A Who's Who of Modern Philosophy
Posted on Sat, 13 Feb 2016

I have recently been getting a little more into philosophy. In particular, I have been trying to get some familiarity with some of the key figures in modern philosophy, and how they relate to each other.

The following diagram is an attempt at showing some major groupings, along with a rough sense of the timeline.

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ProJeX Haskell
Posted on Thu, 5 Sep 2013

Most of the programming languages I have learned and used so far have been from the imperative programming paradigm, which means that they describe the problem to be solved in terms what needs to be done, step by step, in order to solve it. (Object oriented programming, while often considered a separate paradigm, is essentially just a highly modular type of imperative programming.)

The alternative to the imperative paradigm is declerative programming, which describes the problem in terms of what it should accomplish, rather than how it should get there. The declerative paradigm includes logic programming languages (such as Prolog), and functional programming languages (such as Lisp or Haskell).

Functional languages are the one major paradigm which I haven't had any exposure to. Until now. I've decided that, in order to be a well-rounded coder, and also because it might be fun, I should learn a functional language; and I've chosen Haskell.

After reading the first few chapters of the strangely titled "Learn You a Haskell for Great Good!" I began thinking about what problems I can try to solve using my new language, in order to help cement my understanding. That's when I remembered about Project Euler - a series of mathematical problems intended to be solved with computer programs. I've been meaning to do Project Euler for a while now, but kept putting it off; but since Haskell is a language well suited to solving mathematical problems, I thought this was a perfect opportunity to combine the two, in ProJeX Haskell: learning Haskell through using it to solve Project Euler problems (and presenting the mathematics using LaTeX - another thing I've been meaning to learn).

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The Rule of 4 and 2
Posted on Thu, 1 Aug 2013

In Texas Holdem poker, the "rule of 4 and 2" is a basic guideline to calculating the odds of hitting your hand for a given number of outs. It says that if you have one street left, then you need to double the number of outs, to get the percentage chance of hitting one of them. If you have two streets, multiply the number of outs by 4.

For example, if you have Q♠5♠, and the flop comes 7♠2♥T♠, then you have 9 outs (any spade) to hit a flush. The rule tells you that you will make a flush by the river 36% of the time. If you miss on the turn, you will make the flush on the river 18% of the time.

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