Arthemis 1 - 2022 - no people inside but to reach the moon's orbit
Arthemis 2 - 2026 - has 4 astronauts inside and going to the moon
If Arthemis 2 succeed,
Arthemis 3 - 2027 - to dock with landers while people are inside
Arthemis 4 - early 2028 - to land on the moon with people inside
Arthemis 5 - late 2028 - again to land on the moon with people inside
Arthemis 2 - 2026 - has 4 astronauts inside and going to the moon
If Arthemis 2 succeed,
Arthemis 3 - 2027 - to dock with landers while people are inside
Arthemis 4 - early 2028 - to land on the moon with people inside
Arthemis 5 - late 2028 - again to land on the moon with people inside
Our series on rockets is about to begin:
I would like to name it "ROCKETS: ZERO TO HERO"
I would like to name it "ROCKETS: ZERO TO HERO"
Ermi dev π§βπ» pinned Β«Our series on rockets is about to begin: I would like to name it "ROCKETS: ZERO TO HERO"Β»
Creativity is the child of boredom.
If you don't allow yourself to be bored, you may not become creative. This is especially true in our era, where endless scrolling loops and endless screen time keep us trapped in a dopamine cycle we can never escape.
Being bored, by its most basic definition, is not a lack of activities or a lack of things to have fun with. It is a lack of interest in everything we already have on our plate.
When we are in a state of boredom, we tend to be calmer and think more deeply.
For example, Steve Jobs intentionally traveled to Asian monks to distance himself from Western chaos. When he returned, he brought back the best architectural and technological innovations (Apple) with a calm mind.
It's a bit paradoxical: if you aren't bored, you won't be creative.
This could also mean that if you don't go so low, you may never go so high.
If you don't allow yourself to be bored, you may not become creative. This is especially true in our era, where endless scrolling loops and endless screen time keep us trapped in a dopamine cycle we can never escape.
Being bored, by its most basic definition, is not a lack of activities or a lack of things to have fun with. It is a lack of interest in everything we already have on our plate.
When we are in a state of boredom, we tend to be calmer and think more deeply.
For example, Steve Jobs intentionally traveled to Asian monks to distance himself from Western chaos. When he returned, he brought back the best architectural and technological innovations (Apple) with a calm mind.
It's a bit paradoxical: if you aren't bored, you won't be creative.
This could also mean that if you don't go so low, you may never go so high.
π₯4
Ermi dev π§βπ»
Creativity is the child of boredom. If you don't allow yourself to be bored, you may not become creative. This is especially true in our era, where endless scrolling loops and endless screen time keep us trapped in a dopamine cycle we can never escape. Beingβ¦
And this is scientifically proven I can point you evidence if necessary.
Do anything but burnout is real!
and If you are a programmar this can be adjusted by time management.
and If you are a programmar this can be adjusted by time management.
How to write a code like a NASA developer
NASA utilizes 10 set of coding standards known as the "Power of 10" designed to ensure code is easy to statically analyze and highly reliable for space missions.
1. Simple Control Flow: NASA restricts code to basic constructs, banning goto statements, setjmp, longjmp, and recursion. This prevents hard-to-follow code and runaway execution.
2. Fixed Loop Bounds: All loops must have a hard upper limit represented as an integer. This prevents infinite loops even if an end-condition (like a null pointer in a linked list) is never reached
3. No Dynamic Memory Allocation: The use of the "Heap" (and garbage collectors) is forbidden. By using only stack memory with predefined limits, developers can predict exact memory usage and eliminate leaks or "use-after-free" bugs.
4. Function Constraints: Functions should perform a single action and are recommended to be no longer than 60 lines. This ensures they are readable and easily testable as a single unit.
5. Data Hiding: Variables must be declared at the lowest possible scope to reduce the risk of unauthorized access and simplify debugging
6. Mandatory Return Checks: Every non-void function's return value must be checked. If a return value is intentionally ignored, it must be explicitly cast to void to show intent
7. Limited Preprocessor Use: The C preprocessor is limited to file inclusions and simple macros. Complex conditional compilation is avoided because it exponentially increases the number of versions that need testing.
8. Pointer Restrictions: Pointers cannot be dereferenced more than one layer deep (no "pointers to pointers"). Additionally, function pointers are generally avoided to keep the program's control flow clear.
9. Strict Compilation: Code must be compiled with all warnings enabled in "pedantic" mode. It must also pass through multiple static code analyzers with different rule sets.
10. No Undefined Behavior / Minimal Runtime Assertions: The code must not rely on undefined or unspecified behavior, and it should include assertions to catch errors early.
NASA utilizes 10 set of coding standards known as the "Power of 10" designed to ensure code is easy to statically analyze and highly reliable for space missions.
1. Simple Control Flow: NASA restricts code to basic constructs, banning goto statements, setjmp, longjmp, and recursion. This prevents hard-to-follow code and runaway execution.
2. Fixed Loop Bounds: All loops must have a hard upper limit represented as an integer. This prevents infinite loops even if an end-condition (like a null pointer in a linked list) is never reached
3. No Dynamic Memory Allocation: The use of the "Heap" (and garbage collectors) is forbidden. By using only stack memory with predefined limits, developers can predict exact memory usage and eliminate leaks or "use-after-free" bugs.
4. Function Constraints: Functions should perform a single action and are recommended to be no longer than 60 lines. This ensures they are readable and easily testable as a single unit.
5. Data Hiding: Variables must be declared at the lowest possible scope to reduce the risk of unauthorized access and simplify debugging
6. Mandatory Return Checks: Every non-void function's return value must be checked. If a return value is intentionally ignored, it must be explicitly cast to void to show intent
7. Limited Preprocessor Use: The C preprocessor is limited to file inclusions and simple macros. Complex conditional compilation is avoided because it exponentially increases the number of versions that need testing.
8. Pointer Restrictions: Pointers cannot be dereferenced more than one layer deep (no "pointers to pointers"). Additionally, function pointers are generally avoided to keep the program's control flow clear.
9. Strict Compilation: Code must be compiled with all warnings enabled in "pedantic" mode. It must also pass through multiple static code analyzers with different rule sets.
10. No Undefined Behavior / Minimal Runtime Assertions: The code must not rely on undefined or unspecified behavior, and it should include assertions to catch errors early.
Left: 1972 Apollo 17
Right: Arthemis 2
The only change is the camera quality I guess
Right: Arthemis 2
The only change is the camera quality I guess
Heyy, fam, how is it going?
I have published the 1st part of our series on rockets. (Ignition)
We try to see:
Intro
Why rockets?
Cases to be aware of when designing a new rocket!
In the next Session we will see Fundamentals of rockets.
https://telegra.ph/ROCKETS---1-04-05
I have published the 1st part of our series on rockets. (Ignition)
We try to see:
Intro
Why rockets?
Cases to be aware of when designing a new rocket!
In the next Session we will see Fundamentals of rockets.
https://telegra.ph/ROCKETS---1-04-05
Telegraph
ROCKETS - 1
Ignition (probably the zeroest basic thing you need to know before diving to rockets.) Why not planes, instead of Rockets? Space isn't just "high up"; itβs a different physical environment. A standard airplane is a "fluid" machine. It stays up by moving airβ¦
Thank you everyone for sharing and joining! We just hit 100 members β¨
Appreciate you all!
Appreciate you all!
π₯3
Update for Artemis 2
April 6, 2026.
Today's events:
Lunar Flyby/Closest Approach: April 6, 2026. Closest approach (~4,070 miles) occurs around 7:02 p.m. EDT / 2307 GMT. (2:02 PM our time)
Additionally, Loss of Signal: ~40 minutes behind the Moon.
During these 40 minutes of silence, the four astronauts operate independently, becoming totally disconnected from mother Earth, relying entirely on their training and Orion's onboard systems until the link with Mission Control in Houston is restored.
April 6, 2026.
Today's events:
Lunar Flyby/Closest Approach: April 6, 2026. Closest approach (~4,070 miles) occurs around 7:02 p.m. EDT / 2307 GMT. (2:02 PM our time)
Additionally, Loss of Signal: ~40 minutes behind the Moon.
During these 40 minutes of silence, the four astronauts operate independently, becoming totally disconnected from mother Earth, relying entirely on their training and Orion's onboard systems until the link with Mission Control in Houston is restored.
Ermi dev π§βπ» pinned Β«Thank you everyone for sharing and joining! We just hit 100 members β¨ Appreciate you all!Β»
Ermi dev π§βπ»
introducing @erzamrbot is an AI powered bot where you can interact with it, ask question, explanations and recommendations about our journey as a team. we are the next rocketeers for our country ππͺπΉπͺπΉ
-> @erzamrbot wasn't working due to technical issues, now it's working and will continue to work.