams

1.2.1.2. Narratives

1.2.1.3. Persuasion

1.2.1.4. Consciousness

1.2.2. Inspirational

1.2.2.1. Motivational

1.2.2.2. Personal experiences

1.2.2.3. Blogs

1.2.2.4. Fictional

1.2.3. Contemporary

1.2.3.1. Life of Pi

1.2.3.2. Red Russia

1.2.3.3. Atonement

1.2.4. Historical

1.2.4.1. Civil War

1.2.4.2. French Revolution

1.2.4.3. Roman

1.2.4.4. Greek

1.3. Mystery

1.3.1. Dan Brown

1.3.1.1. Origin

1.3.1.2. Da Vinci Code

1.3.1.3. Angels & Demons

1.3.1.4. Finders & Keepers

1.3.2. Agatha Christie

1.3.2.1. And then there were none

1.3.2.2. Murder on the Orient Express

1.3.2.3. 4:50 from Paddington

1.3.2.4. Death on the Nile

1.3.3. Conan Doyle

1.3.4. Ian Fleming

2. Robots

2.1. Dexterity

2.1.1. Manipulation

2.1.2. Gripping

2.1.3. Speed

2.1.4. Reachability

2.2. Perception

2.2.1. Computer Vision

2.2.2. Estimation

2.2.3. Spatial Awareness

2.2.4. Geometry

2.3. Mobility

2.3.1. Locomotion

2.3.2. Actuators

2.3.3. Stability

2.3.4. Wheels / Legs

2.4. Autonomity

2.4.1. Self-maintenance

2.4.2. Navigation

2.4.3. Task performance

2.4.4. Artificial Intelligence

3. Operating Systems

3.1. Kernel

3.1.1. LLVM

3.1.2. Containerization

3.1.2.1. Docker

3.1.2.2. rkt.io

3.1.2.3. Continuous integration / delivery

3.1.2.4. Automation

3.1.3. Hypervisors

3.1.3.1. Xen

3.1.3.2. Docker

3.1.4. File systems

3.2. Devices

3.2.1. Drivers

3.2.2. Peripherals

3.2.3. Hardware Abstraction Layer

3.2.4. Storage

3.3. Processes

3.3.1. Threads

3.3.1.1. Dead locks

3.3.1.2. Prioritization

3.3.1.3. Synchronization

3.3.1.4. Shared Memory

3.3.2. Concurrency

3.3.2.1. Mutual exclusion

3.3.2.2. Real time execution

3.3.2.3. Coroutines

3.3.2.4. Cancellation

3.3.3. Parallel programming

3.3.3.1. OpenMP

3.3.3.2. CUDA

3.3.3.3. Multithreading

3.3.3.4. SIMD Vectorization

3.3.4. Scheduling

3.3.4.1. IPC

3.3.4.2. Queuing

3.3.4.3. Context switch

3.3.4.4. Algorithms (Short term/long term)

3.4. Memory

3.4.1. Shared memory

3.4.1.1. Pipes

3.4.1.2. IPC

3.4.2. Virtual memory

3.4.2.1. Paging

3.4.2.2. Deduplication

3.4.2.3. Caching

3.4.2.4. Swapping

3.4.3. Memory compression

3.4.3.1. Prioritization

3.4.3.2. Background I/O

3.4.3.3. Cache reduction

3.4.4. Memory mapping

3.4.4.1. Heap allocation

3.4.4.2. Stack allocation

3.4.4.3. Call stack context switch

3.4.4.4. Interrupt handling

4. Games

4.1. Tabletop

4.1.1. Truth or Dare

4.1.2. Monopoly

4.1.3. Card games

4.1.3.1. Game of life

4.1.3.2. Uno

4.1.3.3. Pokemon

4.1.3.4. Bakugan

4.1.4. Carroms

4.2. Video games

4.2.1. Role playing

4.2.1.1. Witcher

4.2.1.2. Darksiders

4.2.1.3. Skyrim

4.2.1.4. Horizon: Zero Dawn

4.2.2. First person shooter

4.2.2.1. Battlefield

4.2.2.2. Call of Duty

4.2.2.3. Far Cry

4.2.2.4. Crysis

4.2.3. Racing

4.2.3.1. Need for Speed

4.2.3.2. Crew

4.2.3.3. Road Rash

4.2.3.4. Forza Horizon

4.2.4. Third person shooter

4.2.4.1. Gears of War

4.2.4.2. Mass Effect

4.2.4.3. James Bond

4.2.4.4. Resident Evil

4.3. Trivia

4.3.1. I spy

4.3.2. Never have I ever

4.3.3. Would you rather

4.3.4. Questions

4.4. Arcade

4.4.1. Street fighting

4.4.2. Pinball

4.4.3. Minesweeper

4.4.4. Mario

5. Computer Graphics

5.1. APIs

5.1.1. WebGL

5.1.2. DirectX

5.1.3. Vulkan

5.1.4. OpenGL

5.2. Types

5.2.1. 2D

5.2.1.1. Sprites

5.2.1.2. Vectors

5.2.1.3. Raster graphics

5.2.2. 3D

5.2.2.1. Cameras

5.2.2.2. Orthographic projection

5.2.2.3. Model projection

5.3. Processing techniques

5.3.1. Shading

5.3.2. Raytracing

5.3.3. Antialiasing

5.3.4. Postprocessing

5.4. Lighting

5.4.1. Volumetric

5.4.2. Global Illumination

5.4.3. God Rays

5.4.4. Reflections & Light bounces

6. Art

6.1. Paintings

6.1.1. Illustrational

6.1.2. Western

6.1.3. Contemporary

6.1.4. Figure painting

6.2. Photography

6.2.1. Wild life

6.2.2. Oceanic

6.2.3. Abstract

6.2.4. Architectural

6.3. Color

6.3.1. Shades

6.3.2. Tints

6.3.3. Meanings

6.3.4. Texture

6.4. Melody

7. Networking

7.1. Internet

7.1.1. WWW

7.1.1.1. HTTP

7.1.1.2. Security

7.1.1.3. Privacy

7.1.1.4. DNS

7.1.2. IOT

7.1.2.1. Wearables

7.1.2.2. Blockchain

7.1.2.3. Anonymity

7.1.2.4. Hardware exploits

7.1.3. Security

7.1.3.1. Cryptography

7.1.3.2. Application security

7.1.3.3. Data security & privacy

7.1.3.4. Device Fingerprinting

7.1.4. Browsers

7.1.4.1. Rendering engine

7.1.4.2. Javascript Core

7.1.4.3. Markup Parsing

7.1.4.4. Style parser

7.2. Peer to peer

7.2.1. Routing

7.2.2. Service discovery

7.2.3. Content delivery networks

7.2.4. Scalability

7.3. Ad Hoc Networks

7.3.1. Mobiles

7.3.2. Vehicular (VANETs)

7.3.3. Wireless mesh

7.3.4. Flood management

7.4. Client Server

7.4.1. ReST

7.4.2. TCP / IP

8. TV

8.1. Sports

8.1.1. Soccer

8.1.1.1. FIFA

8.1.2. Cricket

8.1.2.1. T20

8.1.2.2. ODI

8.1.2.3. IPL

8.1.2.4. BCC World Cup

8.1.3. Tennis

8.1.4. Racing

8.2. Comedy shows

8.2.1. The office

8.2.2. Daybreak

8.2.3. The House of Flowers

8.2.4. Silicon Valley

8.3. Horror

8.3.1. Diablero

8.3.2. Haunted

8.3.3. Sabrina

8.3.4. The Vampire Diaries

8.4. Fantasy

8.4.1. Game of Thrones

8.4.2. See

8.4.3. Riverdale

8.4.4. Warcraft

9. Music

9.1. Alternative

9.1.1. Indie rock

9.1.2. Grunge

9.2. Rhythm & Blues

9.2.1. Soul

9.2.2. Funk

9.2.3. Contemporary

9.3. Dance

9.3.1. Dubstep

9.3.2. Techno

9.3.3. House

9.4. Instrumental

9.4.1. Piano

9.4.2. Bass guitar

9.4.3. Flute

9.4.4. Fidel

10. Programming

10.1. Types

10.1.1. Functional

10.1.1.1. Pure functions

10.1.1.2. Recursion

10.1.1.3. Strict evaluation

10.1.2. Visual

10.1.2.1. UI / UX

10.1.2.2. Markup

10.1.2.3. Styling

10.1.2.4. Ease of Use

10.1.3. Object Oriented

10.1.3.1. Encapsulation

10.1.3.2. Abstraction

10.1.3.3. Polymorphism

10.1.3.4. Delegation

10.1.4. Procedural

10.1.4.1. Imperative

10.1.4.2. Global variables

10.1.4.3. Routines & Subroutines

10.1.4.4. Recursion

10.2. Languages

10.2.1. Web

10.2.1.1. HTML

10.2.1.2. CSS

10.2.1.3. JavaScript

10.2.1.4. SQL

10.2.2. Systems

10.2.2.1. C

10.2.2.2. Go

10.2.2.3. Rust

10.2.2.4. Ada

10.2.3. General Purpose

10.2.3.1. Java

10.2.3.2. C++

10.2.3.3. BASIC

10.2.3.4. Ruby

10.2.4. Scripting

10.2.4.1. Python

10.2.4.2. Ruby

10.2.4.3. JavaScript

10.2.4.4. Lua

10.3. Abstraction

10.3.1. Modularity

10.3.1.1. Lexical Scoping

10.3.1.2. High Order functions

10.3.1.3. Polymorphism

10.3.1.4. Inheritance

10.3.2. Type system

10.3.2.1. Inference

10.3.2.2. Checking

10.3.2.3. Dynamic

10.3.2.4. Static

10.3.3. Pattern Matching

10.3.3.1. Back tracking

10.3.3.2. Non linear lexical scoping

10.4. Understandability

10.4.1. Friendly Syntax