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pages/About.md

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---
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- ## Legal
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- [[privacy-policy|Privacy Policy]]
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- [[terms-of-service|Terms of Service]]
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- [[Privacy Policy]]
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- [[Terms of Service]]
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pages/Arrays.md

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- ## Static vs Dynamic Arrays
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- ### Static Arrays
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A static array has a **fixed size** determined at the time of its creation. If you create an array of size 5, it can only hold 5 elements. If you need a 6th element, you are out of luck.
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*Example: Standard arrays in C, C++, and Java (e.g., `int arr[5];`).*
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- A static array has a **fixed size** determined at the time of its creation. If you create an array of size 5, it can only hold 5 elements. If you need a 6th element, you are out of luck.
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*Example: Standard arrays in C, C++, and Java (e.g., `int arr[5];`).*
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-
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- ### Dynamic Arrays
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A dynamic array can **resize itself automatically** when it gets full. Under the hood, it is still a static array. When it reaches capacity, it creates a brand new, larger static array (usually double the size), copies all the old elements over, and then adds the new element.
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*Example: `list` in Python, `std::vector` in C++, `ArrayList` in Java, `Array` in JavaScript.*
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- A dynamic array can **resize itself automatically** when it gets full. Under the hood, it is still a static array. When it reaches capacity, it creates a brand new, larger static array (usually double the size), copies all the old elements over, and then adds the new element.
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*Example: `list` in Python, `std::vector` in C++, `ArrayList` in Java, `Array` in JavaScript.*
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- ## Memory Contiguity & Cache Locality
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pages/Complexity Analysis.md

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pages/Continuous Monitoring & Logging.md

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- **The infrastructure being monitored** — [[Infrastructure as Code IaC]] provisions the Prometheus servers, ELK clusters, and Grafana instances that your monitoring stack runs on. Good IaC includes the entire observability stack as code, not just the application infrastructure.
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- **Architecture-level observability decisions** — [[System Design]] covers the four-nines availability targets, CAP theorem tradeoffs, and caching strategies that SLIs and SLOs are designed to measure. [[System Design - Scalability & CAP]] explains why your error budget math looks the way it does. [[System Design - Microservices]] covers circuit breakers and health checks — the patterns that make your service-level metrics meaningful.
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- **Architecture-level observability decisions** — [[System Design]] covers the four-nines availability targets, CAP theorem tradeoffs, and caching strategies that SLIs and SLOs are designed to measure. [[System Design Scalability & CAP]] explains why your error budget math looks the way it does. [[System Design Microservices]] covers circuit breakers and health checks — the patterns that make your service-level metrics meaningful.
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- **Automating your monitoring operations** — [[Automation]] covers how to script alert response, auto-generate runbooks, and build self-healing systems. [[kestra]] handles the multi-step workflows triggered by alerts: auto-scaling, rolling restarts, incident ticket creation, and Slack notifications — all in YAML with full retry and error handling.
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pages/Cpp for Unreal.md

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---
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treeTitle: Game Development - Engines - Unreal C++
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---
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---
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seoTitle: C++ for Unreal Engine – Complete UE5 C++ Scripting Reference
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description: "Complete C++ for Unreal Engine 5 reference covering UObject system, UPROPERTY/UFUNCTION macros, gameplay framework, GAS, networking, async, memory management, and advanced patterns."
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keywords: "C++ Unreal Engine, UE5 C++, UObject, UPROPERTY, UFUNCTION, UCLASS, Unreal C++ scripting, gameplay framework, GAS, networking replication, Unreal macros, Unreal memory, TArray, TMap, cpp unreal guide, VR-Rathod, Code-Note, code note vr, vr book"
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displayTitle: C++ for Unreal Engine
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treeTitle: Game Development - Engines - Unreal C++
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---
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- # Introduction
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- This page covers **Unreal Engine-specific C++ patterns** — the UObject system, reflection macros, engine APIs, and idioms that differ from standard C++.
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- For the full C++ language reference (STL, templates, smart pointers, move semantics, etc.) see [[Cpp]].
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- For the full Unreal Engine reference (editor, Blueprints, Nanite, Lumen, AI, networking, etc.) see [[Unreal Engine]].
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-
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- # UObject System & Reflection
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- ## Why UObject?
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// Get string name
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FString StateName = UEnum::GetValueAsString(State); // "ECharacterState::Idle"
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```
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-
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- # Unreal Container Types
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- ## TArray — Dynamic Array
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TUniquePtr<FMyData> Unique = MakeUnique<FMyData>();
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TUniquePtr<FMyData> Moved = MoveTemp(Unique); // transfer ownership
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```
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- # Unreal String Types
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- ## FString, FName, FText
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// FName — identifiers, asset/bone/socket names (fast compare)
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// FText — player-facing text (localization support)
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```
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-
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- # Memory Management & Garbage Collection
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- ## GC Rules
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TSoftClassPtr<AMyActor> SoftClass;
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TSubclassOf<AMyActor> LoadedClass = SoftClass.LoadSynchronous();
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```
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- # Actor & Component Lifecycle
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- ## Full Lifecycle
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AddTickPrerequisiteActor(OtherActor);
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AddTickPrerequisiteComponent(OtherComp);
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- # Delegates & Events
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- ## Delegate Types
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OnDeath.RemoveDynamic(this, &AMyActor::HandleDeath);
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OnDeath.Broadcast(Killer);
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- # Timers
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- ## FTimerManager
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GetWorldTimerManager().PauseTimer(SpawnTimer);
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GetWorldTimerManager().UnPauseTimer(SpawnTimer);
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- # Async & Latent Actions
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- ## Async Tasks
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}
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}
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- # Interfaces
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- ## UInterface
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}
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}
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- # Subsystems
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- ## USubsystem Types
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// ULocalPlayerSubsystem — one per local player
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// UEngineSubsystem — one for the entire engine lifetime
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- # Networking — Replication In Depth
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- ## Replication Setup
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UGameplayStatics::PlaySoundAtLocation(GetWorld(), FireSound, Loc);
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- # Asset Management
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- ## Soft References & Async Loading
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TSoftObjectPtr<UTexture2D> Icon;
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};
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- # Common Unreal C++ Patterns
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- ## Component Pattern
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if (CurrentState) CurrentState->Update(this, DeltaTime);
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- # Debugging & Logging
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- ## UE_LOG & Debug Helpers
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ensureMsgf(Value > 0, TEXT("Bad value: %f"), Value);
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verify(DoSomething()); // like check but evaluates in shipping
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- # More Learn
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- [[Cpp]] - Full C++ language reference (STL, templates, smart pointers, move semantics)
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- [[Unreal Engine]] - Full Unreal Engine reference (editor, Blueprints, Nanite, Lumen, GAS, networking)

pages/Cpp.md

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- [[Cpp REST SDK]] - Cross-platform RESTful web services and HTTP communication.
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- [[POCO C++ Portable Components]] - HTTP, database, JSON/XML parsing for networked applications.
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- [[POCO Cpp Portable Components]] - HTTP, database, JSON/XML parsing for networked applications.
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- [[Google Test]] - Unit testing framework with mock objects and assertions.
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pages/DSA Algo & System Design.md

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- # Data Structures
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- ## Linear Data Structures:
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- 1) [[Arrays]] - Contiguous memory structures covering static and dynamic arrays, multi-dimensional indexing, and amortized time analysis.
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- 2) [[Linked Lists]] - Sequential data nodes covering singly, doubly, and circular configurations with insertion/deletion algorithms.
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- 3) [[Stacks]] - LIFO (Last-In, First-Out) operations, execution call stacks, and monotonic stack patterns for range queries.

pages/DevOps.md

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- **When your pipelines need to orchestrate complex multi-step workflows** — [[Automation]] covers scripting patterns, task scheduling, and [[kestra]] which handles ETL pipelines, infrastructure automation jobs, and AI workflows that outgrow simple CI/CD.
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- **The architecture DevOps serves** — [[System Design]] is the bigger picture: how to design the systems these pipelines deploy. [[System Design - Microservices]] shows the architecture that makes independent deployment so critical. [[System Design - Scalability & CAP]] explains why horizontal scaling (which IaC automates) exists.
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- **The architecture DevOps serves** — [[System Design]] is the bigger picture: how to design the systems these pipelines deploy. [[System Design Microservices]] shows the architecture that makes independent deployment so critical. [[System Design Scalability & CAP]] explains why horizontal scaling (which IaC automates) exists.
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- **Keeping your team in sync** — [[Jira]] tracks sprint work and incident tickets, integrates with every CI tool listed above, and is where action items from post-mortems land. [[Trello]] and [[Asana]] serve lighter planning needs. [[Azure DevOps]] is Microsoft's all-in-one: Boards, Repos, Pipelines, Artifacts, and Test Plans under one roof.
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- ## Master Playlists YouTube

pages/F Sharp.md

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- [F# Software Foundation](https://fsharp.org/)
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- [F# for Fun and Profit (Incredibly comprehensive functional guide)](https://fsharpforfunandprofit.com/)
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- [Microsoft F# Documentation Guides](https://docs.microsoft.com/en-us/dotnet/fsharp/)
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- [Microsoft F# Documentation Guides](https://docs.microsoft.com/en-us/dotnet/fsharp/)

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