You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


//
//   (c) 1998-1999 Monolith Productions, Inc.  All Rights Reserved
//
// ---------------------------------------------------------------
//

// This module holds all the rendering-related structures
// for a CRegionView.  (These are all renderer-independent, but
// they define all the viewing parameters).

#ifndef __VIEWRENDER_H__
#define __VIEWRENDER_H__


	#include "drawmgr.h"
	#include "viewdef.h"


	class CRegionView;
	

	// Defines....
	#define VM_TOP				0
	#define VM_BOTTOM			1
	#define VM_LEFT				2
	#define VM_RIGHT			3
	#define VM_FRONT			4
	#define VM_BACK				5
	#define VM_PERSPECTIVE		6

	#define NUM_VIEWDEFS		7


	class CViewRender
	{
		public:

							CViewRender();
							~CViewRender();

			// Call right away..
			void			SetViewRenderRegionView(CRegionView *pView);

			// Draw a frame.
			void			DrawRect(CRect *pRect=NULL);

			// Restart the renderer with new options.
			void			RestartRender(BOOL bForce, int deviceNum, int renderMode, BOOL bRedraw);

			// Call on the view's first update.
			void			SetupInitialDrawMgr();
			
			// Call when the window is resized.
			void			SetupNewSize(int x, int y);


		private:

			// Init everything before drawing a frame.
			void			InitFrame();

		
		public:

			CMatrix			m_Transform;
			CMatrix			m_Rotation;

			CPlane			m_ClipPlanes[6];
			DWORD			m_nClipPlanesToUse;  // 4 in parallel mode, 6 in perspective.

		public:
					
			// The drawmgr itself.
			DrawMgr			*m_pDrawMgr;

			// d3d init options.
			int				m_DeviceNum;
			int				m_RenderMode;

			CViewDef		*m_pViewDef;
			
			CRegionView		*m_pView;


		// Accessors.
		public:

			CViewDefInfo*	ViewDefInfo()			{ return &m_ViewDefInfo; }
			CViewDef*		ViewDef()				{ return m_pViewDef; }
			CNavigator&		Nav()					{ return m_pViewDef->m_Nav; }
			CEditGrid&		EditGrid()				{ return m_pViewDef->m_Grid; }

			CReal&			NearZ()					{ return m_pViewDef->m_NearZ; }
			CReal&			FarZ()					{ return m_pViewDef->m_FarZ; }
																   
			BOOL			IsPerspectiveViewType()	{ return m_pViewDef->ViewType() == PERSPECTIVE_VIEWTYPE; }
			BOOL			IsParallelViewType()	{ return m_pViewDef->ViewType() == PARALLEL_VIEWTYPE; }
			
			void			InitViewDefs();
			void			SetViewMode( uint32 mode );
			uint32			GetViewMode();
			

		// Geometry routines.
		public:

			bool InsideFrustum(const LTVector &vec ) const
			{
				for(uint32 i=0; i < m_nClipPlanesToUse; i++ )
					if( !InsidePlane(m_ClipPlanes[i], vec) )
						return false;
				return true;
			}

			bool SphereInsideFrustum(const LTVector &vCenter, float fRadius) const
			{
				for(uint32 i=0; i < m_nClipPlanesToUse; i++ )
					if( !SphereInsidePlane(m_ClipPlanes[i], vCenter, fRadius) )
						return false;
				return true;
			}


			BOOL				ClipLineToFrustum(TLVertex *pVerts, uint32 nClipMask = 0xFFFFFFFF);
			BOOL				TransformAndProjectInFrustum( CVector &vec, CPoint &point );
																	
			BOOL				TransformAndProject( CVector &vec, CPoint &point );
			void				TransformPt( CVector &pt );
			void				TransformPt( CVector &in, CVector &out );

			bool				InsidePlane(const LTPlane &plane, const LTVector &vec ) const;
			bool				SphereInsidePlane( const LTPlane& plane, const LTVector &vCenter, float fRadius) const;
			void				IntersectPlane( CPlane &plane, CVector &dest, CVector &start, CVector &end );

		//lighting routines
		public:

			//meant to be called at the start of each frame to update light vectors
			void				InitLighting(const LTVector& vWorldSpaceLight, CReal fAmbient);

			//called to light a point that is in world space. Returns the intensity
			CReal				WorldSpaceLightInt(const LTVector& vNormal);

			//called to light a point that is in camera space. Returns the intensity
			CReal				CameraSpaceLightInt(const LTVector& vNormal);

			//given a number between -1 and 1, it will map it into the appropriate lighting
			//color
			CReal				AdjustDotLight(CReal fDot);

		//member variables
		public:

			// See the top of this file for the #define'd view mode codes.
			CParallelViewDef	m_ParallelViews[6];
			CPerspectiveViewDef	m_PerspectiveView;

			CViewDefInfo	m_ViewDefInfo;
			CViewDef		*m_ViewDefs[NUM_VIEWDEFS];

			//light vectors
			LTVector		m_vWorldSpaceLight;
			LTVector		m_vCameraSpaceLight;
			CReal			m_fAmbientScale;
			CReal			m_fAmbientLight;

		private:

			uint32			m_nViewMode;

	};
	
	inline CReal CViewRender::WorldSpaceLightInt(const LTVector& vNormal)
	{
		return AdjustDotLight(m_vWorldSpaceLight.Dot(vNormal));
	}

	inline CReal CViewRender::CameraSpaceLightInt(const LTVector& vNormal)
	{
		return AdjustDotLight(m_vCameraSpaceLight.Dot(vNormal));
	}

	//given a number between -1 and 1, it will map it into the appropriate lighting
	//color
	inline CReal CViewRender::AdjustDotLight(CReal fDot)
	{
		return fDot * m_fAmbientScale + m_fAmbientLight;
	}

	inline void CViewRender::TransformPt( CVector &pt )
	{
		m_Transform.Apply( pt );
	}


	inline void CViewRender::TransformPt( CVector &in, CVector &out )
	{
		m_Transform.Apply( in, out );
	}


	inline bool CViewRender::InsidePlane(const LTPlane &plane, const LTVector &vec ) const
	{
		return (plane.m_Normal.Dot(vec) - plane.m_Dist) > 0.0f;
	}

	inline bool CViewRender::SphereInsidePlane(const LTPlane& plane, const LTVector& vCenter, float fRadius) const
	{
		return (plane.m_Normal.Dot(vCenter) - plane.m_Dist) > -fRadius;
	}


	inline void CViewRender::IntersectPlane( CPlane &plane, CVector &dest, CVector &start, CVector &end )
	{
		CReal		dot1 = plane.m_Normal.Dot(start) - plane.m_Dist;
		CReal		dot2 = plane.m_Normal.Dot(end) - plane.m_Dist;
		CReal		t = -dot1 / (dot2 - dot1);

		dest = start + ((end - start) * t);
	}


#endif // __VIEWRENDER_H__