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