Home Berries What is hint. Hints, what it is and what they are eaten with. Influence of youth slang

What is hint. Hints, what it is and what they are eaten with. Influence of youth slang

, Russian Empire (now Saaremaa, Estonia)

Johannes Alexandrovich Hint(Est. Johannes Hint, full name: Johannes Rudolf Hint; September 20 - September 5) - Estonian Soviet inventor, scientist, doctor of technical sciences (1963), process engineer.

He was at the head of the creation in 1974 of a successful and fully self-supporting enterprise in the Soviet Union (AS Desintegraator).

The main scientific invention of Johannes Hint is the building material silicalcite (laprex) based on sand and lime, obtained by processing the raw materials in a disintegrator. This and several dozen other inventions of Hint have been implemented and used in Germany, Czech Republic, Austria, Poland, Finland, Japan, Estonia and Russia.

Biography

Johannes Hint was born in the fishing village of Kuusnimme in the west of Saaremaa. His father, Alexander Hint, was a sailor and member of the government of the first Republic of Estonia (1918-1940). Mother, Mare Hint, was a housewife. He had 2 brothers and a sister: brother Aadu Hint (Adolph Edmund Hint) was a famous writer. Konstantin Hint was a scientist at Tallinn University of Technology. Sister Amanda Hint was an educator. In 1933, Johannes Hint graduated from the Saaremaa Gymnasium. In 1934 he received a bachelor's degree in mathematics from the University of Tartu and continued his studies at the technological department of the university, specializing in construction equipment. In 1941 he graduated with a degree in civil engineer.

Scientific activity

Since 1948, Johannes Hint experimented with impact rotor mills for many years, during which he proved that due to fine grinding and mechanical activation of the components of silicate building mixtures in a disintegrator, products after autoclaving acquire increased strength (attainable in traditional ball and vibration mills only at significantly higher costs, energy, metal and time). According to the technology developed by J. Hint and his colleagues, silicalcite plants were built first in Estonia, and then in other regions of the USSR (about 40 plants were built in total), as well as in Japan and Italy (under a license sold to him). SKTB "Desintegraator" not only focused on building materials, but also manufactured and supplied universal disintegrators-activators (UDA) and UDA-technologies in dozens of different areas of industry and agriculture (production of plugging materials and drilling fluids, ferrous and non-ferrous metallurgy, chemical , petrochemical and microbiological industry, preparation of fine fillers, fertilizers, compound feed and protein concentrate, waste processing, etc.). In 1978-1981, the Disintegrator SKTB also developed and produced biological preparations (based on the inventions of Urmas Altmeri and the microbiological culture he had grown). Two biological drugs, AU-8(for internal use as an agent to support the human immune system) and I-1(for external use, promoting rapid healing of wounds and burns) were very popular in the USSR and were sold under contracts (annually in the amount of millions of US dollars) to Austria and Germany.

Career

In 1961-1966 he was the founder and director of the Technological Institute of Silicalcite and in 1974-1981 the creator and since 1978 the director of SKTB "Desintegraator" (SKTB "Disintegrator"). SKTB "Disintegrator" with the Austrian company "Simmering-Graz-Paucker" in 1977 jointly founded the international company "Dessim", which was the first and, perhaps, the only example of fruitful business cooperation between the scientific and industrial organization of the USSR and a Western firm.

Slang(from the English. slang) are new names for familiar words or sets of words that are used by different kinds of people in various fields. In general, slang is a non-standard vocabulary that unites people of the same profession and / or company.

Nowadays, many of the slang expressions are firmly established in our literary language and are actively used by almost all groups of people. For example, “write a cheat sheet” (a hint, a reminder), “make a fuss” (tell everyone, make it public), “fail an interview” (get rejected at an interview, don't get a job).

The main difference between slang, for example, from colloquial expressions, is its use in their colloquial speech by educated people, people of similar professions, ages, etc. Often it is slang that determines a person's belonging to a certain group (for example, ЗЫ - computer slang, grandmother - criminal jargon). In addition, in different group circles, slang words with the same sound mean completely different things (for example, CNC - seo, Internet and CNC - factory machine).

General slang is also actively used in Russian, for example, bummer, showdown, grandmother, hangout, cop, fuck up, bullshit... These are words borrowed mainly from youth or criminal slang, but have become common and understandable to almost everyone.

Youth slang

Youth slang is usually used by people aged 12-25 to oppose themselves to the system and their parents. Most often, the formation of slang expressions concerns the appearance, clothing, the person himself, his home and leisure. Basically, the creation of slang is the borrowing of foreign words, abbreviation, the creation of derivative expressions, and can also be formed from any associations with respect to the object. In fact, youth slang is the code language of youth.

Youth slang is the fastest changing. And this is quite logical, a rapid change of generations - their own words, their own meaning.

Examples of this teenage slang include:

  • Internet - Internet;
  • Chikane is crazy;
  • Comp - personal computer;
  • A nerd is a super professional at anything, spending too much time improving his skills and not paying attention to real life. For example, a nerd in computer games;
  • Rodaki are parents;
  • Tusa - a party, a joint pastime in the company;
  • Khachi - people from the Caucasus;
  • Chel is a young man;
  • Shirka - drugs, use drugs;
  • 2fast4u - Too Fast for You
  • DDshnik - a player causing damage to other characters in computer games;
  • Easy - Too Easy
  • Arta is a tank from the game world of tanks that deals huge damage.

Teenage slang and its meaning

Not all teens use slang on purpose. Many people use it as a joke and often because of this they are not accepted by other peers. For a teenager, the use of slang expressions is a game, a code language that most adults cannot understand, and therefore you can calmly talk about anything. In most cases, as they grow older, youth slang disappears from colloquial speech, and the teenager begins to call a spade a spade.

Influence of youth slang

In principle, there is nothing wrong with using slang when communication in it does not go beyond the scope and at the same time a person understands the difference between commonly used colloquial speech and this comic, code (often temporary) language. But if, due to the rejection of generally accepted norms in a transitional age, there is a gross rejection of the "normal" - then this is already a problem.

The point is that all our thoughts are closely related to the word, and not to the image, as in animals. Therefore, using slang expressions, a teenager begins not only to speak in it, but also to think. As a result, slang seeps into all spheres of his activity and takes root in such a way that sometimes he himself needs a translation from “normal” to “his” language.

It will be very difficult to get rid of slang later. But it is quite achievable. And this will take a lot of conscious effort.

Hints are planes used to cut leaves. This is done like this: a brush is created where all sides except one are painted with the tools / toolsskip texture (it makes them ignored by compilers), and the side that will be cut is painted in tools \ toolshint. The leaves will be cut exactly where they meet this texture (tools \ toolshint).
Note: don't turn these brushes into entities; they will also be automatically combined into their visgroups and you can easily hide them.
And one more thing: make sure that the hint-sides are close to the walls, otherwise the effect of their placement (hints) may be lost.
You can also look at the map-example of the placement of hints, available in the SDC:
sourcesdk_content \ hl2 \ mapsrc \ sdk_hints.vmf

When and why should you cut the leaves?

First, study the work of the leaves themselves. In short: The compiled map is divided into sections called leaves (leaf or visleaf). Each sheet is a part of the map containing a certain amount of geometry in itself, and if from the current sheet it will be visible any part of another sheet, then all its geometry will also be drawn (calculated) by the game engine. You can view these very leaves by typing "mat_leafvis 1" in the console. The red frame is what is being drawn at the moment.
Sometimes leaves need a certain shape so that less leaves are visible from them, as a result of which the engine will have to draw much fewer objects, which will speed up the game's performance.

I will try to explain the principle of correct cutting of leaves, and show a couple of examples of using hints.

Our first example is similar to the example of the first map for xl / cs:

When a player appears at any of the 2 respawn points, he "sees" pipes (brushes) to the right of the wall, or rather the player just cannot see them, but the engine, considering otherwise, draws these pipes. You ask why is it so? And all because vbsp.exe, when compiled, divided the level into not the most efficient leaves:

See? The sheet the player is in can see the sheet with pipes, so they are drawn. What to do? It is with the help of our hints that we can control the process of cutting the map into leaves of the shapes we need:

The white line in the picture shows the side of the brush, painted with the tools / toolshint-texture. You see, how does she break the map into three sheets? “And what happened?” - you ask, but what happened is that now you cannot draw a straight line from a sheet with a player to a sheet with pipes, i.e. these leaves now do not see each other, which means that the pipes on the right will not be drawn when the player is to the left of the wall !!! If you understood this, it means that you understood the basic principle of placing hints;)

Let's take another example:

Above is a typical angle. The cylinders on both sides represent a lot of objects that you don't want to draw in both corners at the same time (oh how wrapped%)). Do you think that vbsp.exe will make it so that objects in one corner are not drawn when the player is in another corner? But no! This gizmo does not have AI, so the leaves will be cut again not the way we need it, but as shown in the picture above (don't you think that vbsp.exe is too predictable?;)), I.e. from the first sheet you can see the second (and draw a straight line from one sheet to another). The way out of this situation will again be to place the hint on this corner so that the second is not visible from the first sheet:

See? Now the first (brown) leaf and the second (red) do not see each other, i.e. if the player is in one of them, then objects in the other will not be drawn. However, if the player enters the third (green) sheet, then all three sheets will be drawn. Well, here you can't do anything with the help of hints, you either have to change the map plan (which, I think, you hardly want to), or use other methods like those described in the article ""

Here are some more examples of using hints:

In all cases, we try to hide the players (green dots) from each other. The top three works are done correctly: the example on the left shows that if the angle between two hints is greater than or equal (if it is one hint from one side of the brush) 180 degrees, then the players will not render each other, because it will be impossible to draw a straight line from one sheet to another. The bottom left picture shows what happens if you can draw a straight line (i.e. the angle between the hints is less than 180 degrees): there will be no benefit from hints. When the angle is 180 degrees (as in the middle example), then two hints can be done as it is done above; of course, you can place them closer to the players, but then they will turn out to be ineffective, you can verify this by looking at the lower middle picture: since the hints have been shifted down, vbsp.exe will have to cut the top sheet with an angle by 3 more, because leaves, like brushes, cannot be concave... It doesn't matter how vbsp.exe cuts the leaves - hints will still work less efficiently in this case, because additional leaves will be created (more work for vvis.exe), also the left player will "see" leaves 1 and 2, and the right player will see all three leaves. The two examples on the right show you to keep things as simple as possible. If you can limit yourself to placing only one hint, do it; and there is no need to put hints if they are not required (as in the lower figure): here vbsp.exe in any way not will be able to divide the map into leaves so that one player can see the second, so hints are not needed here (unless in order to hide some parts of the corridor from the player). Also in the middle examples there is a wall that should NEVER be turned into func_detail (or other entities), because such entities are not counted when creating leaves, and both players will then end up on the same leaf.

The last example of using hints is to simplify the map. Sometimes vbsp.exe will cut your map into many unnecessary leaves, which will only increase the compile time and the size of the bsp file. In this case, hints will also help us. For example, place hints in doorways to separate rooms that separate doors. Or if you get an error stating that a certain leaf is next to too many other leaves, cut it into smaller leaves that will be adjacent to fewer leaves.

And finally, since hints do not incur additional costs while playing on your map, their placement is the main way to speed up performance and control visibility; But finally, I want to note that the correct placement of hints is almost a whole art (;)), and you need to approach it carefully and carefully.

    hint- (Hint) Information embedded in the software outline [character boundary] of a digital font to minimize distortion of the font shape on output by low-resolution devices [output device size ... Font terminology

    Hint A.- Hint (Hint) Aadu (1909 / 10–89), writer, nar. writer est. SSR (1965). Plays, East. roar. rum. Coast of the Winds (vols. 1–4, 1951–66) about the life of Estonians from the beginning. 20th century before 1940, p. Own Island (1977) about the fate of Estonian. peasants emigrants in Canada ... Biographical Dictionary

    Aadu [b. 28.12.1909 (10.1.1910), about. Muhu], Estonian Soviet writer, People's Writer of the Estonian SSR (1965). Member of the CPSU since 1940. Member of the Great Patriotic War of 1941 45. Author of the novels "Leprosy" (1934), "Leprosorium Vatku" (1936), ... ...

    A hint is additional information about a task or problem, allowing you to find the correct solution. Hint in computer interfaces In computer interfaces, a hint (sometimes onlaying with English tooltip, hint as a hint) serves as an additional ... Wikipedia

    - (Hint) (1909/1910 1989), writer, People's Writer of the Estonian SSR (1965). Plays, historical and revolutionary novel "Coast of the Winds" (v. 1 4, 1951 66) about the life of Estonian workers from the beginning of the XX century. until 1940, the story "Own Island" (1977) about the fate of Estonian ... encyclopedic Dictionary

    - [R. 28.12.1909 (10.1.1910), about. Muhu], Estonian Soviet writer, People's Writer of the Estonian SSR (1965). Member of the CPSU since 1940. Member of the Great Patriotic War of 1941–45. Author of the novels "Leprosy" (1934), "Leprosorium of Watku" (1936), "Golden ... ... Great Soviet Encyclopedia

    HINT Aadu- (b. 1910), People's Writer of the Estonian SSR (1965). Member CPSU since 1940. Rom. "Leprosy" (1934), "Leprosorium of Vatku" (1936), "Golden Gate" (1937), "Fireman" (1939), the tetralogy "Coast of the Winds" (books 1-4. 1951-66). Stories (collection "Wild Geese", ... ... Literary encyclopedic dictionary

    - (p. 1909/10) Estonian writer, People's Writer of Estonia (1965). Plays, historical and revolutionary novel Coast of the Winds (volumes 1 4, 1951 66) about the life and struggle of the Estonian people from the beginning. 20th century before the restoration of Soviet power in Estonia in 1940, the story ... ... Big Encyclopedic Dictionary

    Aadu Hint est. Aadu Hint Birth name: Adolf Edmund Hint Adolf Edmund Hint Occupation: writer ... Wikipedia

    HINT Aadu- (Hint) Aadu (1909 / 10–89), writer, nar. writer est. SSR (1965). Plays, East. roar. rum. Coast of the Winds (vols. 1–4, 1951–66) about the life of Estonians from the beginning. 20th century before 1940, p. Own Island (1977) about the fate of Estonian. peasants emigrants in Canada ... Biographical Dictionary

Books

  • , Aadu Hint. The epic novel "Coast of the Winds" is the largest and most outstanding work of the Estonian People's Writer Aadu Hint. This is the history of the life of the Estonian people for almost fifty years, ...
  • Coast of the Winds (set of 2 books), Aadu Hint. The epic novel "Coast of the Winds" is the largest and most outstanding work of the Estonian People's Writer Aadu Hint. This is the history of the life of the Estonian people for almost fifty years, ...

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