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https://en.wikipedia.org/wiki/Binary%20search%20algorithm
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In computer science, binary search, also known as half-interval search, logarithmic search, or binary chop, is a search algorithm that finds the position of a target value within a sorted array. Binary search compares the target value to the middle element of the array. If they are not equal, the half in which the target cannot lie is eliminated and the search continues on the remaining half, again taking the middle element to compare to the target value, and repeating this until the target value is found. If the search ends with the remaining half being empty, the target is not in the array.
Binary search runs in logarithmic time in the worst case, making comparisons, where is the number of elements in the array. Binary search is faster than linear search except for small arrays. However, the array must be sorted first to be able to apply binary search. There are specialized data structures designed for fast searching, such as hash tables, that can be searched more efficiently than binary search. However, binary search can be used to solve a wider range of problems, such as finding the next-smallest or next-largest element in the array relative to the target even if it is absent from the array.
There are numerous variations of binary search. In particular, fractional cascading speeds up binary searches for the same value in multiple arrays. Fractional cascading efficiently solves a number of search problems in computational geometry and in numerous other fields. Exponential search extends binary search to unbounded lists. The binary search tree and B-tree data structures are based on binary search.
Algorithm
Binary search works on sorted arrays. Binary search begins by comparing an element in the middle of the array with the target value. If the target value matches the element, its position in the array is returned. If the target value is less than the element, the search continues in the lower half of the array. If the target value is greater than the element, the search continues in the upper half of the array. By doing this, the algorithm eliminates the half in which the target value cannot lie in each iteration.
Procedure
Given an array of elements with values or records sorted such that , and target value , the following subroutine uses binary search to find the index of in .
Set to and to .
If , the search terminates as unsuccessful.
Set (the position of the middle element) to the floor of , which is the greatest integer less than or equal to .
If , set to and go to step 2.
If , set to and go to step 2.
Now , the search is done; return .
This iterative procedure keeps track of the search boundaries with the two variables and . The procedure may be expressed in pseudocode as follows, where the variable names and types remain the same as above, floor is the floor function, and unsuccessful refers to a specific value that conveys the failure of the search.
function binary_search(A, n, T) is
L := 0
R :=
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https://en.wikipedia.org/wiki/Broadcast%20domain
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A broadcast domain is a logical division of a computer network, in which all nodes can reach each other by broadcast at the data link layer. A broadcast domain can be within the same LAN segment or it can be bridged to other LAN segments.
In terms of current popular technologies, any computer connected to the same Ethernet repeater or switch is a member of the same broadcast domain. Further, any computer connected to the same set of interconnected switches/repeaters is a member of the same broadcast domain. Routers and other higher-layer devices form boundaries between broadcast domains.
The notion of broadcast domain should be contrasted with that of collision domain, which would be all nodes on the same set of inter-connected repeaters, divided by switches and learning bridges. Collision domains are generally smaller than, and contained within, broadcast domains.
While some data-link-layer devices are able to divide the collision domains, broadcast domains are only divided by layer 3 network devices such as routers or layer 3 switches. Separating VLANs divides broadcast domains as well.
Further explanation
The distinction between broadcast and collision domains comes about because simple Ethernet and similar systems use a shared transmission system. In simple Ethernet (without switches or bridges), data frames are transmitted to all other nodes on a network. Each receiving node checks the destination address of each frame, and simply ignores any frame not addressed to its own MAC address or the broadcast address.
Switches act as buffers, receiving and analyzing the frames from each connected network segment. Frames destined for nodes connected to the originating segment are not forwarded by the switch. Frames destined for a specific node on a different segment are sent only to that segment. Only broadcast frames are forwarded to all other segments. This reduces unnecessary traffic and collisions.
In such a switched network, transmitted frames may not be received by all other reachable nodes. Nominally, only broadcast frames will be received by all other nodes. Collisions are localized to the physical-layer network segment they occur on. Thus, the broadcast domain is the entire inter-connected layer 2 network, and the segments connected to each switch/bridge port are each a collision domain. To clarify; repeaters do not divide collision domains but switches do. This means that since switches have become commonplace, collision domains are isolated to the specific half-duplex segment between the switch port and the connected node. Full-duplex segments, or links, don't form a collision domain as there is a dedicated channel between each transmitter and receiver, making collisions a thing of the past in modern wired networks.
In a switched network, enabling promiscuous mode for packet capturing results in no extra data being collected, as a NIC with promiscuous mode enabled simply neglects to drop Ethernet frames with a destination field po
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https://en.wikipedia.org/wiki/Binary%20search%20tree
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In computer science, a binary search tree (BST), also called an ordered or sorted binary tree, is a rooted binary tree data structure with the key of each internal node being greater than all the keys in the respective node's left subtree and less than the ones in its right subtree. The time complexity of operations on the binary search tree is linear with respect to the height of the tree.
Binary search trees allow binary search for fast lookup, addition, and removal of data items. Since the nodes in a BST are laid out so that each comparison skips about half of the remaining tree, the lookup performance is proportional to that of binary logarithm. BSTs were devised in the 1960s for the problem of efficient storage of labeled data and are attributed to Conway Berners-Lee and David Wheeler.
The performance of a binary search tree is dependent on the order of insertion of the nodes into the tree since arbitrary insertions may lead to degeneracy; several variations of the binary search tree can be built with guaranteed worst-case performance. The basic operations include: search, traversal, insert and delete. BSTs with guaranteed worst-case complexities perform better than an unsorted array, which would require linear search time.
The complexity analysis of BST shows that, on average, the insert, delete and search takes for nodes. In the worst case, they degrade to that of a singly linked list: . To address the boundless increase of the tree height with arbitrary insertions and deletions, self-balancing variants of BSTs are introduced to bound the worst lookup complexity to that of the binary logarithm. AVL trees were the first self-balancing binary search trees, invented in 1962 by Georgy Adelson-Velsky and Evgenii Landis.
Binary search trees can be used to implement abstract data types such as dynamic sets, lookup tables and priority queues, and used in sorting algorithms such as tree sort.
History
The binary search tree algorithm was discovered independently by several researchers, including P.F. Windley, Andrew Donald Booth, Andrew Colin, Thomas N. Hibbard. The algorithm is attributed to Conway Berners-Lee and David Wheeler, who used it for storing labeled data in magnetic tapes in 1960. One of the earliest and popular binary search tree algorithm is that of Hibbard.
The time complexities of a binary search tree increases boundlessly with the tree height if the nodes are inserted in an arbitrary order, therefore self-balancing binary search trees were introduced to bound the height of the tree to . Various height-balanced binary search trees were introduced to confine the tree height, such as AVL trees, Treaps, and red–black trees.
The AVL tree was invented by Georgy Adelson-Velsky and Evgenii Landis in 1962 for the efficient organization of information. It was the first self-balancing binary search tree to be invented.
Overview
A binary search tree is a rooted binary tree in which nodes are arranged in strict total order in which th
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https://en.wikipedia.org/wiki/Binary%20tree
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In computer science, a binary tree is a tree data structure in which each node has at most two children, referred to as the left child and the right child. That is, it is a k-ary tree with . A recursive definition using set theory is that a binary tree is a tuple (L, S, R), where L and R are binary trees or the empty set and S is a singleton set containing the root.
From a graph theory perspective, binary trees as defined here are arborescences. A binary tree may thus be also called a bifurcating arborescence, a term which appears in some very old programming books before the modern computer science terminology prevailed. It is also possible to interpret a binary tree as an undirected, rather than directed graph, in which case a binary tree is an ordered, rooted tree. Some authors use rooted binary tree instead of binary tree to emphasize the fact that the tree is rooted, but as defined above, a binary tree is always rooted.
In mathematics, what is termed binary tree can vary significantly from author to author. Some use the definition commonly used in computer science, but others define it as every non-leaf having exactly two children and don't necessarily label the children as left and right either.
In computing, binary trees can be used in two very different ways:
First, as a means of accessing nodes based on some value or label associated with each node. Binary trees labelled this way are used to implement binary search trees and binary heaps, and are used for efficient searching and sorting. The designation of non-root nodes as left or right child even when there is only one child present matters in some of these applications, in particular, it is significant in binary search trees. However, the arrangement of particular nodes into the tree is not part of the conceptual information. For example, in a normal binary search tree the placement of nodes depends almost entirely on the order in which they were added, and can be re-arranged (for example by balancing) without changing the meaning.
Second, as a representation of data with a relevant bifurcating structure. In such cases, the particular arrangement of nodes under and/or to the left or right of other nodes is part of the information (that is, changing it would change the meaning). Common examples occur with Huffman coding and cladograms. The everyday division of documents into chapters, sections, paragraphs, and so on is an analogous example with n-ary rather than binary trees.
Definitions
Recursive definition
To define a binary tree, the possibility that only one of the children may be empty must be acknowledged. An artifact, which in some textbooks is called an extended binary tree, is needed for that purpose. An extended binary tree is thus recursively defined as:
the empty set is an extended binary tree
if T1 and T2 are extended binary trees, then denote by T1 • T2 the extended binary tree obtained by by adding edges when these sub-trees are non-empty.
Another way of imag
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https://en.wikipedia.org/wiki/Buffer%20overflow
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In programming and information security, a buffer overflow or buffer overrun is an anomaly whereby a program writes data to a buffer beyond the buffer's allocated memory, overwriting adjacent memory locations.
Buffers are areas of memory set aside to hold data, often while moving it from one section of a program to another, or between programs. Buffer overflows can often be triggered by malformed inputs; if one assumes all inputs will be smaller than a certain size and the buffer is created to be that size, then an anomalous transaction that produces more data could cause it to write past the end of the buffer. If this overwrites adjacent data or executable code, this may result in erratic program behavior, including memory access errors, incorrect results, and crashes.
Exploiting the behavior of a buffer overflow is a well-known security exploit. On many systems, the memory layout of a program, or the system as a whole, is well defined. By sending in data designed to cause a buffer overflow, it is possible to write into areas known to hold executable code and replace it with malicious code, or to selectively overwrite data pertaining to the program's state, therefore causing behavior that was not intended by the original programmer. Buffers are widespread in operating system (OS) code, so it is possible to make attacks that perform privilege escalation and gain unlimited access to the computer's resources. The famed Morris worm in 1988 used this as one of its attack techniques.
Programming languages commonly associated with buffer overflows include C and C++, which provide no built-in protection against accessing or overwriting data in any part of memory and do not automatically check that data written to an array (the built-in buffer type) is within the boundaries of that array. Bounds checking can prevent buffer overflows, but requires additional code and processing time. Modern operating systems use a variety of techniques to combat malicious buffer overflows, notably by randomizing the layout of memory, or deliberately leaving space between buffers and looking for actions that write into those areas ("canaries").
Technical description
A buffer overflow occurs when data written to a buffer also corrupts data values in memory addresses adjacent to the destination buffer due to insufficient bounds checking. This can occur when copying data from one buffer to another without first checking that the data fits within the destination buffer.
Example
In the following example expressed in C, a program has two variables which are adjacent in memory: an 8-byte-long string buffer, A, and a two-byte big-endian integer, B.
char A[8] = "";
unsigned short B = 1979;
Initially, A contains nothing but zero bytes, and B contains the number 1979.
Now, the program attempts to store the null-terminated string with ASCII encoding in the A buffer.
strcpy(A, "excessive");
is 9 characters long and encodes to 10 bytes including the null terminat
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https://en.wikipedia.org/wiki/Backward%20compatibility
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Backward compatibility (sometimes known as backwards compatibility) is a property of an operating system, software, real-world product, or technology that allows for interoperability with an older legacy system, or with input designed for such a system, especially in telecommunications and computing.
Modifying a system in a way that does not allow backward compatibility is sometimes called "breaking" backward compatibility. Such breaking usually incurs various types of costs, such as switching cost.
A complementary concept is forward compatibility. A design that is forward-compatible usually has a roadmap for compatibility with future standards and products.
Usage
In hardware
A simple example of both backward and forward compatibility is the introduction of FM radio in stereo. FM radio was initially mono, with only one audio channel represented by one signal. With the introduction of two-channel stereo FM radio, many listeners had only mono FM receivers. Forward compatibility for mono receivers with stereo signals was achieved by sending the sum of both left and right audio channels in one signal and the difference in another signal. That allows mono FM receivers to receive and decode the sum signal while ignoring the difference signal, which is necessary only for separating the audio channels. Stereo FM receivers can receive a mono signal and decode it without the need for a second signal, and they can separate a sum signal to left and right channels if both sum and difference signals are received. Without the requirement for backward compatibility, a simpler method could have been chosen.
Full backward compatibility is particularly important in computer instruction set architectures, one of the most successful being the x86 family of microprocessors. Their full backward compatibility spans back to the 16-bit Intel 8086/8088 processors introduced in 1978. (The 8086/8088, in turn, were designed with easy machine-translatability of programs written for its predecessor in mind, although they were not instruction-set compatible with the 8-bit Intel 8080 processor as of 1974. The Zilog Z80, however, was fully backward compatible with the Intel 8080.)
Fully backward compatible processors can process the same binary executable software instructions as their predecessors, allowing the use of a newer processor without having to acquire new applications or operating systems. Similarly, the success of the Wi-Fi digital communication standard is attributed to its broad forward and backward compatibility; it became more popular than other standards that were not backward compatible.
In software
In software development or backward compatibility is a general notion of interoperation between software pieces that will not produce any errors when its functionality is invoked via API. The software is considered stable when its API that is used to invoke functions is stable across different versions. In operating systems upgraded to a newer versions are sai
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https://en.wikipedia.org/wiki/BIOS
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In computing, BIOS (, ; Basic Input/Output System, also known as the System BIOS, ROM BIOS, BIOS ROM or PC BIOS) is firmware used to provide runtime services for operating systems and programs and to perform hardware initialization during the booting process (power-on startup). The BIOS firmware comes pre-installed on an IBM PC or IBM PC compatible's system board and exists in some UEFI-based systems to maintain compatibility with operating systems that do not support UEFI native operation. The name originates from the Basic Input/Output System used in the CP/M operating system in 1975. The BIOS originally proprietary to the IBM PC has been reverse engineered by some companies (such as Phoenix Technologies) looking to create compatible systems. The interface of that original system serves as a de facto standard.
The BIOS in modern PCs initializes and tests the system hardware components (Power-on self-test), and loads a boot loader from a mass storage device which then initializes a kernel. In the era of DOS, the BIOS provided BIOS interrupt calls for the keyboard, display, storage, and other input/output (I/O) devices that standardized an interface to application programs and the operating system. More recent operating systems do not use the BIOS interrupt calls after startup.
Most BIOS implementations are specifically designed to work with a particular computer or motherboard model, by interfacing with various devices especially system chipset. Originally, BIOS firmware was stored in a ROM chip on the PC motherboard. In later computer systems, the BIOS contents are stored on flash memory so it can be rewritten without removing the chip from the motherboard. This allows easy, end-user updates to the BIOS firmware so new features can be added or bugs can be fixed, but it also creates a possibility for the computer to become infected with BIOS rootkits. Furthermore, a BIOS upgrade that fails could brick the motherboard. The last version of Microsoft Windows to officially support running on PCs which use legacy BIOS firmware is Windows 10 as Windows 11 requires a UEFI-compliant system.
Unified Extensible Firmware Interface (UEFI) is a successor to the legacy PC BIOS, aiming to address its technical limitations.
History
The term BIOS (Basic Input/Output System) was created by Gary Kildall and first appeared in the CP/M operating system in 1975, describing the machine-specific part of CP/M loaded during boot time that interfaces directly with the hardware. (A CP/M machine usually has only a simple boot loader in its ROM.)
Versions of MS-DOS, PC DOS or DR-DOS contain a file called variously "IO.SYS", "IBMBIO.COM", "IBMBIO.SYS", or "DRBIOS.SYS"; this file is known as the "DOS BIOS" (also known as the "DOS I/O System") and contains the lower-level hardware-specific part of the operating system. Together with the underlying hardware-specific but operating system-independent "System BIOS", which resides in ROM, it represents the analogue to the "CP
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https://en.wikipedia.org/wiki/B%20%28programming%20language%29
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B is a programming language developed at Bell Labs circa 1969 by Ken Thompson and Dennis Ritchie.
B was derived from BCPL, and its name may possibly be a contraction of BCPL. Thompson's coworker Dennis Ritchie speculated that the name might be based on Bon, an earlier, but unrelated, programming language that Thompson designed for use on Multics.
B was designed for recursive, non-numeric, machine-independent applications, such as system and language software. It was a typeless language, with the only data type being the underlying machine's natural memory word format, whatever that might be. Depending on the context, the word was treated either as an integer or a memory address.
As machines with ASCII processing became common, notably the DEC PDP-11 that arrived at Bell, support for character data stuffed in memory words became important. The typeless nature of the language was seen as a disadvantage, which led Thompson and Ritchie to develop an expanded version of the language supporting new internal and user-defined types, which became the C programming language.
History
Circa 1969, Ken Thompson and later Dennis Ritchie developed B basing it mainly on the BCPL language Thompson used in the Multics project. B was essentially the BCPL system stripped of any component Thompson felt he could do without in order to make it fit within the memory capacity of the minicomputers of the time. The BCPL to B transition also included changes made to suit Thompson's preferences (mostly along the lines of reducing the number of non-whitespace characters in a typical program). Much of the typical ALGOL-like syntax of BCPL was rather heavily changed in this process. The assignment operator := reverted to the = of Rutishauser's Superplan, and the equality operator = was replaced by ==.
Thompson added "two-address assignment operators" using x =+ y syntax to add y to x (in C the operator is written +=). This syntax came from Douglas McIlroy's implementation of TMG, in which B's compiler was first implemented (and it came to TMG from ALGOL 68's x +:= y syntax). Thompson went further by inventing the increment and decrement operators (++ and --). Their prefix or postfix position determines whether the value is taken before or after alteration of the operand. This innovation was not in the earliest versions of B. According to Dennis Ritchie, people often assumed that they were created for the auto-increment and auto-decrement address modes of the DEC PDP-11, but this is historically impossible as the machine didn't exist when B was first developed.
The semicolon version of the for loop was borrowed by Ken Thompson from the work of Stephen Johnson.
B is typeless, or more precisely has one data type: the computer word. Most operators (e.g. +, -, *, /) treated this as an integer, but others treated it as a memory address to be dereferenced. In many other ways it looked a lot like an early version of C. There are a few library functions, including some that vag
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https://en.wikipedia.org/wiki/Block%20cipher
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In cryptography, a block cipher is a deterministic algorithm that operates on fixed-length groups of bits, called blocks. Block ciphers are the elementary building blocks of many cryptographic protocols. They are ubiquitous in the storage and exchange of data, where such data is secured and authenticated via encryption.
A block cipher uses blocks as an unvarying transformation. Even a secure block cipher is suitable for the encryption of only a single block of data at a time, using a fixed key. A multitude of modes of operation have been designed to allow their repeated use in a secure way to achieve the security goals of confidentiality and authenticity. However, block ciphers may also feature as building blocks in other cryptographic protocols, such as universal hash functions and pseudorandom number generators.
Definition
A block cipher consists of two paired algorithms, one for encryption, , and the other for decryption, . Both algorithms accept two inputs: an input block of size bits and a key of size bits; and both yield an -bit output block. The decryption algorithm is defined to be the inverse function of encryption, i.e., . More formally, a block cipher is specified by an encryption function
which takes as input a key , of bit length (called the key size), and a bit string , of length (called the block size), and returns a string of bits. is called the plaintext, and is termed the ciphertext. For each , the function () is required to be an invertible mapping on . The inverse for is defined as a function
taking a key and a ciphertext to return a plaintext value , such that
For example, a block cipher encryption algorithm might take a 128-bit block of plaintext as input, and output a corresponding 128-bit block of ciphertext. The exact transformation is controlled using a second input – the secret key. Decryption is similar: the decryption algorithm takes, in this example, a 128-bit block of ciphertext together with the secret key, and yields the original 128-bit block of plain text.
For each key K, EK is a permutation (a bijective mapping) over the set of input blocks. Each key selects one permutation from the set of possible permutations.
History
The modern design of block ciphers is based on the concept of an iterated product cipher. In his seminal 1949 publication, Communication Theory of Secrecy Systems, Claude Shannon analyzed product ciphers and suggested them as a means of effectively improving security by combining simple operations such as substitutions and permutations. Iterated product ciphers carry out encryption in multiple rounds, each of which uses a different subkey derived from the original key. One widespread implementation of such ciphers named a Feistel network after Horst Feistel is notably implemented in the DES cipher. Many other realizations of block ciphers, such as the AES, are classified as substitution–permutation networks.
The root of all cryptographic block formats used within the Payment
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https://en.wikipedia.org/wiki/Wireless%20broadband
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Wireless broadband is a telecommunications technology that provides high-speed wireless Internet access or computer networking access over a wide area. The term encompasses both fixed and mobile broadband.
The term broadband
Originally the word "broadband" had a technical meaning, but became a marketing term for any kind of relatively high-speed computer network or Internet access technology.
According to the 802.16-2004 standard, broadband means "having instantaneous bandwidths greater than 1 MHz and supporting data rates greater than about 1.5 Mbit/s."
The Federal Communications Commission (FCC) recently re-defined the definition to mean download speeds of at least 25 Mbit/s and upload speeds of at least 3 Mbit/s.
Technology and speeds
A wireless broadband network is an outdoor fixed and/or mobile wireless network providing point-to-multipoint or point-to-point terrestrial wireless links for broadband services.
Wireless networks can feature data rates exceeding 1 Gbit/s. Many fixed wireless networks are exclusively half-duplex (HDX), however, some licensed and unlicensed systems can also operate at full-duplex (FDX) allowing communication in both directions simultaneously.
Outdoor fixed wireless broadband networks commonly utilize a priority TDMA based protocol in order to divide communication into timeslots. This timeslot technique eliminates many of the issues common to 802.11 Wi-Fi protocol in outdoor networks such as the hidden node problem.
Few wireless Internet service providers (WISPs) provide download speeds of over 100 Mbit/s; most broadband wireless access (BWA) services are estimated to have a range of from a tower. Technologies used include Local Multipoint Distribution Service (LMDS) and Multichannel Multipoint Distribution Service (MMDS), as well as heavy use of the industrial, scientific and medical (ISM) radio bands and one particular access technology was standardized by IEEE 802.16, with products known as WiMAX.
WiMAX is highly popular in Europe but has not met full acceptance in the United States because cost of deployment does not meet return on investment figures. In 2005 the Federal Communications Commission adopted a Report and Order that revised the FCC's rules to open the 3650 MHz band for terrestrial wireless broadband operations.
Another system that is popular with cable internet service providers uses point-to-multipoint wireless links that extend the existing wired network using a transparent radio connection. This allows the same DOCSIS modems to be used for both wired and wireless customers.
Development of Wireless Broadband in the United States
On November 14, 2007 the Commission released Public Notice DA 07–4605 in which the Wireless Telecommunications Bureau announced the start date for licensing and registration process for the 3650–3700 MHz band.
In 2010 the FCC adopted the TV White Space Rules (TVWS) and allowed some of the better no line of sight frequency (700 MHz) into the FCC Part-15 Rules. The
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https://en.wikipedia.org/wiki/Break%20key
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The Break key (or the symbol ⎉) of a computer keyboard refers to breaking a telegraph circuit and originated with 19th century practice. In modern usage, the key has no well-defined purpose, but while this is the case, it can be used by software for miscellaneous tasks, such as to switch between multiple login sessions, to terminate a program, or to interrupt a modem connection.
Because the break function is usually combined with the pause function on one key since the introduction of the IBM Model M 101-key keyboard in 1985, the Break key is also called the Pause key. It can be used to pause some computer games.
History
A standard telegraph circuit connects all the keys, sounders and batteries in a single series loop. Thus the sounders actuate only when both keys are down (closed, also known as "marking" — after the ink marks made on paper tape by early printing telegraphs). So the receiving operator has to hold their key down or close a built-in shorting switch in order to let the other operator send. As a consequence, the receiving operator could interrupt the sending operator by opening their key, breaking the circuit and forcing it into a "spacing" condition. Both sounders stop responding to the sender's keying, alerting the sender. (A physical break in the telegraph line would have the same effect.)
The teleprinter operated in a very similar fashion except that the sending station kept the loop closed (logic 1, or "marking") even during short pauses between characters. Holding down a special "break" key opened the loop, forcing it into a continuous logic 0, or "spacing", condition. When this occurred, the teleprinter mechanisms continually actuated without printing anything, as the all-0s character is the non-printing NUL in both Baudot and ASCII. The resulting noise got the sending operator's attention.
This practice carried over to teleprinter use on time-sharing computers. A continuous spacing (logical 0) condition violates the rule that every valid character has to end with one or more logic 1 (marking) "stop" bits. The computer (specifically the UART) recognized this as a special "break" condition and generated an interrupt that typically stopped a running program or forced the operating system to prompt for a login. Although asynchronous serial telegraphy is now rare, the key once used with terminal emulators can still be used by software for similar purposes.
Sinclair
On the ZX80 and ZX81 computers, the Break is accessed by pressing . On the ZX Spectrum it is accessed by . The Spectrum+ and later computers have a dedicated key. It does not trigger an interrupt but will halt any running BASIC program, or terminate the loading or saving of data to cassette tape. An interrupted BASIC program can usually be resumed with the CONTINUE command. The Sinclair QL computer, without a key, maps the function to .
BBC Micro
On a BBC Micro computer, the key generates a hardware reset which would normally cause a warm restart of the comput
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https://en.wikipedia.org/wiki/B%C3%A9zier%20curve
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A Bézier curve ( ) is a parametric curve used in computer graphics and related fields. A set of discrete "control points" defines a smooth, continuous curve by means of a formula. Usually the curve is intended to approximate a real-world shape that otherwise has no mathematical representation or whose representation is unknown or too complicated. The Bézier curve is named after French engineer Pierre Bézier (1910–1999), who used it in the 1960s for designing curves for the bodywork of Renault cars. Other uses include the design of computer fonts and animation. Bézier curves can be combined to form a Bézier spline, or generalized to higher dimensions to form Bézier surfaces. The Bézier triangle is a special case of the latter.
In vector graphics, Bézier curves are used to model smooth curves that can be scaled indefinitely. "Paths", as they are commonly referred to in image manipulation programs, are combinations of linked Bézier curves. Paths are not bound by the limits of rasterized images and are intuitive to modify.
Bézier curves are also used in the time domain, particularly in animation, user interface design and smoothing cursor trajectory in eye gaze controlled interfaces. For example, a Bézier curve can be used to specify the velocity over time of an object such as an icon moving from A to B, rather than simply moving at a fixed number of pixels per step. When animators or interface designers talk about the "physics" or "feel" of an operation, they may be referring to the particular Bézier curve used to control the velocity over time of the move in question.
This also applies to robotics where the motion of a welding arm, for example, should be smooth to avoid unnecessary wear.
Invention
The mathematical basis for Bézier curves—the Bernstein polynomials—was established in 1912, but the polynomials were not applied to graphics until some 50 years later when mathematician Paul de Casteljau in 1959 developed de Casteljau's algorithm, a numerically stable method for evaluating the curves, and became the first to apply them to computer-aided design at French automaker Citroën. Yet, de Casteljau's method was patented in France but not published until the 1980s while the Bézier polynomials were widely publicised in the 1960s by the French engineer Pierre Bézier, who discovered them independently and used them to design automobile bodies at Renault.
Specific cases
A Bézier curve is defined by a set of control points P0 through Pn, where n is called the order of the curve (n = 1 for linear, 2 for quadratic, 3 for cubic, etc.). The first and last control points are always the endpoints of the curve; however, the intermediate control points generally do not lie on the curve. The sums in the following sections are to be understood as affine combinations – that is, the coefficients sum to 1.
Linear Bézier curves
Given distinct points P0 and P1, a linear Bézier curve is simply a line between those two points. The curve is given by
and is equival
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https://en.wikipedia.org/wiki/B-tree
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In computer science, a B-tree is a self-balancing tree data structure that maintains sorted data and allows searches, sequential access, insertions, and deletions in logarithmic time. The B-tree generalizes the binary search tree, allowing for nodes with more than two children. Unlike other self-balancing binary search trees, the B-tree is well suited for storage systems that read and write relatively large blocks of data, such as databases and file systems.
History
B-trees were invented by Rudolf Bayer and Edward M. McCreight while working at Boeing Research Labs, for the purpose of efficiently managing index pages for large random-access files. The basic assumption was that indices would be so voluminous that only small chunks of the tree could fit in main memory. Bayer and McCreight's paper, Organization and maintenance of large ordered indices, was first circulated in July 1970 and later published in Acta Informatica.
Bayer and McCreight never explained what, if anything, the B stands for: Boeing, balanced, between, broad, bushy, and Bayer have been suggested. McCreight has said that "the more you think about what the B in B-trees means, the better you understand B-trees."
In 2011 Google developed the C++ B-Tree, reporting a 50-80% reduction in memory use for small data types and improved performance for large data sets when compared to a Red-Black tree.
Definition
According to Knuth's definition, a B-tree of order m is a tree which satisfies the following properties:
Every node has at most m children.
Every internal node has at least ⌈m/2⌉ children.
The root node has at least two children unless it is a leaf.
All leaves appear on the same level.
A non-leaf node with k children contains k−1 keys.
Each internal node's keys act as separation values which divide its subtrees. For example, if an internal node has 3 child nodes (or subtrees) then it must have 2 keys: a1 and a2. All values in the leftmost subtree will be less than a1, all values in the middle subtree will be between a1 and a2, and all values in the rightmost subtree will be greater than a2.
Internal nodes
Internal nodes (also known as inner nodes) are all nodes except for leaf nodes and the root node. They are usually represented as an ordered set of elements and child pointers. Every internal node contains a maximum of U children and a minimum of L children. Thus, the number of elements is always 1 less than the number of child pointers (the number of elements is between L−1 and U−1). U must be either 2L or 2L−1; therefore each internal node is at least half full. The relationship between U and L implies that two half-full nodes can be joined to make a legal node, and one full node can be split into two legal nodes (if there's room to push one element up into the parent). These properties make it possible to delete and insert new values into a B-tree and adjust the tree to preserve the B-tree properties.
The root node
The root node's number of children has the same
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https://en.wikipedia.org/wiki/Berkeley%20DB
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Berkeley DB (BDB) is an unmaintained embedded database software library for key/value data, historically significant in open source software. Berkeley DB is written in C with API bindings for many other programming languages. BDB stores arbitrary key/data pairs as byte arrays, and supports multiple data items for a single key. Berkeley DB is not a relational database, although it has database features including database transactions, multiversion concurrency control and write-ahead logging. BDB runs on a wide variety of operating systems including most Unix-like and Windows systems, and real-time operating systems.
BDB was commercially supported and developed by Sleepycat Software from 1996 to 2006. Sleepycat Software was acquired by Oracle Corporation in February 2006, who continued to develop and sell the C Berkeley DB library. In 2013 Oracle re-licensed BDB under the AGPL license. and released new versions until May 2020. Bloomberg LP continues to develop a fork of the 2013 version of BDB within their Comdb2 database, under the original Sleepycat permissive license.
Origin
Berkeley DB originated at the University of California, Berkeley as part of BSD, Berkeley's version of the Unix operating system. After 4.3BSD (1986), the BSD developers attempted to remove or replace all code originating in the original AT&T Unix from which BSD was derived. In doing so, they needed to rewrite the Unix database package. Seltzer and Yigit created a new database, unencumbered by any AT&T patents: an on-disk hash table that outperformed the existing dbm libraries. Berkeley DB itself was first released in 1991 and later included with 4.4BSD. In 1996 Netscape requested that the authors of Berkeley DB improve and extend the library, then at version 1.86, to suit Netscape's requirements for an LDAP server and for use in the Netscape browser. That request led to the creation of Sleepycat Software. This company was acquired by Oracle Corporation in February 2006.
Berkeley DB 1.x releases focused on managing key/value data storage and are referred to as "Data Store" (DS). The 2.x releases added a locking system enabling concurrent access to data. This is what is known as "Concurrent Data Store" (CDS). The 3.x releases added a logging system for transactions and recovery, called "Transactional Data Store" (TDS). The 4.x releases added the ability to replicate log records and create a distributed highly available single-master multi-replica database. This is called the "High Availability" (HA) feature set. Berkeley DB's evolution has sometimes led to minor API changes or log format changes, but very rarely have database formats changed. Berkeley DB HA supports online upgrades from one version to the next by maintaining the ability to read and apply the prior release's log records.
Starting with the 6.0.21 (Oracle 12c) release, all Berkeley DB products are licensed under the GNU AGPL. Previously, Berkeley DB was redistributed under the 4-clause BSD license (b
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https://en.wikipedia.org/wiki/Boolean%20satisfiability%20problem
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In logic and computer science, the Boolean satisfiability problem (sometimes called propositional satisfiability problem and abbreviated SATISFIABILITY, SAT or B-SAT) is the problem of determining if there exists an interpretation that satisfies a given Boolean formula. In other words, it asks whether the variables of a given Boolean formula can be consistently replaced by the values TRUE or FALSE in such a way that the formula evaluates to TRUE. If this is the case, the formula is called satisfiable. On the other hand, if no such assignment exists, the function expressed by the formula is FALSE for all possible variable assignments and the formula is unsatisfiable. For example, the formula "a AND NOT b" is satisfiable because one can find the values a = TRUE and b = FALSE, which make (a AND NOT b) = TRUE. In contrast, "a AND NOT a" is unsatisfiable.
SAT is the first problem that was proven to be NP-complete; see Cook–Levin theorem. This means that all problems in the complexity class NP, which includes a wide range of natural decision and optimization problems, are at most as difficult to solve as SAT. There is no known algorithm that efficiently solves each SAT problem, and it is generally believed that no such algorithm exists; yet this belief has not been proved mathematically, and resolving the question of whether SAT has a polynomial-time algorithm is equivalent to the P versus NP problem, which is a famous open problem in the theory of computing.
Nevertheless, as of 2007, heuristic SAT-algorithms are able to solve problem instances involving tens of thousands of variables and formulas consisting of millions of symbols, which is sufficient for many practical SAT problems from, e.g., artificial intelligence, circuit design, and automatic theorem proving.
Definitions
A propositional logic formula, also called Boolean expression, is built from variables, operators AND (conjunction, also denoted by ∧), OR (disjunction, ∨), NOT (negation, ¬), and parentheses.
A formula is said to be satisfiable if it can be made TRUE by assigning appropriate logical values (i.e. TRUE, FALSE) to its variables.
The Boolean satisfiability problem (SAT) is, given a formula, to check whether it is satisfiable.
This decision problem is of central importance in many areas of computer science, including theoretical computer science, complexity theory, algorithmics, cryptography and artificial intelligence.
Conjunctive normal form
A literal is either a variable (in which case it is called a positive literal) or the negation of a variable (called a negative literal).
A clause is a disjunction of literals (or a single literal). A clause is called a Horn clause if it contains at most one positive literal.
A formula is in conjunctive normal form (CNF) if it is a conjunction of clauses (or a single clause).
For example, is a positive literal, is a negative literal, is a clause. The formula is in conjunctive normal form; its first and third clauses are Horn clauses,
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https://en.wikipedia.org/wiki/Bastard%20Operator%20From%20Hell
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The Bastard Operator From Hell (BOFH) is a fictional rogue computer operator created by Simon Travaglia, who takes out his anger on users (who are "lusers" to him) and others who pester him with their computer problems, uses his expertise against his enemies and manipulates his employer.
Several people have written stories about BOFHs, but only those by Simon Travaglia are considered canonical.
The BOFH stories were originally posted in 1992 to Usenet by Travaglia, with some being reprinted in Datamation. Since 2000 they have been published regularly in The Register (UK). Several collections of the stories have been published as books.
By extension, the term is also used to refer to any system administrator who displays the qualities of the original.
The early accounts of the BOFH took place in a university; later the scenes were set in an office workplace. In 2000 (BOFH 2k), the BOFH and his pimply-faced youth (PFY) assistant moved to a new company.
Other characters
The PFY (Pimply-Faced Youth, the assistant to the BOFH. Real name is Stephen) Possesses a temperament similar to the BOFH, and often either teams up with or plots against him.
The Boss (often portrayed as having no IT knowledge but believing otherwise; identity changes as successive bosses are sacked, leave, are committed, or have nasty "accidents")
CEO of the company – The PFY's uncle Brian from 1996 until 2000, when the BOFH and PFY moved to a new company.
The help desk operators, referred to as the "Helldesk" and often scolded for giving out the BOFH's personal number.
The Boss's secretary, Sharon.
The security department
George, the cleaner (an invaluable source of information to the BOFH and PFY)
Books
Games
BOFH is a text adventure game written by Howard A. Sherman and published in 2002. It is available via Malinche.
References in other media
The protagonist in Charles Stross's The Laundry Files series of novels named himself Bob Oliver Francis Howard in reference to the BOFH. As Bob Howard is a self-chosen pseudonym, and Bob is a network manager when not working as a computational demonologist, the name is all too appropriate. In the novella Pimpf, he acquires a pimply-faced young assistant by the name of Peter-Fred Young.
Authorship
Simon Travaglia (born 1964) graduated from the University of Waikato, New Zealand in 1985. He worked as the IT infrastructure manager (2004–2008) and computer operator (1985–1992) at the University of Waikato and the infrastructure manager at the Waikato Innovation Park, Hamilton, New Zealand (since 2008). Since 1999 he is a freelance writer for The Register. He lives in Hautapu, New Zealand.
References
Further reading
External links
Computer humor
Internet culture
Internet slang
System administration
Fictional characters introduced in 1992
Fictional people in information technology
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https://en.wikipedia.org/wiki/Bubblegum%20Crisis
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is a 1987 to 1991 cyberpunk original video animation (OVA) series produced by Youmex and animated by AIC and Artmic. The series was planned to run for 13 episodes, but was cut short to just 8.
The series involves the adventures of the Knight Sabers, an all-female group of mercenaries who don powered exoskeletons and fight numerous problems, most frequently rogue robots. The success of the series spawned several sequel series.
Plot
The series begins in late 2032, seven years after the Second Great Kanto earthquake has split Tokyo geographically and culturally in two and it also forced the United States of America to annex Japan in the legitimate name of keeping the peace and from it descending into anarchy. During the first episode, disparities in wealth are shown to be more pronounced than in previous periods in post-war Japan. The main adversary is Genom, a megacorporation with immense power and global influence. Its main product are boomers—artificial cybernetic life forms that are usually in the form of humans, with most of their bodies being machine; also known as "cyberoids". While Boomers are intended to serve mankind, they become deadly instruments in the hands of ruthless individuals. The AD Police (Advanced Police) are tasked to deal with Boomer-related crimes. One of the series' themes is the inability of the department to deal with threats due to political infighting, red tape, and an insufficient budget.
Setting
The setting displays strong influences from the movies Blade Runner and Streets of Fire. The opening sequence of episode 1 is even modeled on that of the latter film. The humanoid robots known as "boomers" in the series were inspired by several movies, including Replicants from the aforementioned Blade Runner, the titular cyborgs of the Terminator film franchise, and the Beast from the film Krull.
Suzuki explained in a 1993 Animerica interview the meaning behind the cryptic title: "We originally named the series 'bubblegum' to reflect a world in crisis, like a chewing-gum bubble that's about to burst."
Production
The series started with Toshimichi Suzuki's intention to remake the 1982 film Techno Police 21C. In 1985, he met Junji Fujita and the two discussed ideas, and decided to collaborate on what later became Bubblegum Crisis. Kenichi Sonoda acted as character designer, and designed the four female leads. Masami Ōbari created the mechanical designs. Obari would also go on to direct episodes 5 and 6. Satoshi Urushihara acted as the chief production supervisor and guest character designer for Episode 7.
The OVA series is eight episodes long but was originally slated to run for 13 episodes. Due to legal problems between Artmic and Youmex, who jointly held the rights to the series, the series was discontinued prematurely.
Cast
Additional voices
English: Amanda Tancredi, Chuck Denson Jr., Chuck Kinlaw, David Kraus, Eliot Preschutti, Gray Sibley, Hadley Eure, Hank Troscianiec, J. Patrick Lawlor, Jack Bowden, Jay Bryson,
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https://en.wikipedia.org/wiki/BBS
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BBS may refer to:
Ammunition
BBs, BB gun metal bullets
BBs, airsoft gun plastic pellets
Computing and gaming
Bulletin board system, a computer server users dial into via dial-up or telnet; precursor to the Internet
BIOS Boot Specification, a firmware specification for the boot process
Blum Blum Shub, a pseudorandom number generator
Kingdom Hearts Birth by Sleep, a Disney-based video game for the PlayStation Portable
Organisations
United Kingdom
Birmingham Business School (University of Birmingham), a faculty
British Blind Sport, a parasports charity
British Boy Scouts, a national youth association
British Bryological Society, a botanists' learned society
United States
BBS Productions, a film company of early 1970s New Hollywood
Badger Boys State, a youth camp held in Wisconsin
Elsewhere
BBS Kraftfahrzeugtechnik, a German wheel manufacturer
Bahrain Bayan School
Bangladesh Bureau of Statistics
Baton Broadcast System, Canada
Bhutan Broadcasting Service, Bhutan
Bodu Bala Sena, Sri Lanka
Bologna Business School, Italy
Budapest Business School, Hungary
Science
Bardet–Biedl syndrome, a genetic disorder
Behavioral and Brain Sciences, a peer-reviewed journal
Behavior-based safety, the risk reduction subfield of behavioural engineering
Berg Balance Scale, a medical function test
Bogart–Bacall syndrome, a vocal misuse disorder
Borate buffered saline, in biochemistry
Breeding bird survey, to monitor avian populations
Titles
Bachelor of Business Studies, an academic degree
Bronze Bauhinia Star, in the Hong Kong honors system
Train stations
Bhubaneswar railway station, Odisha, India (by Indian Railways code)
Bras Basah MRT station, Singapore (by MRT abbreviation)
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https://en.wikipedia.org/wiki/BeOS
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BeOS is an operating system for personal computers first developed by Be Inc. in 1990. It was first written to run on BeBox hardware.
BeOS was positioned as a multimedia platform that could be used by a substantial population of desktop users and a competitor to Classic Mac OS and Microsoft Windows. It was ultimately unable to achieve a significant market share, and did not prove commercially viable for Be Inc. The company was acquired by Palm, Inc. Today BeOS is mainly used, and derivatives developed, by a small population of enthusiasts.
The open-source operating system Haiku is a continuation of BeOS concepts and most of the application level compatibility. The latest version, Beta 4 released December 2022, still retains BeOS 5 compatibility in its x86 32-bit images.
History
Initially designed to run on AT&T Hobbit-based hardware, BeOS was later modified to run on PowerPC-based processors: first Be's own systems, later Apple Computer's PowerPC Reference Platform and Common Hardware Reference Platform, with the hope that Apple would purchase or license BeOS as a replacement for its aging Classic Mac OS.
Toward the end of 1996, Apple was still looking for a replacement to Copland in their operating system strategy. Amidst rumours of Apple's interest in purchasing BeOS, Be wanted to increase their user base, to try to convince software developers to write software for the operating system. Be courted Macintosh clone vendors to ship BeOS with their hardware.
Apple CEO Gil Amelio started negotiations to buy Be Inc., but negotiations stalled when Be CEO Jean-Louis Gassée wanted $300 million; Apple was unwilling to offer any more than $125 million. Apple's board of directors decided NeXTSTEP was a better choice and purchased NeXT in 1996 for $429 million, bringing back Apple co-founder Steve Jobs.
In 1997, Power Computing began bundling BeOS (on a CD for optional installation) with its line of PowerPC-based Macintosh clones. These systems could dual boot either the Classic Mac OS or BeOS, with a start-up screen offering the choice. Motorola also announced in February 1997 that it would bundle BeOS with their Macintosh clones, the Motorola StarMax, along with MacOS.
Due to Apple's moves and the mounting debt of Be Inc., BeOS was soon ported to the Intel x86 platform with its R3 release in March 1998. Through the late 1990s, BeOS managed to create a niche of followers, but the company failed to remain viable. Be Inc. also released a stripped-down, but free, copy of BeOS R5 known as BeOS Personal Edition (BeOS PE). BeOS PE could be started from within Microsoft Windows or Linux, and was intended to nurture consumer interest in its product and give developers something to tinker with. Be Inc. also released a stripped-down version of BeOS for Internet appliances (BeIA), which soon became the company's business focus in place of BeOS.
In 2001, Be's copyrights were sold to Palm, Inc. for some $11 million. BeOS R5 is considered the last official v
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https://en.wikipedia.org/wiki/BeBox
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The BeBox is a dual CPU personal computer, briefly sold by Be Inc. to run the company's own operating system, BeOS. It has PowerPC CPUs, its I/O board has a custom "GeekPort", and the front bezel has "Blinkenlights".
The BeBox made its debut in October 1995 in a dual PowerPC 603 at 66 MHz configuration. The processors were upgraded to 133 MHz in August 1996 (BeBox Dual603e-133). Production was halted in January 1997, following the port of BeOS to the Macintosh, in order for the company to concentrate on software. Be sold around 1000 66 MHz BeBoxes and 800 133 MHz BeBoxes.
BeBox creator Jean-Louis Gassée did not see the BeBox as a general consumer device, warning that "Before we let you use the BeBox, we believe you must have some aptitude toward programming the standard language is C++."
CPU configuration
Initial prototypes are equipped with two AT&T Hobbit processors and three AT&T 9308S DSPs.
Production models use two 66 MHz PowerPC 603 processors or two 133 MHz PowerPC 603e processors to power the BeBox. Prototypes having dual 200 MHz CPUs or four CPUs exist, but were never publicly available.
Main board
The main board is in a standard AT format commonly found on PC. It used standard PC components to make it as inexpensive as possible.
Two PowerPC 603/66 MHz or 603e/133 MHz processors
Eight 72-pin SIMM sockets
128 KB Flash ROM
Three PCI slots
Five ISA slots
Internal SCSI connector
Internal IDE connector
Internal floppy connector
External SCSI-2 connector
Parallel port
Keyboard port, AT-style
Three GeekPort fuses
I/O Board connector
Front panel connector
Power connector
I/O board
The I/O board offers four serial ports (9-pin D-sub), a PS/2 mouse port, and two joystick ports (15-pin D-sub).
There are four DIN MIDI ports (two in, two out), two stereo pairs of RCA connectors audio line-level input and output, and a pair of 3.5 mm stereo phono jacks for microphone input and headphone output. There are also internal audio connectors: 5-pin strip for the audio CD line-level playback, and two 4-pin strips for microphone input and headphone output. The audio is produced with a 16-bit DAC stereo sound system capable of 48 kHz and 44.1 kHz.
For the more unusual uses, there are three 4-pin mini-DIN infrared (IR) I/O ports.
GeekPort
An experimental-electronic-development oriented port, backed by three fuses on the mainboard, the 37-pin D-sub "GeekPort" provides digital and analog I/O and DC power on the ISA bus:
Two independent, bidirectional 8-bit ports
Four A/D pins routing to a 12-bit A/D converter
Four D/A pins connected to an independent 8-bit D/A converter
Two signal ground reference pins
Eleven power and ground pins: Two at +5 V, one at +12 V, one at -12 V, seven ground pins
"Blinkenlights"
Two yellow/green vertical LED arrays, dubbed the "blinkenlights", are built into the front bezel to illustrate the CPU load. The bottommost LED on the right side indicates hard disk activity.
See also
Multi Emulator Super S
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https://en.wikipedia.org/wiki/Badtrans
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BadTrans is a malicious Microsoft Windows computer worm distributed by e-mail. Because of a known vulnerability in older versions of Internet Explorer, some email programs, such as Microsoft's Outlook Express and Microsoft Outlook programs, may install and execute the worm as soon as the e-mail message is viewed.
Once executed, the worm replicates by sending copies of itself to other e-mail addresses found on the host's machine, and installs a keystroke logger, which then captures everything typed on the affected computer. Badtrans then transmits the data to one of several e-mail addresses.
Among the e-mail addresses that received the keyloggers were free addresses at Excite, Yahoo, and IJustGotFired.com.
The target address at IJustGotFired began receiving emails at 3:23pm on November 24, 2001. Once the account exceeded its quotas, it was automatically disabled, but the messages were still saved as they arrived. The address received over 100,000 keylogs in the first day alone.
In mid-December, the FBI contacted Rudy Rucker, Jr., owner of MonkeyBrains, and requested a copy of the keylogged data. All of that data was stolen from the victims of the worm; it includes no information about the creator of Badtrans.
Instead of complying with the FBI request, MonkeyBrains published a database website, https://web.archive.org/web/20070621140432/https://badtrans.monkeybrains.net/ for the public to determine if a given address has been compromised. The database does not reveal the actual passwords or keylogged data.
References
Email worms
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https://en.wikipedia.org/wiki/Blitz%20BASIC
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Blitz BASIC is the programming language dialect of the first Blitz compilers, devised by New Zealand-based developer Mark Sibly. Being derived from BASIC, Blitz syntax was designed to be easy to pick up for beginners first learning to program. The languages are game-programming oriented but are often found general purpose enough to be used for most types of application. The Blitz language evolved as new products were released, with recent incarnations offering support for more advanced programming techniques such as object-orientation and multithreading. This led to the languages losing their BASIC moniker in later years.
History
The first iteration of the Blitz language was created for the Amiga platform and published by the Australian firm Memory and Storage Technology. Returning to New Zealand, Blitz BASIC 2 was published several years later (around 1993 according this press release ) by Acid Software (a local Amiga game publisher). Since then, Blitz compilers have been released on several platforms. Following the demise of the Amiga as a commercially viable platform, the Blitz BASIC 2 source code was released to the Amiga community. Development continues to this day under the name AmiBlitz.
BlitzBasic
Idigicon published BlitzBasic for Microsoft Windows in October 2000. The language included a built-in API for performing basic 2D graphics and audio operations. Following the release of Blitz3D, BlitzBasic is often synonymously referred to as Blitz2D.
Recognition of BlitzBasic increased when a limited range of "free" versions were distributed in popular UK computer magazines such as PC Format. This resulted in a legal dispute between the developer and publisher which was eventually resolved amicably.
BlitzPlus
In February 2003, Blitz Research Ltd. released BlitzPlus also for Microsoft Windows. It lacked the 3D engine of Blitz3D, but did bring new features to the 2D side of the language by implementing limited Microsoft Windows control support for creating native GUIs. Backwards compatibility of the 2D engine was also extended, allowing compiled BlitzPlus games and applications to run on systems that might only have DirectX 1.
BlitzMax
The first BlitzMax compiler was released in December 2004 for Mac OS X. This made it the first Blitz dialect that could be compiled on *nix platforms. Compilers for Microsoft Windows and Linux were subsequently released in May 2005. BlitzMax brought the largest change of language structure to the modern range of Blitz products by extending the type system to include object-oriented concepts and modifying the graphics API to better suit OpenGL. BlitzMax was also the first of the Blitz languages to represent strings internally using UCS-2, allowing native-support for string literals composed of non-ASCII characters.
BlitzMax's platform-agnostic command-set allows developers to compile and run source code on multiple platforms. However the official compiler and build chain will only generate binaries for the p
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https://en.wikipedia.org/wiki/Banacek
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Banacek is an American detective TV series starring George Peppard that aired on the NBC network from 1972 to 1974. The series was part of the rotating NBC Wednesday Mystery Movie anthology. It alternated in its time slot with several other shows, but was the only one of them to last beyond its first season.
Premise
Peppard played Thomas Banacek, a Polish-American freelance, Boston-based private investigator who solves seemingly impossible thefts. He collects from the insurance companies 10% of the insured value of the recovered property. One of Banacek's verbal signatures is the quotation of strangely worded yet curiously cogent "Polish proverbs" such as:
"An old Polish proverb says, 'A wolf that takes a peasant to supper probably won't need any breakfast.'"
"If you're not sure that it's potato borscht, there could be orphans working in the mines."
"When an owl comes to a mouse picnic, it's not there for the sack races."
"Though the hippopotamus has no sting in its tail, the wise man would prefer to be sat upon by the bee."
"A truly wise man never plays leapfrog with a unicorn."
"When a wolf is chasing your sleigh, throw him a raisin cookie, but don't stop to bake a cake."
"Just because the cat has her kittens in the oven doesn't make them biscuits."
"You can read all the books in the library my son, but the cheese will still smell after four days."
"No matter how warm the smile on the face of the Sun, the cat still has her kittens under the porch."
"Even a one thousand zloty note cannot tap dance."
"Only the centipede can hear all the hundred footsteps of his uncle."
Part of the joke is that Ralph Manza, as Banacek's chauffeur Jay Drury, will often ask "What does it mean, Boss?" Banacek also has a running agreement with his chauffeur for a 10% share of Banacek's 10% if he solved the crime. Mr. Drury is never at a loss for a potential solution that Banacek always manages to shoot down with his very next line. Another recurring gag is for other characters—particularly his rivals— to mispronounce his name deliberately. The name "Banaczek" (as pronounced in the show) is actually quite rare in Poland.
Murray Matheson plays seller of rare books and information source Felix Mulholland, a character always ready with a droll remark and who exhibits a passion for chess and jigsaw puzzles. He is also the series' only character to ever call Banacek by his first name.
Recurring characters include insurance company executive Cavanaugh (George Murdock),
Banacek's rival and some-time love interest Carlie Kirkland (Christine Belford), and another insurance investigator/rival Fennyman/Henry DeWitt (Linden Chiles).
Banacek lives on historic Beacon Hill in Boston.
While he has a limousine and driver, he also owns and sometimes drives an antique 1941 Packard convertible. Both vehicles are equipped with mobile radio telephones at a time when such devices are uncommon and expensive. Banacek is intelligent, well-educated, cultured, and suave. An
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https://en.wikipedia.org/wiki/Chordate
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A chordate ( ) is a deuterostomic animal belonging to the phylum Chordata ( ). All chordates possess, at some point during their larval or adult stages, five distinctive physical characteristics (synapomorphies) that distinguish them from other taxa. These five synapomorphies are a notochord, a hollow dorsal nerve cord, an endostyle or thyroid, pharyngeal slits, and a post-anal tail. The name "chordate" comes from the first of these synapomorphies, the notochord, which plays a significant role in chordate body plan structuring and movements. Chordates are also bilaterally symmetric, have a coelom, possess an enclosed circulatory system, and exhibit metameric segmentation.
In addition to the morphological characteristics used to define chordates, analysis of genome sequences has identified two conserved signature indels (CSIs) in their proteins: cyclophilin-like protein and inner mitochondrial membrane protease ATP23, which are exclusively shared by all vertebrates, tunicates and cephalochordates. These CSIs provide molecular means to reliably distinguish chordates from all other metazoans.
Chordates are divided into three subphyla: Craniata or Vertebrata (fish, amphibians, reptiles, birds and mammals); Tunicata or Urochordata (sea squirts, salps and relatives, and larvaceans); and Cephalochordata (lancelets). The Craniata and Tunicata compose the clade Olfactores, which is sister to Cephalochordata (see diagram under Phylogeny). Extinct taxa such as Vetulicolia and Conodonta are Chordata, but their internal placement is less certain. Hemichordata (which includes the acorn worms) was previously considered a fourth chordate subphylum, but now is treated as a separate phylum: hemichordates and Echinodermata form the Ambulacraria, the sister phylum of the Chordates. The Chordata and Ambulacraria, together and possibly with the Xenacoelomorpha, are believed to form the superphylum Deuterostomia, although this has recently been called into doubt.
Chordate fossils have been found from as early as the Cambrian explosion, 539 million years ago. Cladistically (phylogenetically), vertebrates – chordates with the notochord replaced by a vertebral column during development – are a subgroup of the clade Craniata, which consists of chordates with a skull. Of the more than 81,000 living species of chordates, about half are ray-finned fishes that are members of the class Actinopterygii and the vast majority of the rest are tetrapods (mostly birds and mammals).
Anatomy
Chordates form a phylum of animals that are defined by having at some stage in their lives all of the following anatomical features:
A notochord, a stiff but elastic rod of glycoprotein wrapped in two collagen helices, which extends along the central axis of the body. Among members of the subphylum Vertebrata (vertebrates), the notochord gets replaced by hyaline cartilage or osseous tissue of the spine, and notochord remnants develop into the intervertebral discs, which allow adjacent spinal
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https://en.wikipedia.org/wiki/Demographics%20of%20Canada
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Statistics Canada conducts a country-wide census that collects demographic data every five years on the first and sixth year of each decade. The 2021 Canadian census enumerated a total population of 36,991,981, an increase of around 5.2 percent over the 2016 figure, Between 2011 and May 2016, Canada's population grew by 1.7 million people, with immigrants accounting for two-thirds of the increase. Between 1990 and 2008, the population increased by 5.6 million, equivalent to 20.4 percent overall growth. The main driver of population growth is immigration, and to a lesser extent, natural growth.
Canada has one of the highest per-capita immigration rates in the world, driven mainly by economic policy and, to a lesser extent, family reunification. In 2021, a total of 405,330 immigrants were admitted to Canada, mainly from Asia. New immigrants settle mostly in major urban areas such as Toronto, Montreal, and Vancouver. Canada also accepts large numbers of refugees, accounting for over 10 percent of annual global refugee resettlements.
Population
The 2021 Canadian census had a total population count of 36,991,981 individuals, making up approximately 0.5% of the world's total population. A population estimate for 2023 put the total number of people in Canada at 40,097,761.
Demographic statistics according to the World Population Review in 2022.
One birth every 1 minutes
One death every 2 minutes
One net migrant every 2 minutes
Net gain of one person every 1 minute
Death rate
8.12 deaths/1,000 population (2022 est.) Country comparison to the world: 81
Net migration rate
5.46 migrant(s)/1,000 population (2022 est.) Country comparison to the world: 21st
Urbanization
urban population: 81.8% of total population (2022)
rate of urbanization: 0.95% annual rate of change (2020–25 est.)
Provinces and territories
<onlyinclude>
Population distribution
The vast majority of Canadians are positioned in a discontinuous band within approximately 300 km of the southern border with the United States; the most populated province is Ontario, followed by Quebec and British Columbia.
Sources: Statistics Canada
Cities
Census metropolitan areas
Fertility rate
The total fertility rate is the number of children born in a specific year cohort to the total number of women who can give birth in the country.
In 1971, the birth rate for the first time dipped below replacement and since then has not rebounded.
Canada’s fertility rate hit a record low of 1.4 children born per woman in 2020, below the population replacement level, which stands at 2.1 births per woman. In 2020, Canada also experienced the country’s lowest number of births in 15 years, also seeing the largest annual drop in childbirths (-3.6%) in a quarter of a century. The total birth rate is 10.17 births/1,000 population in 2022.
Mother's mean age at first birth
Canada is among late-childbearing countries, with the average age of mothers at the first birth being 31.3 years in 2020.
Population projec
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https://en.wikipedia.org/wiki/Computing
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Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both hardware and software. Computing has scientific, engineering, mathematical, technological and social aspects. Major computing disciplines include computer engineering, computer science, cybersecurity, data science, information systems, information technology, digital art and software engineering.
The term computing is also synonymous with counting and calculating. In earlier times, it was used in reference to the action performed by mechanical computing machines, and before that, to human computers.
History
The history of computing is longer than the history of computing hardware and includes the history of methods intended for pen and paper (or for chalk and slate) with or without the aid of tables. Computing is intimately tied to the representation of numbers, though mathematical concepts necessary for computing existed before numeral systems. The earliest known tool for use in computation is the abacus, and it is thought to have been invented in Babylon circa between 2700–2300 BC. Abaci, of a more modern design, are still used as calculation tools today.
The first recorded proposal for using digital electronics in computing was the 1931 paper "The Use of Thyratrons for High Speed Automatic Counting of Physical Phenomena" by C. E. Wynn-Williams. Claude Shannon's 1938 paper "A Symbolic Analysis of Relay and Switching Circuits" then introduced the idea of using electronics for Boolean algebraic operations.
The concept of a field-effect transistor was proposed by Julius Edgar Lilienfeld in 1925. John Bardeen and Walter Brattain, while working under William Shockley at Bell Labs, built the first working transistor, the point-contact transistor, in 1947. In 1953, the University of Manchester built the first transistorized computer, the Manchester Baby. However, early junction transistors were relatively bulky devices that were difficult to mass-produce, which limited them to a number of specialised applications. The metal–oxide–silicon field-effect transistor (MOSFET, or MOS transistor) was invented by Mohamed Atalla and Dawon Kahng at Bell Labs in 1959. The MOSFET made it possible to build high-density integrated circuits, leading to what is known as the computer revolution or microcomputer revolution.
Computer
A computer is a machine that manipulates data according to a set of instructions called a computer program. The program has an executable form that the computer can use directly to execute the instructions. The same program in its human-readable source code form, enables a programmer to study and develop a sequence of steps known as an algorithm. Because the instructions can be carried out in different types of computers, a single set of source instructions converts to machine instructions according to the CPU type.
The execution process car
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https://en.wikipedia.org/wiki/Central%20processing%20unit
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A central processing unit (CPU)—also called a central processor or main processor—is the most important processor in a given computer. Its electronic circuitry executes instructions of a computer program, such as arithmetic, logic, controlling, and input/output (I/O) operations. This role contrasts with that of external components, such as main memory and I/O circuitry, and specialized coprocessors such as graphics processing units (GPUs).
The form, design, and implementation of CPUs have changed over time, but their fundamental operation remains almost unchanged. Principal components of a CPU include the arithmetic–logic unit (ALU) that performs arithmetic and logic operations, processor registers that supply operands to the ALU and store the results of ALU operations, and a control unit that orchestrates the fetching (from memory), decoding and execution (of instructions) by directing the coordinated operations of the ALU, registers, and other components.
Most modern CPUs are implemented on integrated circuit (IC) microprocessors, with one or more CPUs on a single IC chip. Microprocessor chips with multiple CPUs are multi-core processors. The individual physical CPUs, processor cores, can also be multithreaded to create additional virtual or logical CPUs.
An IC that contains a CPU may also contain memory, peripheral interfaces, and other components of a computer; such integrated devices are variously called microcontrollers or systems on a chip (SoC).
Array processors or vector processors have multiple processors that operate in parallel, with no unit considered central. Virtual CPUs are an abstraction of dynamically aggregated computational resources.
History
Early computers such as the ENIAC had to be physically rewired to perform different tasks, which caused these machines to be called "fixed-program computers". The "central processing unit" term has been in use since as early as 1955. Since the term "CPU" is generally defined as a device for software (computer program) execution, the earliest devices that could rightly be called CPUs came with the advent of the stored-program computer.
The idea of a stored-program computer had been already present in the design of J. Presper Eckert and John William Mauchly's ENIAC, but was initially omitted so that ENIAC could be finished sooner. On June 30, 1945, before ENIAC was made, mathematician John von Neumann distributed a paper entitled First Draft of a Report on the EDVAC. It was the outline of a stored-program computer that would eventually be completed in August 1949. EDVAC was designed to perform a certain number of instructions (or operations) of various types. Significantly, the programs written for EDVAC were to be stored in high-speed computer memory rather than specified by the physical wiring of the computer. This overcame a severe limitation of ENIAC, which was the considerable time and effort required to reconfigure the computer to perform a new task. With von Neumann's design,
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https://en.wikipedia.org/wiki/Cipher
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In cryptography, a cipher (or cypher) is an algorithm for performing encryption or decryption—a series of well-defined steps that can be followed as a procedure. An alternative, less common term is encipherment. To encipher or encode is to convert information into cipher or code. In common parlance, "cipher" is synonymous with "code", as they are both a set of steps that encrypt a message; however, the concepts are distinct in cryptography, especially classical cryptography.
Codes generally substitute different length strings of characters in the output, while ciphers generally substitute the same number of characters as are input. A code maps one meaning with another. Words and phrases can be coded as letters or numbers. Codes typically have direct meaning from input to key. Codes primarily function to save time. Ciphers are algorithmic. The given input must follow the cipher's process to be solved. Ciphers are commonly used to encrypt written information.
Codes operated by substituting according to a large codebook which linked a random string of characters or numbers to a word or phrase. For example, "UQJHSE" could be the code for "Proceed to the following coordinates." When using a cipher the original information is known as plaintext, and the encrypted form as ciphertext. The ciphertext message contains all the information of the plaintext message, but is not in a format readable by a human or computer without the proper mechanism to decrypt it.
The operation of a cipher usually depends on a piece of auxiliary information, called a key (or, in traditional NSA parlance, a cryptovariable). The encrypting procedure is varied depending on the key, which changes the detailed operation of the algorithm. A key must be selected before using a cipher to encrypt a message. Without knowledge of the key, it should be extremely difficult, if not impossible, to decrypt the resulting ciphertext into readable plaintext.
Most modern ciphers can be categorized in several ways
By whether they work on blocks of symbols usually of a fixed size (block ciphers), or on a continuous stream of symbols (stream ciphers).
By whether the same key is used for both encryption and decryption (symmetric key algorithms), or if a different key is used for each (asymmetric key algorithms). If the algorithm is symmetric, the key must be known to the recipient and sender and to no one else. If the algorithm is an asymmetric one, the enciphering key is different from, but closely related to, the deciphering key. If one key cannot be deduced from the other, the asymmetric key algorithm has the public/private key property and one of the keys may be made public without loss of confidentiality.
Etymology
Originating from the Arabic word for zero صفر (sifr), the word "cipher" spread to Europe as part of the Arabic numeral system during the Middle Ages. The Roman numeral system lacked the concept of zero, and this limited advances in mathematics. In this transition, the word was
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https://en.wikipedia.org/wiki/Car%20%28disambiguation%29
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A car is a wheeled motor vehicle used for transporting passengers.
Car(s), CAR(s), or The Car(s) may also refer to:
Computing
C.a.R. (Z.u.L.), geometry software
CAR and CDR, commands in LISP computer programming
Clock with Adaptive Replacement, a page replacement algorithm
Computer-assisted reporting
Computer-assisted reviewing
Economics
Capital adequacy ratio, a ratio of a bank's capital to its risk
Cost accrual ratio, an accounting formula
Cumulative abnormal return
Cumulative average return, a financial concept related to the time value of money
Film and television
Cars (franchise), a Disney/Pixar film series
Cars (film), a 2006 computer-animated film from Disney and Pixar
The Car (1977 film), an American horror film
Car, a BBC Two television ident first aired in 1993 (see BBC Two '1991–2001' idents)
The Car (1997 film), a Malayalam film
"The Car" (The Assistants episode)
Literature
Car (magazine), a British auto-enthusiast publication
The Car (novel), a novel by Gary Paulsen
Military
Canadian Airborne Regiment, a Canadian Forces formation
Colt Automatic Rifle, a 5.56mm NATO firearm
Combat Action Ribbon, a United States military decoration
U.S. Army Combat Arms Regimental System, a 1950s reorganisation of the regiments of the US Army
Conflict Armament Research, a UK-based investigative organization that tracks the supply of armaments into conflict-affected areas
Music
The Cars, an American band
Albums
Peter Gabriel (1977 album) or Car
The Cars (album), a 1978 album by The Cars
Cars (soundtrack), the soundtrack to the 2006 film
Cars (Now, Now Every Children album), 2009
Cars, a 2011 album by Kris Delmhorst
C.A.R. (album), a 2012 album by Serengeti
The Car (album), a 2022 album by Arctic Monkeys
Songs
"The Car" (song), a song by Jeff Carson
"Cars" (song), a 1979 single by Gary Numan
"Car", a 1994 song by Built to Spill from There's Nothing Wrong with Love
Paintings
Cars (painting), a series of paintings by Andy Warhol
The Car (Brack), a 1955 painting by John Brack
People
Car (surname)
Cars (surname)
Places
Car, Azerbaijan, a village
Čar, a village in Serbia
Cars, Gironde, France, a commune
Les Cars, Haute-Vienne, France, a commune
Central African Republic
Central Asian Republics
Cordillera Administrative Region, Philippines
County Carlow, Ireland, Chapman code
Science
Canonical anticommutation relation
Carina (constellation)
Chimeric antigen receptor, artificial T cell receptors
Coherent anti-Stokes Raman spectroscopy
Constitutive androstane receptor
Cortisol awakening response, on waking from sleep
Coxsackievirus and adenovirus receptor, a protein
Sports
Carolina Hurricanes, a National Hockey League team
Carolina Panthers, a National Football League team
Club Always Ready, a Bolivian football club from La Paz
Rugby Africa, formerly known as Confederation of African Rugby
Transportation
Railroad car
Canada Atlantic Railway, 1879–1914
Canadian Atlantic Railway, 1986–1994
C
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https://en.wikipedia.org/wiki/Printer%20%28computing%29
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In computing, a printer is a peripheral machine which makes a persistent representation of graphics or text, usually on paper. While most output is human-readable, bar code printers are an example of an expanded use for printers. Different types of printers include 3D printers, inkjet printers, laser printers, and thermal printers.
History
The first computer printer designed was a mechanically driven apparatus by Charles Babbage for his difference engine in the 19th century; however, his mechanical printer design was not built until 2000.
The first patented printing mechanism for applying a marking medium to a recording medium or more particularly an electrostatic inking apparatus and a method for electrostatically depositing ink on controlled areas of a receiving medium, was in 1962 by C. R. Winston, Teletype Corporation, using continuous inkjet printing. The ink was a red stamp-pad ink manufactured by Phillips Process Company of Rochester, NY under the name Clear Print. This patent (US3060429) led to the Teletype Inktronic Printer product delivered to customers in late 1966.
The first compact, lightweight digital printer was the EP-101, invented by Japanese company Epson and released in 1968, according to Epson.
The first commercial printers generally used mechanisms from electric typewriters and Teletype machines. The demand for higher speed led to the development of new systems specifically for computer use. In the 1980s there were daisy wheel systems similar to typewriters, line printers that produced similar output but at much higher speed, and dot-matrix systems that could mix text and graphics but produced relatively low-quality output. The plotter was used for those requiring high-quality line art like blueprints.
The introduction of the low-cost laser printer in 1984, with the first HP LaserJet, and the addition of PostScript in next year's Apple LaserWriter set off a revolution in printing known as desktop publishing. Laser printers using PostScript mixed text and graphics, like dot-matrix printers, but at quality levels formerly available only from commercial typesetting systems. By 1990, most simple printing tasks like fliers and brochures were now created on personal computers and then laser printed; expensive offset printing systems were being dumped as scrap. The HP Deskjet of 1988 offered the same advantages as a laser printer in terms of flexibility, but produced somewhat lower-quality output (depending on the paper) from much less-expensive mechanisms. Inkjet systems rapidly displaced dot-matrix and daisy-wheel printers from the market. By the 2000s, high-quality printers of this sort had fallen under the $100 price point and became commonplace.
The rapid improvement of internet email through the 1990s and into the 2000s has largely displaced the need for printing as a means of moving documents, and a wide variety of reliable storage systems means that a "physical backup" is of little benefit today.
Starting around 2010,
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https://en.wikipedia.org/wiki/Control%20character
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In computing and telecommunication, a control character or non-printing character (NPC) is a code point in a character set that does not represent a written character or symbol. They are used as in-band signaling to cause effects other than the addition of a symbol to the text. All other characters are mainly graphic characters, also known as printing characters (or printable characters), except perhaps for "space" characters. In the ASCII standard there are 33 control characters, such as code 7, , which rings a terminal bell.
History
Procedural signs in Morse code are a form of control character.
A form of control characters were introduced in the 1870 Baudot code: NUL and DEL.
The 1901 Murray code added the carriage return (CR) and line feed (LF), and other versions of the Baudot code included other control characters.
The bell character (BEL), which rang a bell to alert operators, was also an early teletype control character.
Some control characters have also been called "format effectors".
In ASCII
There were quite a few control characters defined (33 in ASCII, and the ECMA-48 standard adds 32 more). This was because early terminals had very primitive mechanical or electrical controls that made any kind of state-remembering API quite expensive to implement, thus a different code for each and every function looked like a requirement. It quickly became possible and inexpensive to interpret sequences of codes to perform a function, and device makers found a way to send hundreds of device instructions. Specifically, they used ASCII code 2710 (escape), followed by a series of characters called a "control sequence" or "escape sequence". The mechanism was invented by Bob Bemer, the father of ASCII. For example, the sequence of code 2710, followed by the printable characters "[2;10H", would cause a Digital Equipment Corporation VT100 terminal to move its cursor to the 10th cell of the 2nd line of the screen. Several standards exist for these sequences, notably ANSI X3.64. But the number of non-standard variations in use is large, especially among printers, where technology has advanced far faster than any standards body can possibly keep up with.
All entries in the ASCII table below code 3210 (technically the C0 control code set) are of this kind, including CR and LF used to separate lines of text. The code 12710 (DEL) is also a control character. Extended ASCII sets defined by ISO 8859 added the codes 12810 through 15910 as control characters. This was primarily done so that if the high bit was stripped, it would not change a printing character to a C0 control code. This second set is called the C1 set.
These 65 control codes were carried over to Unicode. Unicode added more characters that could be considered controls, but it makes a distinction between these "Formatting characters" (such as the zero-width non-joiner) and the 65 control characters.
The Extended Binary Coded Decimal Interchange Code (EBCDIC) character set contains 65 contro
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https://en.wikipedia.org/wiki/Computer%20data%20storage
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Computer data storage is a technology consisting of computer components and recording media that are used to retain digital data. It is a core function and fundamental component of computers.
The central processing unit (CPU) of a computer is what manipulates data by performing computations. In practice, almost all computers use a storage hierarchy, which puts fast but expensive and small storage options close to the CPU and slower but less expensive and larger options further away. Generally, the fast technologies are referred to as "memory", while slower persistent technologies are referred to as "storage".
Even the first computer designs, Charles Babbage's Analytical Engine and Percy Ludgate's Analytical Machine, clearly distinguished between processing and memory (Babbage stored numbers as rotations of gears, while Ludgate stored numbers as displacements of rods in shuttles). This distinction was extended in the Von Neumann architecture, where the CPU consists of two main parts: The control unit and the arithmetic logic unit (ALU). The former controls the flow of data between the CPU and memory, while the latter performs arithmetic and logical operations on data.
Functionality
Without a significant amount of memory, a computer would merely be able to perform fixed operations and immediately output the result. It would have to be reconfigured to change its behavior. This is acceptable for devices such as desk calculators, digital signal processors, and other specialized devices. Von Neumann machines differ in having a memory in which they store their operating instructions and data. Such computers are more versatile in that they do not need to have their hardware reconfigured for each new program, but can simply be reprogrammed with new in-memory instructions; they also tend to be simpler to design, in that a relatively simple processor may keep state between successive computations to build up complex procedural results. Most modern computers are von Neumann machines.
Data organization and representation
A modern digital computer represents data using the binary numeral system. Text, numbers, pictures, audio, and nearly any other form of information can be converted into a string of bits, or binary digits, each of which has a value of 0 or 1. The most common unit of storage is the byte, equal to 8 bits. A piece of information can be handled by any computer or device whose storage space is large enough to accommodate the binary representation of the piece of information, or simply data. For example, the complete works of Shakespeare, about 1250 pages in print, can be stored in about five megabytes (40 million bits) with one byte per character.
Data are encoded by assigning a bit pattern to each character, digit, or multimedia object. Many standards exist for encoding (e.g. character encodings like ASCII, image encodings like JPEG, and video encodings like MPEG-4).
By adding bits to each encoded unit, redundancy allows the computer to d
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https://en.wikipedia.org/wiki/Software
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Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work.
At the lowest programming level, executable code consists of machine language instructions supported by an individual processor—typically a central processing unit (CPU) or a graphics processing unit (GPU). Machine language consists of groups of binary values signifying processor instructions that change the state of the computer from its preceding state. For example, an instruction may change the value stored in a particular storage location in the computer—an effect that is not directly observable to the user. An instruction may also invoke one of many input or output operations, for example, displaying some text on a computer screen, causing state changes that should be visible to the user. The processor executes the instructions in the order they are provided, unless it is instructed to "jump" to a different instruction or is interrupted by the operating system. , most personal computers, smartphone devices, and servers have processors with multiple execution units, or multiple processors performing computation together, so computing has become a much more concurrent activity than in the past.
The majority of software is written in high-level programming languages. They are easier and more efficient for programmers because they are closer to natural languages than machine languages. High-level languages are translated into machine language using a compiler, an interpreter, or a combination of the two. Software may also be written in a low-level assembly language that has a strong correspondence to the computer's machine language instructions and is translated into machine language using an assembler.
History
An algorithm for what would have been the first piece of software was written by Ada Lovelace in the 19th century, for the planned Analytical Engine. She created proofs to show how the engine would calculate Bernoulli numbers. Because of the proofs and the algorithm, she is considered the first computer programmer.
The first theory about software, prior to the creation of computers as we know them today, was proposed by Alan Turing in his 1936 essay, On Computable Numbers, with an Application to the Entscheidungsproblem (decision problem). This eventually led to the creation of the academic fields of computer science and software engineering; both fields study software and its creation. Computer science is the theoretical study of computer and software (Turing's essay is an example of computer science), whereas software engineering is the application of engineering principles to development of software.
In 2000, Fred Shapiro, a librarian at the Yale Law School, published a letter revealing that John Wilder Tukey's 1958 paper "The Teaching of Concrete Mathematics" contained the earliest known usage of the term "software" found in a search of JSTOR's electro
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https://en.wikipedia.org/wiki/Computer%20programming
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Computer programming or coding is the composition of sequences of instructions, called programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing code in one or more programming languages. Programmers typically use high-level programming languages that are more easily intelligible to humans than machine code, which is directly executed by the central processing unit. Proficient programming usually requires expertise in several different subjects, including knowledge of the application domain, details of programming languages and generic code libraries, specialized algorithms, and formal logic.
Auxiliary tasks accompanying and related to programming include analyzing requirements, testing, debugging (investigating and fixing problems), implementation of build systems, and management of derived artifacts, such as programs' machine code. While these are sometimes considered programming, often the term software development is used for this larger overall process – with the terms programming, implementation, and coding reserved for the writing and editing of code per se. Sometimes software development is known as software engineering, especially when it employs formal methods or follows an engineering design process.
History
Programmable devices have existed for centuries. As early as the 9th century, a programmable music sequencer was invented by the Persian Banu Musa brothers, who described an automated mechanical flute player in the Book of Ingenious Devices. In 1206, the Arab engineer Al-Jazari invented a programmable drum machine where a musical mechanical automaton could be made to play different rhythms and drum patterns, via pegs and cams. In 1801, the Jacquard loom could produce entirely different weaves by changing the "program" – a series of pasteboard cards with holes punched in them.
Code-breaking algorithms have also existed for centuries. In the 9th century, the Arab mathematician Al-Kindi described a cryptographic algorithm for deciphering encrypted code, in A Manuscript on Deciphering Cryptographic Messages. He gave the first description of cryptanalysis by frequency analysis, the earliest code-breaking algorithm.
The first computer program is generally dated to 1843, when mathematician Ada Lovelace published an algorithm to calculate a sequence of Bernoulli numbers, intended to be carried out by Charles Babbage's Analytical Engine. However, Charles Babbage had already written his first program for the Analytical Engine in 1837.
In the 1880s, Herman Hollerith invented the concept of storing data in machine-readable form. Later a control panel (plug board) added to his 1906 Type I Tabulator allowed it to be programmed for different jobs, and by the late 1940s, unit record equipment such as the IBM 602 and IBM 604, were programmed by control panels in a similar way, as were the first electronic computers. However, with the concept o
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https://en.wikipedia.org/wiki/Computer%20science
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Computer science is the study of computation, information, and automation. Computer science spans theoretical disciplines (such as algorithms, theory of computation, and information theory) to applied disciplines (including the design and implementation of hardware and software). Though more often considered an academic discipline, computer science is closely related to computer programming.
Algorithms and data structures are central to computer science.
The theory of computation concerns abstract models of computation and general classes of problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing security vulnerabilities. Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of repositories of data. Human–computer interaction investigates the interfaces through which humans and computers interact, and software engineering focuses on the design and principles behind developing software. Areas such as operating systems, networks and embedded systems investigate the principles and design behind complex systems. Computer architecture describes the construction of computer components and computer-operated equipment. Artificial intelligence and machine learning aim to synthesize goal-orientated processes such as problem-solving, decision-making, environmental adaptation, planning and learning found in humans and animals. Within artificial intelligence, computer vision aims to understand and process image and video data, while natural language processing aims to understand and process textual and linguistic data.
The fundamental concern of computer science is determining what can and cannot be automated. The Turing Award is generally recognized as the highest distinction in computer science.
History
The earliest foundations of what would become computer science predate the invention of the modern digital computer. Machines for calculating fixed numerical tasks such as the abacus have existed since antiquity, aiding in computations such as multiplication and division. Algorithms for performing computations have existed since antiquity, even before the development of sophisticated computing equipment.
Wilhelm Schickard designed and constructed the first working mechanical calculator in 1623. In 1673, Gottfried Leibniz demonstrated a digital mechanical calculator, called the Stepped Reckoner. Leibniz may be considered the first computer scientist and information theorist, because of various reasons, including the fact that he documented the binary number system. In 1820, Thomas de Colmar launched the mechanical calculator industry when he invented his simplified arithmometer, the first calculating machine strong enough and reliable enough to be used daily in an office environment. Charles Bab
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https://en.wikipedia.org/wiki/Telecommunications%20in%20Chad
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Telecommunications in Chad include radio, television, fixed and mobile telephones, and the Internet.
Radio and television
Radio stations:
state-owned radio network, Radiodiffusion Nationale Tchadienne (RNT), operates national and regional stations; about 10 private radio stations; some stations rebroadcast programs from international broadcasters (2007);
2 AM, 4 FM, and 5 shortwave stations (2001).
Radios:
1.7 million (1997).
Television stations:
1 state-owned TV station, Tele Tchad (2007);
1 station (2001).
Television sets:
10,000 (1997).
Radio is the most important medium of mass communication. State-run Radiodiffusion Nationale Tchadienne operates national and regional radio stations. Around a dozen private radio stations are on the air, despite high licensing fees, some run by religious or other non-profit groups. The BBC World Service (FM 90.6) and Radio France Internationale (RFI) broadcast in the capital, N'Djamena. The only television station, Tele Tchad, is state-owned.
State control of many broadcasting outlets allows few dissenting views. Journalists are harassed and attacked. On rare occasions journalists are warned in writing by the High Council for Communication to produce more "responsible" journalism or face fines. Some journalists and publishers practice self-censorship. On 10 October 2012, the High Council on Communications issued a formal warning to La Voix du Paysan, claiming that the station's live broadcast on 30 September incited the public to "insurrection against the government." The station had broadcast a sermon by a bishop who criticized the government for allegedly failing to use oil wealth to benefit the region.
Telephones
Calling code: +235
International call prefix: 00
Main lines:
29,900 lines in use, 176th in the world (2012);
13,000 lines in use, 201st in the world (2004).
Mobile cellular:
4.2 million lines, 119th in the world (2012);
210,000 lines, 155th in the world (2005).
Telephone system: inadequate system of radiotelephone communication stations with high costs and low telephone density; fixed-line connections for less than 1 per 100 persons coupled with mobile-cellular subscribership base of only about 35 per 100 persons (2011).
Satellite earth stations: 1 Intelsat (Atlantic Ocean) (2011).
Internet
Top-level domain: .td
Internet users:
230,489 users, 149th in the world; 2.1% of the population, 200th in the world (2012);
168,100 users, 145th in the world (2009);
35,000 users, 167th in the world (2005).
Fixed broadband: 18,000 subscriptions, 132nd in the world; 0.2% of the population, 161st in the world (2012).
Wireless broadband: Unknown (2012).
Internet hosts:
6 hosts, 229th in the world (2012);
9 hosts, 217th in the world (2006).
IPv4: 4,096 addresses allocated, less than 0.05% of the world total, 0.4 addresses per 1000 people (2012).
Internet censorship and surveillance
There are no government restrictions on access to the Internet or credible reports that the govern
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https://en.wikipedia.org/wiki/Video%20game
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A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations), and some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.
Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer (PC) games; the latter also encompasses LAN games, online games, and browser games. More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.
The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971. In 1972 came the iconic hit game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service.
Today, video game development requires numerous interdisciplinary skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers.
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https://en.wikipedia.org/wiki/Country%20code
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A country code is a short alphanumeric identification code for countries and dependent areas. Its primary use is in data processing and communications. Several identification systems have been developed.
The term country code frequently refers to ISO 3166-1 alpha-2, as well as the telephone country code, which is embodied in the E.164 recommendation by the International Telecommunication Union (ITU).
ISO 3166-1
The standard ISO 3166-1 defines short identification codes for most countries and dependent areas:
ISO 3166-1 alpha-2: two-letter code
ISO 3166-1 alpha-3: three-letter code
ISO 3166-1 numeric: three-digit code
The two-letter codes are used as the basis for other codes and applications, for example,
for ISO 4217 currency codes
with deviations, for country code top-level domain names (ccTLDs) on the Internet: list of Internet TLDs.
Other applications are defined in ISO 3166-1 alpha-2.
ITU country codes
In telecommunication, a country code, or international subscriber dialing (ISD) code, is a telephone number prefix used in international direct dialing (IDD) and for destination routing of telephone calls to a country other than the caller's. A country or region with an autonomous telephone administration must apply for membership in the International Telecommunication Union (ITU) to participate in the international public switched telephone network (PSTN). County codes are defined by the ITU-T section of the ITU in standards E.123 and E.164.
Country codes constitute the international telephone numbering plan, and are dialed only when calling a telephone number in another country. They are dialed before the national telephone number. International calls require at least one additional prefix to be dialing before the country code, to connect the call to international circuits, the international call prefix. When printing telephone numbers this is indicated by a plus-sign (+) in front of a complete international telephone number, per recommendation E164 by the ITU.
Other country codes
European Union:
Before the 2004 EU enlargement the EU used the UN Road Traffic Conventions license plate codes. Since then, it has used the ISO 3166-1 alpha-2 code, but with two modifications:
EL for Greece (instead of GR)
(formerly) UK for United Kingdom (instead of GB)
The Nomenclature des unités territoriales statistiques (Nomenclature of territorial units for statistics, NUTS) of the European Union, mostly focusing on subdivisions of the EU member states
FIFA (Fédération Internationale de Football Association) assigns a three-letter code (dubbed FIFA Trigramme) to each of its member and non-member countries: List of FIFA country codes
Federal Information Processing Standard (FIPS) 10-4 defined two-letter codes used by the U.S. government and in the CIA World Factbook: list of FIPS country codes. On September 2, 2008, FIPS 10-4 was one of ten standards withdrawn by NIST as a Federal Information Processing Standard.
The Bureau of Transportation Statistics,
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https://en.wikipedia.org/wiki/Transport%20in%20the%20Cayman%20Islands
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The transport infrastructure of the Cayman Islands consists of a public road network, two seaports, and three airports.
Roads
As of 2000, the Cayman Islands had a total of 488 miles (785 km) of paved highway.
Driving is on the left, and speed is reckoned in miles per hour, as in the UK. The legal blood alcohol content is 100mg per 100ml (0.1%), the highest in the world.
Seaports
Two ports, Cayman Brac and George Town, serve the islands. One hundred and twenty-three ships (of 1,000 GT or more) are registered in the Cayman Islands, with a total capacity of 2,402,058 GT/. Some foreign ships (including vessels from Cyprus, Denmark, Greece, Norway, the UK, and US) are registered in the Cayman Islands under a flag of convenience. (All figures are 2002 estimates.)
Airports
There are three airports on the Islands. The main airport Owen Roberts International Airport serving Grand Cayman, Charles Kirkconnell International Airport serving Cayman Brac and Edward Bodden Airfield serving Little Cayman.
Buses
A fleet of Share taxi minibuses serves Grand Cayman.
A daily service starts at 6.00 from the depot and runs as follows from George Town to:
West Bay — every 15 minutes: 6.00–23.00 (24.00 on Fr, Sa). CI$1.50 each way.
Bodden Town — every 30 minutes: 6.00–23.00 (24.00 on Fr, Sa). CI$1.50 each way.
East End and North Side — every hour, 6.00–21.00 (24.00 on Fr). CI$2 each way.
Colour-coded logos on the front and rear of the buses (white mini-vans) identify the routes:
See also
Cayman Islands
References
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https://en.wikipedia.org/wiki/Transport%20in%20the%20Central%20African%20Republic
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Modes of transport in the Central African Republic include road, water, and air. Most of the country is connected to the road network, but not all of it. Some roads in the country do not connect to the rest of the national road network and may become impassable, especially during heavy monsoon rain. Many remote areas that not connected to the country's road network, especially in the eastern part of the country outside of the major cities and towns, can only be reached by light aircraft, boat (via river) or on foot. Most roads are unpaved, and which centres on the routes nationales identified as RN1 to RN11. Bangui serves as a seaport, and 900 km of inland waterways are navigable, the main route being the Oubangui river. There is one international airport at Bangui-Mpoko, two other paved airports, and over 40 with unpaved runways.
Railways
There are presently no railways in the Central African Republic.
A line from Cameroon port of Kribi to Bangui was proposed in 2002.
Highways
Total: 23,810 km
Paved: 643 km
Unpaved: 23,167 km (1999 est.)
Major roads include:
RN1 (Route Nationale 1) north from Bangui. 482 km via Bossangoa to Moundou, Chad.
RN2 east from Bangui. 1202 km via Bambari and Bangassou to the South Sudanese border at Bambouti.
RN3 west from RN1 at Bossembélé. 453 km via Bouar and Baboua to Boulai on the Cameroon border as part of the east-west Trans-African Highway 8 Lagos-Mombasa.
RN4 from RN2 at Damara, 76 km north of Bangui, north 554 km via Bouca and Batangafo to Sarh, Chad.
RN6 south and west from Bangui, 605 km via Mbaïki, Carnot and Berbérati to Gamboula on the border with Cameroon.
RN8 north-east from RN2 at Sibut, 023 km via Kaga Bandoro, Ndéle, and Birao to the Sudanese border.
RN10 south from RN6 at Berbérati, 136 km via Bania to Nola.
RN11 from Baoro on RN3 south, 104 km to Carnot on RN6.
The roads east to Sudan and north to Chad are poorly maintained.
Waterways
900 km; traditional trade carried on by means of shallow-draft dugouts; Oubangui is the most important river, navigable all year to craft drawing 0.6 m or less; 282 km navigable to craft drawing as much as 1.8 m.
Ports and harbors
There is only one river port. It is at the city of Bangui.
Airports
Airports with paved runways
Total: 3
2,438 to 3,047 m: 1
1,524 to 2,437 m: 2 (2002)
The most important airport in the Central African Republic is Bangui M'Poko International Airport (ICAO: FEFF)
Airports with unpaved runways
Total: 47
2,438 to 3,047 m: 1
1,524 to 2,437 m: 10
914 to 1,523 m: 23
Under 914 m: 13 (2002)
See also
Central African Republic
References
External links
UN Map
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https://en.wikipedia.org/wiki/Transport%20in%20Croatia
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Transport in Croatia relies on several main modes, including transport by car, train, ship and plane. Road transport incorporates a comprehensive network of state, county and local routes augmented by a network of highways for long-distance travelling. Water transport can be divided into sea, based on the ports of Rijeka, Ploče, Split and Zadar, and river transport, based on Sava, Danube and, to a lesser extent, Drava. Croatia has 9 international airports and several airlines, of which the most notable are Croatia Airlines and Trade Air. Rail network is fairly developed but regarding inter-city transport, bus tends to be far more common than the rail.
Air transport
Croatia counts 9 civil, 13 sport and 3 military airports. There are nine international civil airports: Zagreb Airport, Split Airport, Dubrovnik Airport, Zadar Airport, Pula Airport, Rijeka Airport (on the island of Krk), Osijek Airport, Bol and Mali Lošinj. The two busiest airports in the country are the ones serving Zagreb and Split.
By the end of 2010, significant investments in the renovation of Croatian airports began. New modern and spacious passenger terminals were opened in 2017 at Zagreb and Dubrovnik Airports and in 2019 at Split Airport. The new passenger terminals at Dubrovnik Airport and Zagreb Airport are the first in Croatia to feature jet bridges.
Airports that serve cities on the Adriatic coast receive the majority of the traffic during the summer season due to the large number of flights from foreign air carriers (especially low-cost) that serve these airports with seasonal flights.
Croatia Airlines is the state-owned flag carrier of Croatia. It is headquartered in Zagreb and its main hub is Zagreb Airport.
Croatia is connected by air with a large number of foreign (especially European) destinations, while its largest cities are interconnected by a significant number of domestic air routes such as lines between Zagreb and Split, Dubrovnik and Zadar, between Osijek and Rijeka, between Osijek and Split and between Zadar and Pula. This routes are operated by domestic air carriers such as Croatia Airlines or Trade Air.
Rail transport
Railway corridors
The Croatian railway network is classified into three groups: railways of international, regional and local significance.
The most important railway lines follow Pan-European corridors V/branch B (Rijeka - Zagreb - Budapest) and X, which connect with each other in Zagreb. With international passenger trains, Croatia is directly connected with two of the neighbouring (Slovenia and Hungary), and many medium-distanced Central European countries such as Czech Republic, Slovakia (during the summer season), Austria, Germany and Switzerland.
Dubrovnik and Zadar are the two of the most populous and well known cities in Croatia that are not connected with the railway, while the city of Pula (together with the rest of westernmost Istria County) can only be directly reached by railway through Slovenia (unless one takes the
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https://en.wikipedia.org/wiki/Cognitive%20science
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Cognitive science is the interdisciplinary, scientific study of the mind and its processes with input from linguistics, psychology, neuroscience, philosophy, computer science/artificial intelligence, and anthropology. It examines the nature, the tasks, and the functions of cognition (in a broad sense). Cognitive scientists study intelligence and behavior, with a focus on how nervous systems represent, process, and transform information. Mental faculties of concern to cognitive scientists include language, perception, memory, attention, reasoning, and emotion; to understand these faculties, cognitive scientists borrow from fields such as linguistics, psychology, artificial intelligence, philosophy, neuroscience, and anthropology. The typical analysis of cognitive science spans many levels of organization, from learning and decision to logic and planning; from neural circuitry to modular brain organization. One of the fundamental concepts of cognitive science is that "thinking can best be understood in terms of representational structures in the mind and computational procedures that operate on those structures."
The goal of cognitive science is to understand and formulate the principles of intelligence with the hope that this will lead to a better comprehension of the mind and of learning.
The cognitive sciences began as an intellectual movement in the 1950s often referred to as the cognitive revolution.
History
The cognitive sciences began as an intellectual movement in the 1950s, called the cognitive revolution. Cognitive science has a prehistory traceable back to ancient Greek philosophical texts (see Plato's Meno and Aristotle's De Anima); Modern philosophers such as Descartes, David Hume, Immanuel Kant, Benedict de Spinoza, Nicolas Malebranche, Pierre Cabanis, Leibniz and John Locke, rejected scholasticism while mostly having never read Aristotle, and they were working with an entirely different set of tools and core concepts than those of the cognitive scientist.
The modern culture of cognitive science can be traced back to the early cyberneticists in the 1930s and 1940s, such as Warren McCulloch and Walter Pitts, who sought to understand the organizing principles of the mind. McCulloch and Pitts developed the first variants of what are now known as artificial neural networks, models of computation inspired by the structure of biological neural networks.
Another precursor was the early development of the theory of computation and the digital computer in the 1940s and 1950s. Kurt Gödel, Alonzo Church, Alan Turing, and John von Neumann were instrumental in these developments. The modern computer, or Von Neumann machine, would play a central role in cognitive science, both as a metaphor for the mind, and as a tool for investigation.
The first instance of cognitive science experiments being done at an academic institution took place at MIT Sloan School of Management, established by J.C.R. Licklider working within the psychology department
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https://en.wikipedia.org/wiki/Claude%20Shannon
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Claude Elwood Shannon (April 30, 1916 – February 24, 2001) was an American mathematician, electrical engineer, computer scientist and cryptographer known as the "father of information theory". He is credited alongside George Boole for laying the foundations of the Information Age.
As a 21-year-old master's degree student at the Massachusetts Institute of Technology (MIT), he wrote his thesis demonstrating that electrical applications of Boolean algebra could construct any logical numerical relationship. Shannon contributed to the field of cryptanalysis for national defense of the United States during World War II, including his fundamental work on codebreaking and secure telecommunications, writing a paper which would be considered one of the foundational pieces of modern cryptography.
His mathematical theory of information laid the foundations for the field of information theory, with his famous paper being called the "Magna Carta of the Information Age" by Scientific American. He also made contributions to artificial intelligence. His achievements are said to be on par with those of Albert Einstein and Alan Turing in their fields.
Biography
Childhood
The Shannon family lived in Gaylord, Michigan, and Claude was born in a hospital in nearby Petoskey. His father, Claude Sr. (1862–1934), was a businessman and, for a while, a judge of probate in Gaylord. His mother, Mabel Wolf Shannon (1890–1945), was a language teacher, who also served as the principal of Gaylord High School. Claude Sr. was a descendant of New Jersey settlers, while Mabel was a child of German immigrants. Shannon's family was active in their Methodist Church during his youth.
Most of the first 16 years of Shannon's life were spent in Gaylord, where he attended public school, graduating from Gaylord High School in 1932. Shannon showed an inclination towards mechanical and electrical things. His best subjects were science and mathematics. At home, he constructed such devices as models of planes, a radio-controlled model boat and a barbed-wire telegraph system to a friend's house a half-mile away. While growing up, he also worked as a messenger for the Western Union company.
Shannon's childhood hero was Thomas Edison, whom he later learned was a distant cousin. Both Shannon and Edison were descendants of John Ogden (1609–1682), a colonial leader and an ancestor of many distinguished people.
Logic circuits
In 1932, Shannon entered the University of Michigan, where he was introduced to the work of George Boole. He graduated in 1936 with two bachelor's degrees: one in electrical engineering and the other in mathematics.
In 1936, Shannon began his graduate studies in electrical engineering at MIT, where he worked on Vannevar Bush's differential analyzer, an early analog computer. While studying the complicated ad hoc circuits of this analyzer, Shannon designed switching circuits based on Boole's concepts. In 1937, he wrote his master's degree thesis, A Symbolic Analysis of Rela
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https://en.wikipedia.org/wiki/Cyberpunk
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Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and cyberware, juxtaposed with societal collapse, dystopia or decay. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction.
Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977. Released in 1984, William Gibson's influential debut novel Neuromancer helped solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Frank Miller's Ronin is an example of a cyberpunk graphic novel. Other influential cyberpunk writers included Bruce Sterling and Rudy Rucker. The Japanese cyberpunk subgenre began in 1982 with the debut of Katsuhiro Otomo's manga series Akira, with its 1988 anime film adaptation (also directed by Otomo) later popularizing the subgenre.
Early films in the genre include Ridley Scott's 1982 film Blade Runner, one of several of Philip K. Dick's works that have been adapted into films (in this case, Do Androids Dream of Electric Sheep?). The "first cyberpunk television series" was the TV series Max Headroom from 1987, playing in a futuristic dystopia ruled by an oligarchy of television networks, and where computer hacking played a central role in many story lines. The films Johnny Mnemonic (1995) and New Rose Hotel (1998), both based upon short stories by William Gibson, flopped commercially and critically, while The Matrix trilogy (1999–2003) and Judge Dredd (1995) were some of the most successful cyberpunk films.
Newer cyberpunk media includes Blade Runner 2049 (2017), a sequel to the original 1982 film; Dredd (2012), which was not a sequel to the original movie; Upgrade (2018); Alita: Battle Angel (2019), based on the 1990s Japanese manga Battle Angel Alita; the 2018 Netflix TV series Altered Carbon, based on Richard K. Morgan's 2002 novel of the same name; the 2020 remake of 1997 role-playing video game Final Fantasy VII; and the video game Cyberpunk 2077 (2020), based on R. Talsorian Games's 1988 tabletop role-playing game Cyberpunk.
Background
Lawrence Person has attempted to define the content and ethos of the cyberpunk literary movement stating:
Cyberpunk plots often center on conflict among artificial intelligences, hackers, and megacorporations, and tend to be set in a near-future Earth, rather than in the far-future settings or galactic vistas found in novels such as Isaac Asimov's Foundation or Frank Herbert's Dune. The settings are usually post-industrial dystopias but tend to feature extraordinary cu
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https://en.wikipedia.org/wiki/Compiler
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In computing, a compiler is a computer program that translates computer code written in one programming language (the source language) into another language (the target language). The name "compiler" is primarily used for programs that translate source code from a high-level programming language to a low-level programming language (e.g. assembly language, object code, or machine code) to create an executable program.
There are many different types of compilers which produce output in different useful forms. A cross-compiler produces code for a different CPU or operating system than the one on which the cross-compiler itself runs. A bootstrap compiler is often a temporary compiler, used for compiling a more permanent or better optimised compiler for a language.
Related software include, a program that translates from a low-level language to a higher level one is a decompiler; a program that translates between high-level languages, usually called a source-to-source compiler or transpiler. A language rewriter is usually a program that translates the form of expressions without a change of language. A compiler-compiler is a compiler that produces a compiler (or part of one), often in a generic and reusable way so as to be able to produce many differing compilers.
A compiler is likely to perform some or all of the following operations, often called phases: preprocessing, lexical analysis, parsing, semantic analysis (syntax-directed translation), conversion of input programs to an intermediate representation, code optimization and machine specific code generation. Compilers generally implement these phases as modular components, promoting efficient design and correctness of transformations of source input to target output. Program faults caused by incorrect compiler behavior can be very difficult to track down and work around; therefore, compiler implementers invest significant effort to ensure compiler correctness.
Compilers are not the only language processor used to transform source programs. An interpreter is computer software that transforms and then executes the indicated operations. The translation process influences the design of computer languages, which leads to a preference of compilation or interpretation. In theory, a programming language can have both a compiler and an interpreter. In practice, programming languages tend to be associated with just one (a compiler or an interpreter).
History
Theoretical computing concepts developed by scientists, mathematicians, and engineers formed the basis of digital modern computing development during World War II. Primitive binary languages evolved because digital devices only understand ones and zeros and the circuit patterns in the underlying machine architecture. In the late 1940s, assembly languages were created to offer a more workable abstraction of the computer architectures. Limited memory capacity of early computers led to substantial technical challenges when the first compilers w
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https://en.wikipedia.org/wiki/Key%20size
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In cryptography, key size or key length refers to the number of bits in a key used by a cryptographic algorithm (such as a cipher).
Key length defines the upper-bound on an algorithm's security (i.e. a logarithmic measure of the fastest known attack against an algorithm), because the security of all algorithms can be violated by brute-force attacks. Ideally, the lower-bound on an algorithm's security is by design equal to the key length (that is, the algorithm's design does not detract from the degree of security inherent in the key length).
Most symmetric-key algorithms are designed to have security equal to their key length. However, after design, a new attack might be discovered. For instance, Triple DES was designed to have a 168-bit key, but an attack of complexity 2112 is now known (i.e. Triple DES now only has 112 bits of security, and of the 168 bits in the key the attack has rendered 56 'ineffective' towards security). Nevertheless, as long as the security (understood as "the amount of effort it would take to gain access") is sufficient for a particular application, then it does not matter if key length and security coincide. This is important for asymmetric-key algorithms, because no such algorithm is known to satisfy this property; elliptic curve cryptography comes the closest with an effective security of roughly half its key length.
Significance
Keys are used to control the operation of a cipher so that only the correct key can convert encrypted text (ciphertext) to plaintext. All commonly-used ciphers are based on publicly known algorithms or are open source and so it is only the difficulty of obtaining the key that determines security of the system, provided that there is no analytic attack (i.e. a "structural weakness" in the algorithms or protocols used), and assuming that the key is not otherwise available (such as via theft, extortion, or compromise of computer systems). The widely accepted notion that the security of the system should depend on the key alone has been explicitly formulated by Auguste Kerckhoffs (in the 1880s) and Claude Shannon (in the 1940s); the statements are known as Kerckhoffs' principle and Shannon's Maxim respectively.
A key should, therefore, be large enough that a brute-force attack (possible against any encryption algorithm) is infeasible – i.e. would take too long and/or would take too much memory to execute. Shannon's work on information theory showed that to achieve so-called 'perfect secrecy', the key length must be at least as large as the message and only used once (this algorithm is called the one-time pad). In light of this, and the practical difficulty of managing such long keys, modern cryptographic practice has discarded the notion of perfect secrecy as a requirement for encryption, and instead focuses on computational security, under which the computational requirements of breaking an encrypted text must be infeasible for an attacker.
Key size and encryption system
Encryption systems
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https://en.wikipedia.org/wiki/Computer%20program
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A computer program is a sequence or set of instructions in a programming language for a computer to execute. It is one component of software, which also includes documentation and other intangible components.
A computer program in its human-readable form is called source code. Source code needs another computer program to execute because computers can only execute their native machine instructions. Therefore, source code may be translated to machine instructions using the language's compiler. (Assembly language programs are translated using an assembler.) The resulting file is called an executable. Alternatively, source code may execute within the language's interpreter.
If the executable is requested for execution, then the operating system loads it into memory and starts a process. The central processing unit will soon switch to this process so it can fetch, decode, and then execute each machine instruction.
If the source code is requested for execution, then the operating system loads the corresponding interpreter into memory and starts a process. The interpreter then loads the source code into memory to translate and execute each statement. Running the source code is slower than running an executable. Moreover, the interpreter must be installed on the computer.
Example computer program
The "Hello, World!" program is used to illustrate a language's basic syntax. The syntax of the language BASIC (1964) was intentionally limited to make the language easy to learn. For example, variables are not declared before being used. Also, variables are automatically initialized to zero. Here is an example computer program, in Basic, to average a list of numbers:
10 INPUT "How many numbers to average?", A
20 FOR I = 1 TO A
30 INPUT "Enter number:", B
40 LET C = C + B
50 NEXT I
60 LET D = C/A
70 PRINT "The average is", D
80 END
Once the mechanics of basic computer programming are learned, more sophisticated and powerful languages are available to build large computer systems.
History
Improvements in software development are the result of improvements in computer hardware. At each stage in hardware's history, the task of computer programming changed dramatically.
Analytical Engine
In 1837, Jacquard's loom inspired Charles Babbage to attempt to build the Analytical Engine.
The names of the components of the calculating device were borrowed from the textile industry. In the textile industry, yarn was brought from the store to be milled. The device had a "store" which consisted of memory to hold 1,000 numbers of 50 decimal digits each. Numbers from the "store" were transferred to the "mill" for processing. It was programmed using two sets of perforated cards. One set directed the operation and the other set inputted the variables. However, the thousands of cogged wheels and gears never fully worked together, even after Babbage spent more than £17,000 of government money.
Ada Lovelace worked for Charles Babbage to create a description of the Analytical
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https://en.wikipedia.org/wiki/Computation
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A computation is any type of arithmetic or non-arithmetic calculation that is well-defined. Common examples of computations are mathematical equations and computer algorithms.
Mechanical or electronic devices (or, historically, people) that perform computations are known as computers. The study of computation is the field of computability, itself a sub-field of computer science.
Introduction
The notion that mathematical statements should be 'well-defined' had been argued by mathematicians since at least the 1600s, but agreement on a suitable definition proved elusive. A candidate definition was proposed independently by several mathematicians in the 1930s. The best-known variant was formalised by the mathematician Alan Turing, who defined a well-defined statement or calculation as any statement that could be expressed in terms of the initialisation parameters of a Turing Machine. Other (mathematically equivalent) definitions include Alonzo Church's lambda-definability, Herbrand-Gödel-Kleene's general recursiveness and Emil Post's 1-definability.
Today, any formal statement or calculation that exhibits this quality of well-definedness is termed computable, while the statement or calculation itself is referred to as a computation.
Turing's definition apportioned "well-definedness" to a very large class of mathematical statements, including all well-formed algebraic statements, and all statements written in modern computer programming languages.
Despite the widespread uptake of this definition, there are some mathematical concepts that have no well-defined characterisation under this definition. This includes the halting problem and the busy beaver game. It remains an open question as to whether there exists a more powerful definition of 'well-defined' that is able to capture both computable and 'non-computable' statements.
Some examples of mathematical statements that are computable include:
All statements characterised in modern programming languages, including C++, Python, and Java.
All calculations carried by an electronic computer, calculator or abacus.
All calculations carried out on an analytical engine.
All calculations carried out on a Turing Machine.
The majority of mathematical statements and calculations given in maths textbooks.
Some examples of mathematical statements that are not computable include:
Calculations or statements which are ill-defined, such that they cannot be unambiguously encoded into a Turing machine: ("Paul loves me twice as much as Joe").
Problem statements which do appear to be well-defined, but for which it can be proved that no Turing machine exists to solve them (such as the halting problem).
The Physical process of computation
Computation can be seen as a purely physical process occurring inside a closed physical system called a computer. Turing's 1937 proof, On Computable Numbers, with an Application to the Entscheidungsproblem, demonstrated that there is a formal equivalence between computab
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https://en.wikipedia.org/wiki/Triphone
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In linguistics, a triphone is a sequence of three consecutive phonemes. Triphones are useful in models of natural language processing where they are used to establish the various contexts in which a phoneme can occur in a particular natural language.
See also
Diphone
References
Natural language processing
Phonology
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https://en.wikipedia.org/wiki/Computer%20fan
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A computer fan is any fan inside, or attached to, a computer case used for active cooling. Fans are used to draw cooler air into the case from the outside, expel warm air from inside and move air across a heat sink to cool a particular component. Both axial and sometimes centrifugal (blower/squirrel-cage) fans are used in computers. Computer fans commonly come in standard sizes, such as 92mm, 120mm (most common), 140mm, and even 200220mm. Computer fans are powered and controlled using 3-pin or 4-pin fan connectors.
Usage of a cooling fan
While in earlier personal computers it was possible to cool most components using natural convection (passive cooling), many modern components require more effective active cooling. To cool these components, fans are used to move heated air away from the components and draw cooler air over them. Fans attached to components are usually used in combination with a heat sink to increase the area of heated surface in contact with the air, thereby improving the efficiency of cooling. Fan control is not always an automatic process. A computer's BIOS can control the speed of the built-in fan system for the computer. A user can even supplement this function with additional cooling components or connect a manual fan controller with knobs that set fans to different speeds.
In the IBM PC compatible market, the computer's power supply unit (PSU) almost always uses an exhaust fan to expel warm air from the PSU. Active cooling on CPUs started to appear on the Intel 80486, and by 1997 was standard on all desktop processors. Chassis or case fans, usually one exhaust fan to expel heated air from the rear and optionally an intake fan to draw cooler air in through the front, became common with the arrival of the Pentium 4 in late 2000.
Applications
Case fan
Fans are used to move air through the computer case. The components inside the case cannot dissipate heat efficiently if the surrounding air is too hot. Case fans may be placed as intake fans, drawing cooler outside air in through the front or bottom of the chassis (where it may also be drawn over the internal hard drive racks), or exhaust fans, expelling warm air through the top or rear. Some ATX tower cases have one or more additional vents and mounting points in the left side panel where one or more fans may be installed to blow cool air directly onto the motherboard components and expansion cards, which are among the largest heat sources.
Standard axial case fans are 40, 60, 80, 92, 120, 140, 200 and 220 mm in width and length. As case fans are often the most readily visible form of cooling on a PC, decorative fans are widely available and may be lit with LEDs, made of UV-reactive plastic, and/or covered with decorative grilles. Decorative fans and accessories are popular with case modders. Air filters are often used over intake fans, to prevent dust from entering the case and clogging up the internal components. Heatsinks are especially vulnerable to being clogged up
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https://en.wikipedia.org/wiki/EMX
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EMX or EmX may refer to:
emx+gcc, a DOS extender and DOS and OS/2 programming environment
Emerald Express (EmX), a bus rapid transit system in Lane County, Oregon
EuroManx, a defunct airline which held ICAO airline designator EMX
El Maitén Airport, an airport in Argentina which has IATA airport code EMX
Electribe EMX, music production station by Korg
See also
EMX1, a human gene
EMX2, a human gene
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https://en.wikipedia.org/wiki/Curt%20Menefee
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Curt Menefee (born July 22, 1965) is an American sportscaster who hosts the Fox Network's NFL pregame show Fox NFL Sunday.
Early life and education
Menefee was born and raised in Atlanta, Georgia.
Menefee earned a Bachelor of Arts degree from Coe College in Cedar Rapids, Iowa. At Coe, he was a member of the Sigma Nu fraternity and inducted into the Sigma Nu Hall of Fame in 2016. He gave the commencement speech at Coe College in 2010 and was awarded an honorary doctorate in Journalism. In 2021, Menefee was attending Northwestern University enrolled in the university's Master's in Public Policy & Administration program with plans to relocate to Chicago full-time.
Career
Prior to joining Fox Sports full-time, he was a sports reporter for MSG Network's SportsDesk show. Prior to that, he was the sports anchor for WNYW, New York City's Fox flagship station. He also appeared on-air on WTLV in Jacksonville, Florida. He also hosted a radio show on the popular Dallas, Texas sports radio station KTCK ("1310 The Ticket"). He worked at WISC-TV (CBS) in Madison, Wisconsin as a sports anchor and reporter. He was also the sports anchor for Dallas-Fort Worth's then-independent station
and now CBS affiliate KTVT.
Fox Sports
He began his career at Fox Sports in 1997 as a sideline reporter, then moved to play-by-play for Fox's NFL Europe and Fox NFL coverage on FOX Sports and FSN.
In 2007, Menefee became the host of Fox NFL Sunday.
On May 24, 2008, Menefee made an appearance on MLB on Fox. He held play-by-play duties alongside José Mota during a game between the Los Angeles Angels and the Chicago White Sox.
On May 22, 2010, Menefee hosted Fox's coverage of the UEFA Champions League Final between Inter Milan and Bayern Munich in the first broadcast of that tournament's championship game on over-the-air broadcast television in the United States.
On November 12, 2011, Menefee became the host of the UFC on Fox with Randy Couture and Jon Jones. He continued to serve as host until ESPN took the rights to broadcast UFC.
In 2015, he hosted the inaugural coverage of FOX Sports coverage of the U.S. Open Championship in 2015.
On February 8, 2020, Menefee called an XFL game between the LA Wildcats and the Houston Roughnecks.
NFL Preseason Football
Menefee called the NFL preseason for the Jaguars TV network from 2005 to 2007. He formerly called play-by-play for Seattle Seahawks preseason games from 2008 through the 2022 season, with Michael Robinson, Dave Wyman, and Matt Devlin doing color commentary on KCPQ and KZJO (replay).
Boxing
Menefee also provided ringside commentary for Top Rank's coverage of the Pacquiao-Hatton fight. He was also the play-by-play announcer for Showtime Championship Boxing.
On January 7, 2012, Menefee announced he was leaving ShoBox.
Personal life
Menefee resides in Los Angeles, California.
References
1965 births
Living people
African-American sports journalists
African-American television personalities
American sports journalists
Am
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https://en.wikipedia.org/wiki/Flip4Mac
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Flip4Mac from Telestream, Inc. was a digital media software for the macOS operating system. It was known for being the only QuickTime component for macOS to support Windows Media Video, and was distributed by Microsoft as a substitute after they discontinued their media player for Macintosh computers.
Features
Telestream previously offered a free standalone player also known as Flip Player while charging for their Pro and Studio features until the release of v3.3 on May 1, 2014, when they began charging for Flip4Mac Player (plug-in and standalone player combined).
There are four versions of Flip4Mac Player:
Flip4Mac Player ($9.99)
Play Windows Media files (.wma and .wmv) directly in QuickTime applications and view Windows Media content on the Internet using a web browser
Flip4Mac Player Pro ($29)
Adds the ability to import WMV and WMA files for editing and conversion to QuickTime formats or iOS devices
Flip4Mac Studio ($49)
Includes all the features of Player Pro, and adds the ability to create standard definition (up to 768 x 576) WMV files using preset templates and custom encoding profiles
Flip4Mac Studio Pro HD ($179)
Includes all the features of Studio, and adds two-pass HD (up to 1920 x 1080), VBR encoding and pro audio features
Technical specifications
Below is the following technical specifications for Flip4Mac Player:
Codec support
NOTE: Exporting WMV9 Advanced and WMA Professional and Lossless is supported only by Flip4Mac Studio Pro HD
Network stream protocols
Frame sizes available for export
System requirements
In order to run Flip4Mac, you need to meet the following specifications:
Intel-based Mac
Mac OS X Snow Leopard or later
NOTE: Please note if running on Snow Leopard, you need to update to 10.6.8 via Apple Software Update.
Windows Media Components for QuickTime
Windows Media Components for QuickTime allow free transparent playback of the most common Windows Media Video and Windows Media Audio formats on macOS inside QuickTime applications and web browsers.
On January 12, 2006, Microsoft discontinued the Macintosh version of Windows Media Player and began distributing Flip4Mac Player for free until May 1, 2014, when Telestream began charging for Flip4Mac Player. Microsoft's website refers the product as Windows Media Components for QuickTime while Telestream just refers to Flip4Mac.
Windows Media
Advanced Stream Redirector
Advanced Stream Redirector (ASX) file format is a type of Extensible Markup Language (XML) metafile designed to store a playlist of Windows Media files for a multimedia presentation. Flip4Mac currently supports the following MIME types:
{| class="wikitable" style="text-align:center;"
|-
| video/x-ms-wmv
| audio/x-ms-wma
|-
| video/x-ms-wm
| video/x-ms-asf
|-
| video/x-ms-wvx
| video/x-ms-wmx
|-
| audio/x-ms-wax
| video/x-ms-asx
|-
|}
Advanced Systems Format
Advanced Systems Format (ASF) is Microsoft's proprietary digital audio/digital video container format, especially meant for
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https://en.wikipedia.org/wiki/Amy%20Barger
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Amy J. Barger (born January 18, 1971) is an American astronomer and Henrietta Leavitt Professor of Astronomy at the University of Wisconsin–Madison. She is considered a pioneer in combining data from multiple telescopes to monitor multiple wavelengths and in discovering distant galaxies and supermassive black holes, which are outside of the visible spectrum. Barger is an active member of the International Astronomical Union.
Education and career
Barger earned a Bachelor of Arts in astronomy-physics in 1993 from the University of Wisconsin-Madison. She was a Marshall scholar at King's College, University of Cambridge and received a doctor of philosophy in astronomy from the university in 1997. Barger holds positions as a Henrietta Leavitt Professor of Astronomy at the University of Wisconsin-Madison and as an affiliate graduate faculty member in the University of Hawaii Department of Physics and Astronomy.
Notable research
Barger's research discoveries concern distant Universe activity and objects, including dusty galaxies, quasars and supermassive black holes. Her research has overturned current and widely accepted models of how galaxies and supermassive black holes evolve.
University of Hawaii
From 1996 to 2000, Barger received a postdoctoral fellowship from the University of Hawaii Institute for Astronomy. During this time, she was a part of the MORPHS collaboration, a research group that studied the formation and morphologies of distant galaxies. Based on the data they retrieved from Hubble Space Telescope Wide Field and Planetary Camera 2 images, photometry and spectroscopy, the group was able to analyze and catalogue approximately 2,000 distant galaxies in 10 clusters and conclude that the spectral and morphological transformation of the galaxies were affected by two different timescales and/or physical processes.
Barger also used the Submillimetre Common-User Bolometer Array (SCUBA), a far-infrared camera, to discover new quasars, and as a 1999 Hubble Fellow and Chandra Fellow at large, she was granted access to NASA's Chandra X-Ray Observatory (CXO).
In January 2000, the results of Barger and her colleagues' search for the origins of the cosmic X-ray background were presented at the 195th national meeting of the American Astronomical Society in Atlanta, Georgia. With the data they gathered from their research in the CXO, the team furthered previous research in finding that about one-third of the origins of the X-ray background are active galactic nuclei (AGNs) that emit light not on the visible spectrum. The AGNs contain a massive black hole that produces X-rays as gas is pulled toward them at virtually the speed of light. The team also found that ultra-faint galaxies are a source of another third of the X-ray background. The ultra-faint galaxies emit little to no visible light due to dust formation around them or due to the absorption of visible light by cool gas. The team concluded that more optical observations with more powerful
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https://en.wikipedia.org/wiki/Jacobi%20method
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In numerical linear algebra, the Jacobi method (a.k.a. the Jacobi iteration method) is an iterative algorithm for determining the solutions of a strictly diagonally dominant system of linear equations. Each diagonal element is solved for, and an approximate value is plugged in. The process is then iterated until it converges. This algorithm is a stripped-down version of the Jacobi transformation method of matrix diagonalization. The method is named after Carl Gustav Jacob Jacobi.
Description
Let be a square system of n linear equations, where:
When and are known, and is unknown, we can use the Jacobi method to approximate . The vector denotes our initial guess for (often for ). We denote as the k-th approximation or iteration of , and is the next (or k+1) iteration of .
Matrix-based formula
Then A can be decomposed into a diagonal component D, a lower triangular part L and an upper triangular part U:The solution is then obtained iteratively via
Element-based formula
The element-based formula for each row is thus:The computation of requires each element in except itself. Unlike the Gauss–Seidel method, we can't overwrite with , as that value will be needed by the rest of the computation. The minimum amount of storage is two vectors of size n.
Algorithm
Input: , (diagonal dominant) matrix A, right-hand side vector b, convergence criterion
Output:
Comments: pseudocode based on the element-based formula above
while convergence not reached do
for i := 1 step until n do
for j := 1 step until n do
if j ≠ i then
end
end
end
increment k
end
Convergence
The standard convergence condition (for any iterative method) is when the spectral radius of the iteration matrix is less than 1:
A sufficient (but not necessary) condition for the method to converge is that the matrix A is strictly or irreducibly diagonally dominant. Strict row diagonal dominance means that for each row, the absolute value of the diagonal term is greater than the sum of absolute values of other terms:
The Jacobi method sometimes converges even if these conditions are not satisfied.
Note that the Jacobi method does not converge for every symmetric positive-definite matrix. For example,
Examples
Example 1
A linear system of the form with initial estimate is given by
We use the equation , described above, to estimate . First, we rewrite the equation in a more convenient form , where and . From the known values
we determine as
Further, is found as
With and calculated, we estimate as :
The next iteration yields
This process is repeated until convergence (i.e., until is small). The solution after 25 iterations is
Example 2
Suppose we are given the following linear system:
If we choose as the initial approximation, then the first approximate solution is given by
Using the approximations obtained, the iterative procedure is repeated until t
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https://en.wikipedia.org/wiki/Indexing%20Service
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Indexing Service (originally called Index Server) was a Windows service that maintained an index of most of the files on a computer to improve searching performance on PCs and corporate computer networks. It updated indexes without user intervention. In Windows Vista it was replaced by the newer Windows Search Indexer. The IFilter plugins to extend the indexing capabilities to more file formats and protocols are compatible between the legacy Indexing Service how and the newer Windows Search Indexer.
History
Indexing Service was a desktop search service included with Windows NT 4.0 Option Pack as well as Windows 2000 and later. The first incarnation of the indexing service was shipped in August 1996 as a content search system for Microsoft's web server software, Internet Information Services. Its origins, however, date further back to Microsoft's Cairo operating system project, with the component serving as the Content Indexer for the Object File System. Cairo was eventually shelved, but the content indexing capabilities would go on to be included as a standard component of later Windows desktop and server operating systems, starting with Windows 2000, which includes Indexing Service 3.0.
In Windows Vista, the content indexer was replaced with the Windows Search indexer which was enabled by default. Indexing Service is still included with Windows Server 2008 but is not installed or running by default.
Indexing Service has been deprecated in Windows 7 and Windows Server 2008 R2. It has been removed from Windows 8.
Search interfaces
Comprehensive searching is available after initial building of the index, which can take up to hours or days, depending on the size of the specified directories, the speed of the hard drive, user activity, indexer settings and other factors. Searching using Indexing service works also on UNC paths and/or mapped network drives if the sharing server indexes appropriate directory and is aware of its sharing.
Once the indexing service has been turned on and has built its index it can be searched in three ways. The search option available from the Start menu on the Windows Taskbar will use the indexing service if it is enabled and will even accept complex queries. Queries can also be performed using either the Indexing Service Query Form in the Computer Management snap-in of Microsoft Management Console, or, alternatively, using third-party applications such as 'Aim at File' or 'Grokker Desktop'.
References
Windows communication and services
Desktop search engines
Information retrieval systems
Windows components
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https://en.wikipedia.org/wiki/WADL%20%28TV%29
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WADL (channel 38) is a television station licensed to Mount Clemens, Michigan, United States, serving the Detroit area as an affiliate of MyNetworkTV. Locally owned by the Adell Broadcasting Corporation, the station maintains studios and transmitter facilities on Adell Drive in Clinton Township.
WADL's transmitter tower is shorter and located farther east than the market's other major stations; as a result, its broadcasting radius does not reach the western and southwestern portions of the Detroit metro, and its over-the-air signal is marginal in Windsor and Essex County, Ontario, Canada. Therefore, the station relies on cable and satellite carriage to reach the entire market.
History
Early history
Although Adell Broadcasting filed for an application for the channel 38 license on September 25, 1985, it took four years for WADL to begin broadcasting, signing on the air for the first time on May 20, 1989. The station was founded by Franklin Z. Adell, previously the owner of an automotive parts supplier company. His son Kevin Adell joined the company after graduating from Arizona State University in 1988. Its original programming blocks were filled with mostly Home Shopping Network programs, religious shows and other paid programming, classic movies and hourly blocks of the syndicated music video show Hit Video USA. In 1990, it began running several hours of syndicated programs.
In 1992, channel 38 began running CBS shows that were preempted by that network's then-affiliate WJBK-TV (channel 2). Despite its relationship with WJBK, WADL was barely competitive in the ratings at first. Most of the stronger syndicated programs had been acquired by Fox affiliate WKBD-TV (channel 50; which, for all intents and purposes, was programmed as an independent as Fox did not carry a full week's worth of programming until 1993) and fellow independent station WXON (channel 20, now WMYD). There simply was not enough programming to go around, even for a market as large as Detroit. Channel 38 faced an additional problem in the form of CBC-owned CBET (channel 9) in Windsor, which owned the Detroit market rights to other syndicated programs. It relied mostly on paid programming; the few entertainment shows seen on WADL's schedule consisted of barter programming.
In May 1994, WJBK's then-owner, New World Communications signed a groupwide deal with Fox to switch the network affiliations of twelve of the company's 14 stations to Fox (two of which New World would sell to Fox outright as it could not keep them due to ownership conflicts). One of the stations due to switch was WJBK. CBS approached three of Detroit's major stations—WXYZ-TV (channel 7, which renewed its ABC affiliation), WKBD, and WXON—all of which turned CBS down; WDIV was eliminated as a possibility due to the station's long-term affiliation contract with NBC. Fearing it would be left without an affiliate in Detroit, CBS began talks with WADL. As a measure of how desperate CBS was at the time, it approach
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https://en.wikipedia.org/wiki/R3000
|
The R3000 is a 32-bit RISC microprocessor chipset developed by MIPS Computer Systems that implemented the MIPS I instruction set architecture (ISA). Introduced in June 1988, it was the second MIPS implementation, succeeding the R2000 as the flagship MIPS microprocessor. It operated at 20, 25 and 33.33 MHz.
The MIPS 1 instruction set is small compared to those of the contemporary 80x86 and 680x0 architectures, encoding only more commonly used operations and supporting few addressing modes. Combined with its fixed instruction length and only three different types of instruction formats, this simplified instruction decoding and processing. It employed a 5-stage instruction pipeline, enabling execution at a rate approaching one instruction per cycle, unusual for its time.
This MIPS generation supports up to four co-processors. In addition to the CPU core, the R3000 microprocessor includes a Control Processor (CP), which contains a Translation Lookaside Buffer and a Memory Management Unit. The CP works as a coprocessor. Besides the CP, the R3000 can also support an external R3010 numeric coprocessor, along with two other external coprocessors.
The R3000 CPU does not include level 1 cache. Instead, its on-chip cache controller operates external data and instruction caches of up to 256 KB each. It can access both caches during the same clock cycle.
The R3000 found much success and was used by many companies in their workstations and servers. Users included:
Ardent Computer
Atari COJAG (A modified Atari Jaguar for arcade systems).
Digital Equipment Corporation (DEC) for their DECstation workstations and multiprocessor DECsystem servers.
Evans & Sutherland for their Vision (ESV) series workstations.
LSI Logic for their CW4003 RISC processor core and DCAM-101 system-on-a-chip.
MIPS Computer Systems for their MIPS RISC/os Unix workstations and servers.
NEC for their RISC EWS4800 workstations and UP4800 servers.
Prime Computer
Pyramid Technology
Seiko Epson
Silicon Graphics for their Professional IRIS, Personal IRIS and Indigo workstations, and the multiprocessor Power Series visualization systems.
Sony for their PlayStation and PlayStation 2 (SCPH-10000 to SCPH-700XX - clocked at 37.5 MHz for use as an I/O CPU and at 33.8 MHz for compatibility with PlayStation games) video game consoles, and NEWS workstations, as well as the Bemani System 573 Analog arcade unit, which runs on the R3000A.
Tandem Computers for their NonStop Cyclone/R and CLX/R fault-tolerant servers.
Whitechapel Workstations for their Hitech-20 workstation.
New Horizons Probe
The R3000 was also used as an embedded microprocessor. When advances in technology rendered it obsolete for high-performance systems, it found continued use in lower-cost designs. Companies such as LSI Logic developed derivatives of the R3000 specifically for embedded systems.
The R3000 was a further development of the R2000 with minor improvements including larger TLB and a faster bus to the extern
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https://en.wikipedia.org/wiki/R4000
|
The R4000 is a microprocessor developed by MIPS Computer Systems that implements the MIPS III instruction set architecture (ISA). Officially announced on 1 October 1991, it was one of the first 64-bit microprocessors and the first MIPS III implementation. In the early 1990s, when RISC microprocessors were expected to replace CISC microprocessors such as the Intel i486, the R4000 was selected to be the microprocessor of the Advanced Computing Environment (ACE), an industry standard that intended to define a common RISC platform. ACE ultimately failed for a number of reasons, but the R4000 found success in the workstation and server markets.
Models
There are three configurations of the R4000: the R4000PC, an entry-level model with no support for a secondary cache; the R4000SC, a model with secondary cache but no multiprocessor capability; and the R4000MC, a model with secondary cache and support for the cache coherency protocols required by multiprocessor systems.
Description
The R4000 is a scalar superpipelined microprocessor with an eight-stage integer pipeline. During the first stage (IF), a virtual address for an instruction is generated and the instruction translation lookaside buffer (TLB) begins the translation of the address to a physical address. In the second stage (IS), translation is completed and the instruction is fetched from an internal 8 KB instruction cache. The instruction cache is direct-mapped and virtually indexed, physically tagged. It has a 16- or 32-byte line size. Architecturally, it could be expanded to 32 KB.
During the third stage (RF), the instruction is decoded and the register file is read. The MIPS III defines two register files, one for the integer unit and the other for floating-point. Each register file is 64 bits wide and contained 32 entries. The integer register file has two read ports and one write port, while the floating-point register file has two read ports and two write ports. Execution begins at stage four (EX) for both integer and floating-point instructions; and is written back to the register files when completed in stage eight (WB). Results may be bypassed if possible.
Integer execution
The R4000 has an arithmetic logic unit (ALU), a shifter, multiplier and divider and load aligner for executing integer instructions. The ALU consists of a 64-bit carry-select adder and a logic unit and is pipelined. The shifter is a 32-bit barrel shifter. It performs 64-bit shifts in two cycles, stalling the pipeline as a result. This design was chosen to save die area. The multiplier and divider are not pipelined and have significant latencies: multiplies have a 10- or 20-cycle latency for 32-bit or 64-bit integers, respectively; whereas divides have a 69- or 133-cycle latency for 32-bit or 64-bit integers, respectively. Most instructions have a single cycle latency. The ALU adder is also used for calculating virtual addresses for loads, stores and branches.
Load and store instructions are executed by the in
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https://en.wikipedia.org/wiki/Interflora
|
Interflora is a flower delivery network, associated with over 58,000 affiliated flower shops in over 140 countries. It is a subsidiary of Teleflora, a subsidiary of The Wonderful Company.
History
In 1920 a florist, Joe Dobson, of Leighton's Seedsmen and Florists in Glasgow, and a nurseryman, Carl Englemann in Saffron Walden, Essex were looking to increase their business. They knew of the Florists Telegraph Delivery Association (now known as Florists' Transworld Delivery) which had existed in the US since 1910, and applied to join as foreign members. In 1923 the UK arm of the FTDA was formed with 17 members. One of the straplines used in advertising was Flowers by Wire when the telegraph was actually used to communicate between florists. Later, telegrams were sent from member to member requesting deliveries to be made in the recipient florists area. In the original Interflora Directory, used by members, the longest established members could be recognised by their telegraphic addresses. This would be the only telegraphic address in that city to include the name Interflora. In the case of the founding members, their telegraphic addresses were "Interflora Glasgow" and "Interflora Saffron Walden", respectively.
In 1953 the name changed to Interflora and the slogan Flowers Worldwide along with the Mercury Man roundel became well known. "Say it with Flowers" became the subsequent and most famous slogan associated with Interflora.
When telegrams became obsolete the most used method for requesting deliveries was by telephone. Following that Interflora brought in messenger1 in the mid to late 1980s, this system was very similar to sending a fax. In the late 1990s messenger2 was introduced, that used the internet to transmit orders.
In the early 2000s, Interflora brought out a system called Rose, this used the internet but instead of a dial-up connection a broadband connection was used. This enabled orders to be transmitted in real time. In 2011 Rose was updated to ROSEGold which provides a real time service between the call centre in Sleaford, Lincolnshire and the Interflora members around the United Kingdom.
In 2005, the Interflora British Unit moved from being a trade association to a private equity ownership under investment company, 3i.
3i sold British Interflora to US-based FTD Group, the successor to Florists' Transworld Delivery, in 2006.
In 2008, United Online Software Development acquired Interflora and FTD.
In 2012, Interflora bought the Gifts Division of Flying Brands.
In November 2013, United Online spun off its floral delivery subsidiary, FTD, which became a separate NASDAQ-traded company called FTD Companies, Inc., under the symbol FTD.
In June 2019, the FTD Group sold Interflora British Unit in a $59.5 million deal to another US-based flower delivery network, Teleflora, a subsidiary of The Wonderful Company since 1979.
See also
Floral industry
Cut flowers
References
Further reading
Lewis, Geoffrey (1986).The Interflora Story.
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https://en.wikipedia.org/wiki/REC
|
REC or Rec is a shortening of recording, the process of capturing data onto a storage medium.
REC may also refer to:
Educational institutes
Regional Engineering College, colleges of engineering and technology education in India
Rajalakshmi Engineering College (), Thandalam, Chennai, India
Organizations
Railway Executive Committee, in Britain
REC Limited, an infrastructure finance company in India
Reformed Episcopal Church, an Anglican church in the United States and Canada
Regional Economic Communities, in Africa
Regional electricity companies, the fourteen companies created when the electricity market in the UK was privatised
Renewable Energy Corporation, a solar power company with headquarters in Norway
REC Silicon (no)
Research Ethics Committee, a type of ethics committee
Rock Eisteddfod Challenge, an Australian abstinence program
Rural Electrification Corporation
Television, film, and fiction
Rec (film series), a Spanish horror film series
Rec (film), the first film in the series
Rec (manga), a Japanese manga series; also refers to anime based on it
Places
Reç, a settlement in Albania
Reč, a town in Montenegro
Recife/Guararapes–Gilberto Freyre International Airport, of which the IATA code is REC
Rectory Road railway station, of which the National Rail station code is REC
Other uses
rec.*, a newsgroup hierarchy
Recitation, as abbreviated on course schedules
Renewable Energy Certificate (United States), tradable environmental commodities
Rec., the debut extended play by South Korean singer Yuju
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https://en.wikipedia.org/wiki/Outside%20TV
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Outside TV (formerly RSN Television) is a sports-oriented cable and satellite television network based on Outside magazine. The network features programming related to various outdoor activities and the lives of those who engage in them. High-definition programs appear on the company's cable, satellite and broadband providers’ sports and entertainment offerings.
History
Outside TV was the result of a complete re-branding of the existing Resort Sports Network, the national television network that specialized in creating and distributing outdoor-lifestyle content to premier vacation destinations throughout the country.
As of June 2010, Outside TV was in 110 resort markets representing 61 million potential viewers.
Outside TV has a corporate office in Westport, Connecticut, and a main office in Portland, Maine. Its sales office is in the Graybar Building at 420 Lexington in New York City.
Outside TV was founded by publisher Lawrence Burke and founding executive producer and executive vice president Les Guthman in 1994. Over the next ten years, it produced the Outside Television Presents TV series, whose production Farther Than the Eye Can See, captured blind climber Erick Weihenmayer's historic ascension to the summit of Mount Everest. Into the Tsangpo Gorge, produced by director and expedition leader Scott Lindgren, achieved the first whitewater descent of through the 18,000-ft.-deep Tsangpo Gorge (Yarlung Tsangpo Grand Canyon) in Tibet. Into the Tsangpo Gorge aired on NBC Sports in May 2002 and was Outside Magazine'''s cover story in July 2002.
In July 2013, Outside TV entered into a new multi-year distribution agreement with the National Cable Television Cooperative (NCTC), representing more than 950 different cable providers and thousands of local systems nationwide. The addition of NCTC to Outside Television's other core distribution partners such as Comcast Xfinity makes the independent network available to more than 40 million homes.
Outsidetv.com is a digital portal that caters to their online community – from athletes and adventurists to filmmakers. The community allows members to interact directly with one another while sharing content across the entire group.
The newly designed portal showcases thousands of adventure videos with a mosaic interface. The site's goal is to curate visual adventure experiences and provide a convenient forum to experience them.
OTV Features and Streaming
Subscription Video On Demand (SVOD)
On December 22, 2016, Outside TV launched Outside TV Features, a subscription video on-demand service showcasing a wide-ranging collection of full-length adventure sports films. The app was made available on Amazon Channels for a $4.99 monthly subscription fee. Featured athletes and adventurers include surf champion Kelly Slater, skateboarder Paul Rodriguez, motorsports competitor Travis Pastrana, surfer and Standup Paddleboarding icon Kai Lenny, 2016 World Surf League (WSL) champion John John Florence, wi
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https://en.wikipedia.org/wiki/Omega%20Boost
|
is a three dimensional shoot 'em up developed by Polyphony Digital and Cyberhead for the PlayStation. It was released in 1999 throughout Japan, North America, and Europe by Sony Computer Entertainment.
The game features mecha designs by Shoji Kawamori of Macross fame.
Being released late in the PlayStation's life, Omega Boost is said to have some of the best graphics on the console with parts of the game running at 60 frame/s. The game was criticized by some reviewers for being too short (Nine levels with nine unlockable special missions) and simplistic. However, it is still considered one of the best Macross-style mecha simulation games produced and is thought of by many as a sleeper hit due to its poor marketing.
Omega Boost is so far the only non-racing game developed by Polyphony Digital, whose works comprise almost solely of racing simulators.
Gameplay
The gameplay takes place in waves, meaning that enemies will appear in the same groups and formations in the same order every playthrough. The player doesn't get to choose what order to engage an entire stage's enemies, just the ones in the current wave. This rail-shooter element does not hamper the player's freedom to fly where they choose in most stages. On some stages, the player has complete control of Omega Boost, specifically areas where they are in Planet ETA's atmosphere. Other stages limit the player in terms of speed (falling through the timeshift).
The "Boost" part of the mech's name comes from Omega Boost's booster pack, allowing the player to move in any direction and circle strafe enemies with a scanning and lock-on feature. Omega Boost also learns the Viper Boost maneuver once it is levelled up. Viper Boost, when engaged, will cause Omega Boost to glow blue as it tears through enemies on screen. Destroying enemies will cause the gauge to refill incrementally. However, the game can be completed without ever using Viper Boost. If Viper Boost is used, the final ranking will have "Pixy" added onto the title, showing the attack during play.
Story
In the past, an artificial intelligence named AlphaCore peacefully and silently co-existed with the human race, though its origins remain unknown. Eventually, the human race advanced to the point where they became aware of AlphaCore and its capabilities, and were shocked by what it was capable of. Fearing its power, humanity tried to 'dump' AlphaCore- presumably an attempt to destroy or manipulate the AI- but the action failed, only provoking the AlphaCore and starting a war between humans and machines. This war goes on into the distant future, with mankind steadily being outmatched by AlphaCore, who is capable of destroying entire cities easily.
In this future, scientists devise a way to travel through time in order stop AlphaCore. However, AlphaCore discovers this plan and steals the time travel technology. It builds a giant shaft, the Timeshaft, on a desolate, mined out planet named ETA, and uses this to travel back in time and
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https://en.wikipedia.org/wiki/PODSnet
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Pagan Occult Distribution System Network (PODSnet) was a neopagan/occult computer network of Pagan Sysops and Sysops carrying Pagan/Magickal/Occult oriented echoes operating on an international basis, with FIDO Nodes in Australia, Canada, Germany, the U.K., and across the USA. PODSnet grew rapidly, and at its height, was the largest privately distributed network of Pagans, Occultists, and other people of an esoteric bent on this planet.
Origins
PODSnet grew out of an Echomail area/public forum (Echo) named MAGICK on FidoNet, which was created by J. Brad Hicks, the Sysop of the Weirdbase BBS back in 1985. MAGICK was the 8th Echo conference created on FidoNet. It quickly grew to 12 systems, and then went international when the first Canadian Pagan BBS, Solsbury Hill (Farrell McGovern, Sysop), joined. This was just a hint of its growth to come.
Another early expansion was the addition of two more echoes, MUNDANE and METAPHYSICAL.
MUNDANE was created to move all "chat"; that is personal discussions, and other conversations that were of a non-pagan or magickal nature. Simultaneously, METAPHYSICAL was created for long, "article-style" posts of information on full rituals, papers and essays of a Pagan, Occult or Magickal nature.
These three were bundled as the "Magicknet Trio". If a BBS carried one, they had to carry all three.
At its height, there were over 50 "official" echoes that were considered part of the PODSNet backbone, with several others available.
Structure
Similarly to FidoNet, PODSnet was organized into Zones, Regions, Networks, Nodes and Points; however, unlike FidoNet, these were not geographically determined, as the individual SysOp would determine from where to receive the network feed. Additionally, Points were more common within PODSnet due to the specialized nature of the network.
Like many open source and standards-based technology projects, FidoNet grew rapidly, and then forked. The addition of Zones to the Fidonet technology allowed for easier routing of email internationally, and the creation of networks outside of the control of International Fido Net Association (IFNA). As a number of associated Echos were added to the Magicknet Trio, the Sysops who carried them collectively decided to form their own network, the Pagan Occult Distribution System, or PODSnet. It asked for the zone number of 93, as the other popular occult-oriented zone numbers, 5 and 23 (see Discordianism) were already reserved.
PODSNet Book of Shadows
One of the most enduring contributions to the online world was a collection of rituals, articles poetry and discussion collected by Paul Seymour of the Riders of the Crystal Wind, and often referred to as either the Internet Book of Shadows or the PODSNet Book of Shadows. These volumes (there are seven in all) are, in fact, a collection of rituals, spells, recipes, messages, and essays from and among members of PODSNet.
As PodsNet users came from various religious paths, from Asatru to Zen Bud
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https://en.wikipedia.org/wiki/Chakravala%20method
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The chakravala method () is a cyclic algorithm to solve indeterminate quadratic equations, including Pell's equation. It is commonly attributed to Bhāskara II, (c. 1114 – 1185 CE) although some attribute it to Jayadeva (c. 950 ~ 1000 CE). Jayadeva pointed out that Brahmagupta's approach to solving equations of this type could be generalized, and he then described this general method, which was later refined by Bhāskara II in his Bijaganita treatise. He called it the Chakravala method: chakra meaning "wheel" in Sanskrit, a reference to the cyclic nature of the algorithm. C.-O. Selenius held that no European performances at the time of Bhāskara, nor much later, exceeded its marvellous height of mathematical complexity.
This method is also known as the cyclic method and contains traces of mathematical induction.
History
Chakra in Sanskrit means cycle. As per popular legend, Chakravala indicates a mythical range of mountains which orbits around the Earth like a wall and not limited by light and darkness.
Brahmagupta in 628 CE studied indeterminate quadratic equations, including Pell's equation
for minimum integers x and y. Brahmagupta could solve it for several N, but not all.
Jayadeva (9th century) and Bhaskara (12th century) offered the first complete solution to the equation, using the chakravala method to find for the solution
This case was notorious for its difficulty, and was first solved in Europe by Brouncker in 1657–58 in response to a challenge by Fermat, using continued fractions. A method for the general problem was first completely described rigorously by Lagrange in 1766. Lagrange's method, however, requires the calculation of 21 successive convergents of the continued fraction for the square root of 61, while the chakravala method is much simpler. Selenius, in his assessment of the chakravala method, states
"The method represents a best approximation algorithm of minimal length that, owing to several minimization properties, with minimal effort and avoiding large numbers automatically produces the best solutions to the equation. The chakravala method anticipated the European methods by more than a thousand years. But no European performances in the whole field of algebra at a time much later than Bhaskara's, nay nearly equal up to our times, equalled the marvellous complexity and ingenuity of chakravala."
Hermann Hankel calls the chakravala method
"the finest thing achieved in the theory of numbers before Lagrange."
The method
From Brahmagupta's identity, we observe that for given N,
For the equation , this allows the "composition" (samāsa) of two solution triples and into a new triple
In the general method, the main idea is that any triple (that is, one which satisfies ) can be composed with the trivial triple to get the new triple for any m. Assuming we started with a triple for which , this can be scaled down by k (this is Bhaskara's lemma):
Since the signs inside the squares do not matter, the following substitu
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https://en.wikipedia.org/wiki/MacFormat
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MacFormat is the UK's biggest computer magazine aimed at Macintosh users. It published 13 issues per year. It is published by Future plc, and has been since 1993.
Content
The main content of this magazine includes news from major Apple events such as the WWDC or the Macworld Expo, features, detailed tutorials and reviews of the latest accessories and apps. Until 2012, the magazine included a free cover disc filled with Mac software mentioned in the magazine. In previous years, MacFormat came with programs on a free 3½-inch (88.9 mm) Floppy disk, CD or CD/DVD option as reflected the state of cheap removable media in that era.
Editorial team
Editor: Rob Mead-Green
Managing Art Editor: Paul Blachford
Operations Editor: Jo Membery
References
External links
1993 establishments in the United Kingdom
Computer magazines published in the United Kingdom
Macintosh magazines
Magazines established in 1993
Mass media in Bath, Somerset
Monthly magazines published in the United Kingdom
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https://en.wikipedia.org/wiki/Seqlock
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A seqlock (short for sequence lock) is a special locking mechanism used in Linux for supporting fast writes of shared variables between two parallel operating system routines. The semantics stabilized as of version 2.5.59, and they are present in the 2.6.x stable kernel series. The seqlocks were developed by Stephen Hemminger and originally called frlocks, based on earlier work by Andrea Arcangeli. The first implementation was in the x86-64 time code where it was needed to synchronize with user space where it was not possible to use a real lock.
It is a reader–writer consistent mechanism which avoids the problem of writer starvation. A seqlock consists of storage for saving a sequence number in addition to a lock. The lock is to support synchronization between two writers and the counter is for indicating consistency in readers. In addition to updating the shared data, the writer increments the sequence number, both after acquiring the lock and before releasing the lock. Readers read the sequence number before and after reading the shared data. If the sequence number is odd on either occasion, a writer had taken the lock while the data was being read and it may have changed. If the sequence numbers are different, a writer has changed the data while it was being read. In either case readers simply retry (using a loop) until they read the same even sequence number before and after.
The reader never blocks, but it may have to retry if a write is in progress; this speeds up the readers in the case where the data was not modified, since they do not have to acquire the lock as they would with a traditional read–write lock. Also, writers do not wait for readers, whereas with traditional read–write locks they do, leading to potential resource starvation in a situation where there are a number of readers (because the writer must wait for there to be no readers). Because of these two factors, seqlocks are more efficient than traditional read–write locks for the situation where there are many readers and few writers. The drawback is that if there is too much write activity or the reader is too slow, they might livelock (and the readers may starve).
The technique will not work for data that contains pointers, because any writer could invalidate a pointer that a reader has already followed. Updating the memory block being pointed-to is fine using seqlocks, but updating the pointer itself is not allowed. In a case where the pointers themselves must be updated or changed, using read-copy-update synchronization is preferred.
This was first applied to system time counter updating. Each time interrupt updates the time of the day; there may be many readers of the time for operating system internal use and applications, but writes are relatively infrequent and only occur one at a time. The BSD timecounter code for instance appears to use a similar technique.
One subtle issue of using seqlocks for a time counter is that it is impossible to step through it wit
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https://en.wikipedia.org/wiki/Live-variable%20analysis
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In compilers, live variable analysis (or simply liveness analysis) is a classic data-flow analysis to calculate the variables that are live at each point in the program. A variable is live at some point if it holds a value that may be needed in the future, or equivalently if its value may be read before the next time the variable is written to.
Example
Consider the following program:
b = 3
c = 5
a = f(b * c)
The set of live variables between lines 2 and 3 is {b, c} because both are used in the multiplication on line 3. But the set of live variables after line 1 is only {b}, since variable c is updated later, on line 2. The value of variable a is not used in this code.
Note that the assignment to a may be eliminated as a is not used later, but there is insufficient information to justify removing all of line 3 as f may have side effects (printing b * c, perhaps).
Expression in terms of dataflow equations
Liveness analysis is a "backwards may" analysis. The analysis is done in a backwards order, and the dataflow confluence operator is set union. In other words, if applying liveness analysis to a function with a particular number of logical branches within it, the analysis is performed starting from the end of the function working towards the beginning (hence "backwards"), and a variable is considered live if any of the branches moving forward within the function might potentially (hence "may") need the variable's current value. This is in contrast to a "backwards must" analysis which would instead enforce this condition on all branches moving forward.
The dataflow equations used for a given basic block s and exiting block f in live variable analysis are the following:
: The set of variables that are used in s before any assignment in the same basic block.
: The set of variables that are assigned a value in s (in many books, KILL (s) is also defined as the set of variables assigned a value in s before any use, but this does not change the solution of the dataflow equation):
The in-state of a block is the set of variables that are live at the start of the block. Its out-state is the set of variables that are live at the end of it. The out-state is the union of the in-states of the block's successors. The transfer function of a statement is applied by making the variables that are written dead, then making the variables that are read live.
Second example
The in-state of b3 only contains b and d, since c has been written. The out-state of b1 is the union of the in-states of b2 and b3. The definition of c in b2 can be removed, since c is not live immediately after the statement.
Solving the data flow equations starts with initializing all in-states and out-states to the empty set. The work list is initialized by inserting the exit point (b3) in the work list (typical for backward flow). Its computed in-state differs from the previous one, so its predecessors b1 and b2 are inserted and the process continues. The progress is summarized
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https://en.wikipedia.org/wiki/Ka-Boom
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Ka-Boom was an Italian children's programming block. It was aimed at children between the ages of 8 and 14.
History
After period of experimental services started 3 July 2013, Ka-Boom was launched on 23 September 2013.
Availability
It was available free to air on digital terrestrial television multiplex Tivuitalia.
Programming
Animated series
Boys Be...
Ceres, Celestial Legend
Chi's Sweet Home
Fresh World Cocomon
Gin Tama (second season)
Growing Up With Hello Kitty
Heroes of the City
Oh My Goddess!
Sugarbunnies
Sugarbunnies: Chocolat!
X
See also
Rai Gulp
Rai YoYo
Boing
Cartoonito
K2
Frisbee
Children's television networks
Italian-language television stations
Television channels and stations established in 2013
Television channels and stations disestablished in 2015
Defunct television channels in Italy
2013 establishments in Italy
2015 disestablishments in Italy
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https://en.wikipedia.org/wiki/Escuela%20Oficial%20de%20Idiomas
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The (EOI) () are a nation-wide network of publicly funded language schools in Spain that are found in most substantial towns. They are dedicated to the specialized teaching of modern languages, not just Spanish as a second or foreign language but any modern language for which there is a significant demand. The EOIs are centers that are both funded and managed by the regional education authorities of the various Autonomous communities of Spain, and they are framed within the non-university special regime, which facilitates subsidized or grant-assisted access and support to suitable candidates.
Foreign students of all levels of competence are welcome, and may enroll locally at the advertised times (usually in September). However, to ensure suitable placement, prospective students are often required to provide documentary evidence of their level of educational achievement. This should ordinarily be a certificate recognized in their country of origin, but in exceptional cases, a testimonial from a former teacher can be sufficient.
History
The first school opened in Madrid in 1911 under the name Escuela Central de Idiomas, which from the outset included English, French, and German in its curriculum. In the 1911 enrollment appear the names of several notable people including Maria de Maeztu Whitney, Claudio Sánchez-Albornoz and Carmen de Burgos. The study of the Spanish language for foreigners and the teaching of Moroccan Arabic were introduced the following year. Soon afterwards Italian, Portuguese and Esperanto were added.
This first school was located in a ducal property owned by the Countess of Medina and Torres, No. 3 in . The then-Ministry of Public Instruction paid the Countess six thousand pesetas for rent, which corresponds to approximately 20,000 Euros in early 21st century spending power.
Although the school had roughly equal numbers of male and female students in its earliest years, after about 1918, the number of women enrolled began to consistently exceed that of men. It is also noteworthy there were no examination standards until the end of the fourth year.
During the dictatorship of Primo de Rivera the school was attached to the Complutense University of Madrid, and during the civil war, classes were suspended. In 1957, the introduction of Russian language courses into the school took place. The Russian teacher at that time recounted that during the first years, there would usually be a secret policeman present in her classes, who left about a month after starting the course.
The new regime of enseñanza libre was introduced in 1960, meaning that students no longer had to start with the beginner's class, but were rather given the opportunity to prove their pre-existing knowledge in order to immediately access classes of a higher competence level. This measure contributed to further growth in student numbers, with the number of teachers being more than doubled in 1964.
Due to the high demand, three new schools in Barcelona, Valenc
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https://en.wikipedia.org/wiki/Shared%20graphics%20memory
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In computer architecture, shared graphics memory refers to a design where the graphics chip does not have its own dedicated memory, and instead shares the main system RAM with the CPU and other components.
This design is used with many integrated graphics solutions to reduce the cost and complexity of the motherboard design, as no additional memory chips are required on the board. There is usually some mechanism (via the BIOS or a jumper setting) to select the amount of system memory to use for graphics, which means that the graphics system can be tailored to only use as much RAM as is actually required, leaving the rest free for applications. A side effect of this is that when some RAM is allocated for graphics, it becomes effectively unavailable for anything else, so an example computer with 512 MiB RAM set up with 64 MiB graphics RAM will appear to the operating system and user to only have 448 MiB RAM installed.
The disadvantage of this design is lower performance because system RAM usually runs slower than dedicated graphics RAM, and there is more contention as the memory bus has to be shared with the rest of the system. It may also cause performance issues with the rest of the system if it is not designed with the fact in mind that some RAM will be 'taken away' by graphics.
A similar approach that gave similar results is the boost up of graphics used in some SGi computers, most notably the O2/O2+. The memory in these machines is simply one fast pool (2.1 GB per second in 1996) shared between system and graphics. Sharing is performed on demand, including pointer redirection communication between main system and graphics subsystem. This is called Unified Memory Architecture (UMA).
History
Most early personal computers used a shared memory design with graphics hardware sharing memory with the CPU. Such designs saved money as a single bank of DRAM could be used for both display and program. Examples of this include the Apple II computer, the Commodore 64, the Radio Shack Color Computer, the Atari ST, and the Apple Macintosh.
A notable exception was the IBM PC. Graphics display was facilitated by the use of an expansion card with its own memory plugged into an ISA slot.
The first IBM PC to use the SMA was the IBM PCjr, released in 1984. Video memory was shared with the first 128KiB of RAM. The exact size of the video memory could be reconfigured by software to meet the needs of the current program.
An early hybrid system was the Commodore Amiga which could run as a shared memory system, but would load executable code preferentially into non-shared "fast RAM" if it was available.
See also
IBM PCjr
Video memory
Shared memory, in general, other than graphics
External links
PC Magazine Definition for SMA
IBM PCjr information
Memory management
ro:Arhitectură cu memorie partajată
ru:SMA
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https://en.wikipedia.org/wiki/Etoys%20%28programming%20language%29
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Etoys is a child-friendly computer environment and object-oriented prototype-based programming language for use in education.
Etoys is a media-rich authoring environment with a scripted object model for many different objects that runs on different platforms and is free and open source.
History
Squeak was originally developed at Apple in 1996 by Dan Ingalls.
Squeak is a Smalltalk implementation, object-oriented, class-based, and reflective, derived from Smalltalk-80 at Apple Computer. It was developed by some of the original Smalltalk-80 developers, including Dan Ingalls, Ted Kaehler, and Alan Kay. The team also included Scott Wallace and John Maloney.
Squeak 4.0 is released under the MIT License, with some of the original Apple parts remaining under the Apache License. Contributions are required to be under MIT.
“Back to the Future: the story of Squeak, a practical Smalltalk written in itself” by Dan Ingalls, Ted Kaehler, John Maloney, Scott Wallace, Alan Kay. Paper presented at OOPSLA, Atlanta, Georgia, 1997 by Dan Ingalls.
Squeak migrated to Disney Imagineering Research in 1996.
Etoys development began and was directed by Alan Kay at Disney to support constructionist learning, influenced by Seymour Papert and the Logo programming language.
The original Etoys development team at Disney included: Scott Wallace, Ted Kaehler, John Maloney, Dan Ingalls.
Etoys influenced the development of another Squeak-based educational programming environment known as Scratch. Scratch was developed at MIT, after Mitchell Resnick invited John Maloney of the original Etoys development team to come to MIT.
Etoys migrated to Viewpoints Research, Inc., incorporated in 2001, to improve education for the world’s children and advance the state of systems research and personal computing.
In 2006-2007, Etoys built in Squeak was used by the OLPC project, on their OLPC XO-1 educational machine. It is preinstalled on all of the XO-1 laptops.
“Etoys for One Laptop Per Child”, paper by Bert Freudenberg, Yoshiki Ohshima, Scott Wallace, January 2009. Paper presented at the Seventh Annual International Conference on Creating, Computing, Connecting, and Collaborating through Computing, Kyoto University, Kyoto, Japan, January 2009.
In 2009, the Squeakland Foundation was created by Viewpoints Research, Inc., as an initial step in launching the foundation to continue encouraging development and use of Etoys as an educational medium.
Viewpoints Research Inc. supported Squeakland Foundation in 2009-2010, and in January 2010, the Squeakland Foundation was launched as a separate entity.
Motivation and influences
Etoys development was inspired and directed by Alan Kay and his work to advance and support constructionist learning. Primary influences include Seymour Papert and the Logo programming language, a dialect of Lisp optimized for educational use; work done at Xerox Palo Alto Research Center, PARC; Smalltalk, HyperCard, StarLogo and NetLogo. The drag and drop tile-based
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https://en.wikipedia.org/wiki/Transilien
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Transilien () is the brand name given to the commuter rail network serving Île-de-France, the region surrounding and including the city of Paris. The network consists of eight lines: H, J, K, L, N, P, R, and U, each operated by SNCF, the state-owned French railway company. The lines begin and end in major Parisian stations, but unlike the RER network, the Transilien trains do not cross through the Paris city centre.
The Transilien brand was established on 20 September 1999 as a way to unify the suburban network that existed since the late nineteenth century. The name "Transilien" is a derivative of Francilien, the demonym for people living in Île-de-France. As part of the rebranding effort, stations and rolling stock were modernized.
The area covered does not correspond exactly with the boundaries of the Île-de-France region, with some lines crossing into other regions. On the other hand, some stations located at the margins of the Île-de-France region, are not served by Transilien routes, but instead TER trains from neighboring regions.
Transilien trains operate over tracks owned by SNCF Réseau (formerly RFF) and the same tracks are used by mainline passenger trains (TGV and Intercités), by other transport operators (Renfe, Deutsche Bahn, Eurostar, Thalys, and Venice-Simplon Orient Express) and by freight trains.
Although not strictly part of the network, the Transilien brand can also be seen on the RER C, D and E lines and tramway lines 4 and 11, which are operated by the same division of SNCF.
History
Appearance of first suburban trains
The first line in the suburbs of Paris opened on August 26, 1837, between Paris' (Saint-Lazare station) and Saint-Germain (the line stops temporarily at Le Pecq). This line was handed over to the RATP on 1 October 1972, when RER A was commissioned. Its immediate success led to the creation of numerous lines, primarily intended to link the main cities of France. Suburban service has long been marginal for large companies, with the exception of the West, where several short lines crossing residential areas are seeing their local traffic increase sharply. The creation of workers subscriptions marked a sharp increase in traffic, and especially, at the beginning of the massive urbanization at Paris' periphery, with the phenomenon of migrant workers.
Influence of lines on urbanization around Paris
The housing cost's increase as a result of major Haussmann works and the hygienic conditions inside Paris prompted workers and then employees working in the capital to live in the rural suburbs. The suburban trains allowed them and still allow them to rally their jobs inside the Île-de-France.
The successive topographic maps of the French IGN show the urbanization of the Parisian suburbs over the decades near the stations of the suburban lines. In the region, especially south of the capital, these lines follow the bottom of the valleys because the steam traction did not support the steep gradients: the urbanizati
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https://en.wikipedia.org/wiki/NTLM
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In a Windows network, NT (New Technology) LAN Manager (NTLM) is a suite of Microsoft security protocols intended to provide authentication, integrity, and confidentiality to users. NTLM is the successor to the authentication protocol in Microsoft LAN Manager (LANMAN), an older Microsoft product. The NTLM protocol suite is implemented in a Security Support Provider, which combines the LAN Manager authentication protocol, NTLMv1, NTLMv2 and NTLM2 Session protocols in a single package. Whether these protocols are used or can be used on a system which is governed by Group Policy settings, for which different versions of Windows have different default settings.
NTLM passwords are considered weak because they can be brute-forced very easily with modern hardware.
Protocol
NTLM is a challenge–response authentication protocol which uses three messages to authenticate a client in a connection-oriented environment (connectionless is similar), and a fourth additional message if integrity is desired.
First, the client establishes a network path to the server and sends a NEGOTIATE_MESSAGE advertising its capabilities.
Next, the server responds with CHALLENGE_MESSAGE which is used to establish the identity of the client.
Finally, the client responds to the challenge with an AUTHENTICATE_MESSAGE.
The NTLM protocol uses one or both of two hashed password values, both of which are also stored on the server (or domain controller), and which through a lack of salting are password equivalent, meaning that if you grab the hash value from the server, you can authenticate without knowing the actual password. The two are the LM hash (a DES-based function applied to the first 14 characters of the password converted to the traditional 8-bit PC charset for the language), and the NT hash (MD4 of the little endian UTF-16 Unicode password). Both hash values are 16 bytes (128 bits) each.
The NTLM protocol also uses one of two one-way functions, depending on the NTLM version; NT LanMan and NTLM version 1 use the DES-based LanMan one-way function (LMOWF), while NTLMv2 uses the NT MD4 based one-way function (NTOWF).
NTLMv1
The server authenticates the client by sending an 8-byte random number, the challenge. The client performs an operation involving the challenge and a secret shared between client and server, specifically one of the two password hashes described above. The client returns the 24-byte result of the computation. In fact, in NTLMv1 the computations are usually made using both hashes and both 24-byte results are sent. The server verifies that the client has computed the correct result, and from this infers possession of the secret, and hence the authenticity of the client.
Both the hashes produce 16-byte quantities. Five bytes of zeros are appended to obtain 21 bytes. The 21 bytes are separated in three 7-byte (56-bit) quantities. Each of these 56-bit quantities is used as a key to DES encrypt the 64-bit challenge. The three encryptions of the challenge a
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https://en.wikipedia.org/wiki/Richard%20Vaughan%20%28robotics%29
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Richard Vaughan (born 28 July 1971) is a robotics and artificial intelligence researcher at Simon Fraser University in Canada. Since 2018, Vaughan is on leave from SFU and is working at Apple. He is the founder and director of the SFU Autonomy Laboratory. In 1998, Vaughan demonstrated the first robot to interact with animals and in 2000 co-founded the Player Project, a robot control and simulation system.
References
1971 births
Living people
Canadian roboticists
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https://en.wikipedia.org/wiki/Proprietary%20hardware
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Proprietary hardware is computer hardware whose interface is controlled by the proprietor, often under patent or trade-secret protection.
Historically, most early computer hardware was designed as proprietary until the 1980s, when IBM PC changed this paradigm. Earlier, in the 1970s, many vendors tried to challenge IBM's monopoly in the mainframe computer market by reverse engineering and producing hardware components electrically compatible with expensive equipment and (usually) able to run the same software. Those vendors were nicknamed plug compatible manufacturers (PCMs).
See also
Micro Channel architecture, a commonly cited historical example of proprietary hardware
Vendor lock-in
Proprietary device drivers
Proprietary firmware
Proprietary software
Computer peripherals
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https://en.wikipedia.org/wiki/The%20Castle%20%28video%20game%29
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The Castle is a video game released by ASCII Corporation in 1986 for the FM-7 and X1 computers. It was later ported to the MSX and NEC branded personal computers, and got a single console port for the SG-1000. The game is set within a castle containing 100 rooms, most of which contain one or more puzzles.
It was followed by Castlequest (Castle Excellent in Japan). Both games are early examples of the Metroidvania genre.
Gameplay
The object of the game is to navigate through the Castle to rescue the Princess. The player can push certain objects throughout the game to accomplish progress. In some rooms, the prince can only advance to the next room by aligning cement blocks, Honey Jars, Candle Cakes, and Elevator Controlling Block. Additionally, the player's progress is blocked by many doors requiring a key of the same color to unlock, and a key is removed from the player's inventory upon use. The prince must be standing on a platform next to the door to be able to unlock it, and cannot simply jump or fall and press against the door. The player can navigate the castle with the help of a map that can be obtained early in the game. The map will provide the player with a matrix of 10x10 rooms and will highlight the room in which the princess is located and the rooms that he had visited. The player must also avoid touching enemies like Knights, Bishops, Wizards, Fire Spirits, Attack Cats and Phantom Flowers.
References
External links
1986 video games
HAL Laboratory games
Metroidvania games
MSX games
SG-1000 games
NEC PC-6001 games
NEC PC-8801 games
NEC PC-9801 games
FM-7 games
Sharp X1 games
Video games developed in Japan
Video games set in castles
Single-player video games
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https://en.wikipedia.org/wiki/TNT%20Sunday%20Night%20Football
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TNT Sunday Night Football also known as NFL on TNT was the name for the series of National Football League (NFL) broadcasts on Sundays produced by Turner Sports for Turner Network Television (TNT).
TNT aired NFL games on Sunday nights from 1990 to 1997 and served as one of the league's two cable television partners during that time with ESPN.
History
Sunday night games (1990–1997)
TNT's contract with the NFL coincided with the expansion of the league's Sunday night scheduling to encompass the entire season, as opposed to the occasional matchups the league scheduled beginning in 1987. The contract in force at the time split the Sunday night telecasts between TNT and ESPN, who had originally had the rights to the Sunday night slate of games when they were limited to late season matchups. TNT carried Sunday night games for the first half of the NFL season, with ESPN taking over afterwards. TNT would also air any Thursday night NFL matchups that were scheduled during the first half of the season, with ESPN taking any in the second half.
As has always been the case for cable NFL broadcasts, TNT did not have exclusive rights to the broadcasts. As such, any game airing on TNT was simulcast on regular over-the-air television stations in each participating team's local market so that households without cable television could still see the telecasts.
ESPN anchor Chris Berman referred to TNT's football programming by its original "Nitro" brand, even after TNT abandoned that moniker. (This is not to be confused with the professional wrestling show called WCW Monday Nitro.)
It does not appear that TNT's coverage ever used the title Sunday Night Football, and indeed ESPN filed for a trademark on that title in 1996 (the trademark was later assigned to the NFL, allowing for its eventual use by NBC).
The last game was aired on October 26, 1997. Fittingly, one of the teams involved was the Atlanta Falcons, based in the home city of Turner Broadcasting - Atlanta, Georgia (they played at their division rivals, the Carolina Panthers, located up Interstate 85 in Charlotte, North Carolina). Unlike the Braves, Hawks and Thrashers, however, Turner never owned the Falcons at any point in time (due to NFL ownership rules).
Schedules
Studio shows
The network had a one-hour studio pregame show, titled The Stadium Show, from 1990 to 1994. In 1995, this was reduced to a half-hour and retitled Pro Football Tonight, running through 1997. Fred Hickman was one of the studio hosts during this time, and Mark May (now of ESPN) was one of the studio analysts before moving to the booth for the final season.
Fantasy Football legacy
The Sunday night TNT halftime show was the first major network NFL broadcast to utilize a player statistics "crawl" at the bottom of the screen. With Fantasy Football in its early stages of popularity, and the internet not being readily available to the general public, this was the only way for most fans to get updated Sunday player stats without w
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https://en.wikipedia.org/wiki/Electron-Land%20Cup
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The Electron-Land Cup is a Go competition.
Outline
The Electron-Land Cup is sponsored by Korean Economic News, Baduk TV, and Cyber Kiwon. The format is lightning knockout. The tournament consists of 24 players split into 3 groups of 8. The first group is the Blue Dragon (Cheong-ryong), for players who are 25 or under. The White Tiger (Baekho), for players who are from 26 to 50 years old. The last group is the Phoenix (Bonghwang) for players 50 or above. The komidashi is 6.5 points, and the time limits are 20 minutes for each player plus byo-yomi. The final is a best of three match. The winner's purse is 40 million SKW/$42,500.
Past winners
Go competitions in South Korea
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https://en.wikipedia.org/wiki/Cartoon%20Orbit
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Cartoon Orbit was a children's online gaming network created by Turner Online to promote its shows and partners. Launched as an addition to the Cartoon Network website, Cartoon Orbit opened to the public in October 2000. Its main attraction was a system of virtual trading cards called "cToons", which generally featured animation cells from programs broadcast on the network, though advertisement-based cToons were also common. Added in October 2002 was the popular head-to-head strategy game gToons.
The site began to suffer from lack of maintenance beginning in 2005. On October 16, 2006, Cartoon Network shut down Cartoon Orbit and left users with a "Thank You" certificate as a token of their appreciation.
History
Development
Cartoon Orbit was the brainchild of Sam Register, who was also behind the development of CartoonNetwork.com in 1998. He went on to become the creative director of the site as well as Cartoon Orbit from 2000 to 2001 before leaving to pursue television development with Cartoon Network in its Los Angeles studios. He came up with the idea for Cartoon Orbit after seeing Sesame Workshop's Sticker World website. After Register left Cartoon Orbit, Art Roche became the creative director of CartoonNetwork.com. Justin Williams was the project lead at Turner and Director of Community for Cartoon Orbit until 2003 when he began working on other Cartoon Network interactive projects. Lisa Furlong Jones, Sharon Karleskint Sharp, and Robert Cass created content and wrote copy for Cartoon Orbit while Noel Saabye and Brian Hilling provided the art and animation.
The site was first registered in May 2000 with the beta phase ending in September of that year. The original name was to be "Cartooniverse", but it was changed because that name was already copyrighted. Cartoon Orbit was first built using parts of Communities.com's "Passport" software (not to be confused with the current Communities.com, which is unrelated). This software was a 2D avatar-based chat server where members could decorate their own spaces, and its assets were used in Orbit for displaying and editing . Most of the chat functionality, however, did not become part of the finished product. To comply with the Children's Online Privacy Protection Act, Cartoon Orbit instead had a list of pre-written words and phrases that players could send in a chat box. Until the complete conversion to Adobe Flash in 2002, references could still be found in the HTML source code to passport "room servers" and links to technical documentation on Communities.com's website. Also before the Flash transition were "Worlds" on Cartoon Orbit based on fictional cartoon locations, which came complete with a quote or quip from that world's characters, a poll, and links to "Spotlight" .
Viant worked on the site as well, offering project and business management for the development and beta and back-end software development for the user and content management. Scott Gutterman served as the lead at Viant, and S
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https://en.wikipedia.org/wiki/Zero-suppressed%20decision%20diagram
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A zero-suppressed decision diagram (ZSDD or ZDD) is a particular kind of binary decision diagram (BDD) with fixed variable ordering. This data structure provides a canonically compact representation of sets, particularly suitable for certain combinatorial problems. Recall the Ordered Binary Decision Diagram (OBDD) reduction strategy, i.e. a node is replaced with one of its children if both out-edges point to the same node. In contrast, a node in a ZDD is replaced with its negative child if its positive edge points to the terminal node 0. This provides an alternative strong normal form, with improved compression of sparse sets. It is based on a reduction rule devised by Shin-ichi Minato in 1993.
Background
In a binary decision diagram, a Boolean function can be represented as a rooted, directed, acyclic graph, which consists of several decision nodes and terminal nodes. In 1993, Shin-ichi Minato from Japan modified Randal Bryant's BDDs for solving combinatorial problems. His "Zero-Suppressed" BDDs aim to represent and manipulate sparse sets of bit vectors. If the data for a problem are represented as bit vectors of length n, then any subset of the vectors can be represented by the Boolean function over n variables yielding 1 when the vector corresponding to the variable assignment is in the set.
According to Bryant, it is possible to use forms of logic functions to express problems involving sum-of-products. Such forms are often represented as sets of "cubes", each denoted by a string containing symbols 0, 1, and -. For instance, the function can be illustrated by the set . By using bits 10, 01, and 00 to denote symbols 1, 0, and – respectively, one can represent the above set with bit vectors in the form of . Notice that the set of bit vectors is sparse, in that the number of vectors is fewer than 2, which is the maximum number of bit vectors, and the set contains many elements equal to zero. In this case, a node can be omitted if setting the node variable to 1 causes the function to yield 0. This is seen in the condition that a 1 at some bit position implies that the vector is not in the set. For sparse sets, this condition is common, and hence many node eliminations are possible.
Minato has proved that ZDDs are especially suitable for combinatorial problems, such as the classical problems in two-level logic minimization, knight's tour problem, fault simulation, timing analysis, the N-queens problem, as well as weak division. By using ZDDs, one can reduce the size of the representation of a set of n-bit vectors in OBDDs by at most a factor of n. In practice, the optimization is statistically significant.
Definitions
We define a Zero-Suppressed Decision Diagram (ZDD) to be any directed acyclic graph such that:
1. A terminal node is either:
The special ⊤ node which represents the unit family (i.e., the empty set), or
The special ⊥ node which represents the empty family .
2. Each nonterminal node satisfies the following conditions:
a.
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https://en.wikipedia.org/wiki/Two%20Generals%27%20Problem
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In computing, the Two Generals' Problem is a thought experiment meant to illustrate the pitfalls and design challenges of attempting to coordinate an action by communicating over an unreliable link. In the experiment, two generals are only able to communicate with one another by sending a messenger through enemy territory. The experiment asks how they might reach an agreement on the time to launch an attack, while knowing that any messenger they send could be captured.
The Two Generals' Problem appears often as an introduction to the more general Byzantine Generals problem in introductory classes about computer networking (particularly with regard to the Transmission Control Protocol, where it shows that TCP can't guarantee state consistency between endpoints and why this is the case), though it applies to any type of two-party communication where failures of communication are possible. A key concept in epistemic logic, this problem highlights the importance of common knowledge. Some authors also refer to this as the Two Generals' Paradox, the Two Armies Problem, or the Coordinated Attack Problem. The Two Generals' Problem was the first computer communication problem to be proved to be unsolvable. An important consequence of this proof is that generalizations like the Byzantine Generals problem are also unsolvable in the face of arbitrary communication failures, thus providing a base of realistic expectations for any distributed consistency protocols.
Definition
Two armies, each led by a different general, are preparing to attack a fortified city. The armies are encamped near the city, each in its own valley. A third valley separates the two hills, and the only way for the two generals to communicate is by sending messengers through the valley. Unfortunately, the valley is occupied by the city's defenders and there's a chance that any given messenger sent through the valley will be captured.
While the two generals have agreed that they will attack, they haven't agreed upon a time for an attack. It is required that the two generals have their armies attack the city simultaneously to succeed, lest the lone attacker army die trying. They must thus communicate with each other to decide on a time to attack and to agree to attack at that time, and each general must know that the other general knows that they have agreed to the attack plan. Because acknowledgement of message receipt can be lost as easily as the original message, a potentially infinite series of messages is required to come to consensus.
The thought experiment involves considering how they might go about coming to a consensus. In its simplest form, one general is known to be the leader, decides on the time of the attack, and must communicate this time to the other general. The problem is to come up with algorithms that the generals can use, including sending messages and processing received messages, that can allow them to correctly conclude:
Yes, we will both attack at the agreed-
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https://en.wikipedia.org/wiki/PL-1
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PL-1 or PL1 may refer to:
PL/I, a programming language
Lamson PL-1 Quark, a glider
Pazmany PL-1, a trainer aircraft
K-5 (missile)
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https://en.wikipedia.org/wiki/Pam%20Ward
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Pam Ward is an on-air personality for the cable sports television network ESPN, serving as one of the play-by-play announcers for ESPN's coverage of the 2012 and 2013 Women's College World Series of Softball.
She is a graduate of the University of Maryland, College Park with a degree in communications.
Prior to ESPN, Ward worked as an anchor/host for WTEM between April 1992 and March 1995 and then WBAL between March 1995 and 1996.
In 2000, Ward became the first woman to perform play-by-play announcing for an NCAA football nationally televised game.
References
External links
Biography from ESPN.com
Living people
American television sports announcers
American sports radio personalities
College basketball announcers in the United States
College football announcers
University of Maryland, College Park alumni
Women sports announcers
Women's National Basketball Association announcers
Women's college basketball announcers in the United States
Softball announcers
Year of birth missing (living people)
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https://en.wikipedia.org/wiki/KMYU
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KMYU (channel 12) is a television station licensed to St. George, Utah, United States, serving as the MyNetworkTV affiliate for the state of Utah. It is owned by Sinclair Broadcast Group alongside Salt Lake City–based CBS affiliate KUTV (channel 2) and independent station KJZZ-TV (channel 14). The stations share studios on South Main Street in downtown Salt Lake City, while KMYU's transmitter is located atop Webb Hill, south of downtown St. George. Outside of southwestern Utah, KMYU is broadcast statewide on KUTV and its dependent translators (as subchannel 2.2), and KUTV is similarly rebroadcast by KMYU.
KUTV's plans to install a high-power station in southern Utah dated to the late 1980s, but while KUTV began selling local advertising on its existing southern Utah transmitters in 1993, what was then known as KUSG did not begin broadcasting until 1999. In 2008, the station was spun out as "Utah's RTN", an affiliate of the Retro Television Network, which switched to programming from This TV in 2009 and to MyNetworkTV in 2010. KMYU airs MyNetworkTV and syndicated shows as well as repeats of KUTV newscasts and several local sports programs.
History
In 1986, Steven D. King, an Atlanta businessman, successfully petitioned the Federal Communications Commission (FCC) to add channel 12 to St. George as its first full-service television allocation. In 1987, applications were received from Red Mountain Broadcasting Company, whose backers included Jim Rogers, owner of Las Vegas station KVBC; and by KUTV, Inc. The FCC designated these applications for comparative hearing in February 1988, but before the hearing could begin, a settlement agreement was reached and approved on May 23 in which KUTV was granted the permit.
Even though the station would not begin broadcasting until 1999, KUTV began to lay the groundwork for the new station, which received the call sign KUSG. Potential was also recognized for KUSG to possibly create a new media market for southern Utah that then could lead to KCCZ in Cedar City becoming a network affiliate as well. KUTV then drew the ire of Washington County, which owned the translators by which KUTV was broadcasting in the area, by proposing to begin local advertising insertion for the St. George area on the translators—in part to begin building an advertising base in southern Utah. This was possible because of the way the signal was delivered from Salt Lake City. The first hop on the translator network going south was at Levan. The KUTV translator at Levan, which was owned by the station, was authorized as a low-power television station with program origination capabilities. However, competing broadcasters, especially KCCZ, believed the deal gave KUTV an unfair advantage by allowing it to use translator infrastructure owned by local authorities. To defuse this controversy, KUTV management worked out deals with service companies who took over maintenance of the translators in Washington and Iron counties, and local ad inserti
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https://en.wikipedia.org/wiki/WS-MetadataExchange
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WS-MetaDataExchange is a web services protocol specification, published by BEA Systems, IBM, Microsoft, and SAP. WS-MetaDataExchange is part of the
WS-Federation roadmap; and is designed to work in conjunction with WS-Addressing, WSDL and WS-Policy to allow retrieval of metadata
about a Web Services endpoint.
It uses a SOAP message to request metadata, and so goes beyond the basic technique of appending "?wsdl" to a service name's URL
See also
List of web service specifications
Web services
References
External links
W3C Working Draft of WS-MetadataExchange
WS-MetadataExchange Specification
Web service specifications
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https://en.wikipedia.org/wiki/Tsclient
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tsclient (Terminal Server Client) is a discontinued frontend for rdesktop and other remote desktop tools, which allow remotely controlling one computer from another. It is a GNOME application. Notable visual options include color depth, screen size, and motion blocking.
Features include: a GNOME panel applet to quickly launch saved profiles, sound support, similar look and functionality to the Microsoft client and compatibility with its file format, interface translated into more than 20 languages, and support for rdesktop 1.3, Xnest and VNC clients (*vncviewer).
Versions
There are two different versions in use.
Version 0.150 has an advanced user interface with many options.
The unstable (development) version 2.0.1 is the version used by Red Hat Linux/Fedora. This version is not that advanced, as it is a complete rewrite. From the Release Notes of Version 0.150: "I hope this version is the last before a completely rewrite."
There is not much documentation about the tool. It is seemingly developed by a single person. (Only one person, James Willcox, is listed in the AUTHORS file of the new version.) In the credits pane found within version 0.150, there are four authors listed (Erick Woods, Kyle Davis, Jonh Wendell, Benoit Poulet).
There is also a build available for Mac OS X.
See also
Comparison of remote desktop software
Vinagre
References
External links
Tsclient on sourceforge
Tsclient at OpenSUSE build service
Free network-related software
Free software programmed in C
Remote desktop software that uses GTK
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https://en.wikipedia.org/wiki/PCCTS
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PCCTS may refer to:
Purdue Compiler Construction Tool Set, the predecessor of the ANTLR parser generator
Pauperes commilitones Christi Templique Solomonici, the Knights Templar
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https://en.wikipedia.org/wiki/Wing%20Commander%3A%20Prophecy
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Wing Commander: Prophecy is the fifth installment in the Wing Commander science fiction space combat simulator franchise of computer games. The game was originally released in 1997 for Windows, produced by Origin Systems and distributed by Electronic Arts, and in 2003, a GBA conversion was produced by Italy-based Raylight Studios and distributed by Destination Software.
The game features a new game engine (the VISION Engine), new spacecraft, characters and story elements. The events depicted in Prophecy are set over a decade after Wing Commander IV: The Price of Freedom and, rather than the Kilrathi, the player must deal with a new alien threat, an insectoid race codenamed Nephilim that has invaded the human galaxy through a wormhole. Prophecy was the first main-line Wing Commander game in which the player did not take on the role of Christopher Blair, instead being introduced to a new player character, Lance Casey. Some of the characters and actors from previous games return in Prophecy, where they rub elbows with an entirely new cast of Confederation pilots and personnel.
A standalone expansion pack, Secret Ops, was released by Origin in 1998 solely over the Internet and for no charge. The large initial file challenged the dial-up connections of that day. Secret Ops was later released for sale in combination with Prophecy in the Wing Commander: Prophecy – Gold package. A Game Boy Advance port of Prophecy with added multiplayer was released in 2003.
Gameplay
Controls are available in two modes: basic, catering to new and casual players, and advanced, aiming to give a more realistic feeling of space combat. The two modes leverage the same flight dynamics engine, but in basic mode turning the ship around is assisting the player by coupling pitch, yaw, and roll (emulating airplane flight dynamics), while in advanced mode each axis is made independent for more complex but increased control, especially when using a HOTAS setup. There is also the possibility to temporarily disable the coupling system that assists the player in keeping thrust forward as the player pivots along the axes as if the spacecraft was an airplane: when this assisting system is disabled it is therefore possible to tilt the spacecraft using thrusters while keeping movement constant through inertia, as is realistic in space, and allowing for advanced offensive and defensive maneuvers, such as drifting sideways alongside a capital ship while shooting at it or quickly pivoting 180 degrees around and shooting at a chasing fighter.
Missions are played in sequence, and while the core scenario is constant, it is possible to fail missions and keep going forward in the game. Subsequent missions may become increasingly harder as the enemy gains an upper hand on the operational theater. As is traditional for the Wing Commander franchise, the player is placed in command of a flight of fighters, piloted by various non-player characters. Some of them may be killed during missions, result
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https://en.wikipedia.org/wiki/Hugh%20F.%20Durrant-Whyte
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Hugh Francis Durrant-Whyte (born 6 February 1961) is a British-Australian engineer and academic. He is known for his pioneering work on probabilistic methods for robotics. The algorithms developed in his group since the early 1990s permit autonomous vehicles to deal with uncertainty and to localize themselves despite noisy sensor readings using simultaneous localization and mapping (SLAM).
Early life and education
Durrant-Whyte was born on 6 February 1961 in London, England. He was educated at Richard Hale School, then a state grammar school in Hertford, Hertfordshire. He studied engineering at the University of London, graduating with a first class Bachelor of Science (BSc) degree in 1983. He then moved to the United States where he studied systems engineering at the University of Pennsylvania: he graduated with a Master of Science in Engineering (MSE) degree in 1985 and a Doctor of Philosophy (PhD) degree in 1986. He was a Thouron Scholar in 1983.
Career and research
From 1986 to 1987, Durrant-Whyte was a BP research fellow in the Department of Engineering Science, University of Oxford, and a Fellow of St Cross College, Oxford. Then, from 1987 to 1995, he was a Fellow of Oriel College, Oxford, and a university lecturer in engineering science.
In 1995, he accepted a chair at the University of Sydney as Professor of Mechatronic Engineering. He was also director of the Australian Centre for Field Robotics (ACFR) from 1999 to 2002. From 2002 until 2010 he held the position of Research Director of the Australian Research Council Centre of Excellence for Autonomous Systems (CAS), a joint venture between the ACFR and mechatronics groups at the University of Technology, Sydney and the University of New South Wales. He was elected as a Fellow of the Royal Society in 2010. Hugh has published more than 350 research papers, graduated more than 70 PhD students, and won numerous awards and prizes for his work. He played a critical role in raising the visibility of Australian robotics internationally and was named "Professional Engineer of the year" (2008) by the Institute of Engineers Australia Sydney Division and NSW "Scientist of the Year" (2010).
Durrant-Whyte is one of the early pioneers of SLAM with John J. Leonard. Durrant-Whyte became the CEO of NICTA on 13 December 2010. He resigned as NICTA CEO on 28 November 2014 citing differences with the Board over future funding arrangements.
He was appointed as the Chief Scientific Adviser at the UK Ministry of Defence on 27 February 2017. As a dual citizen with Australian and British citizenship, Durrant-Whyte was barred from overseeing the UK's nuclear weapons programme.
In May 2018 Durrant-Whyte was appointed NSW Chief Scientist & Engineer by Gladys Berejiklian, NSW Premier. He took up his appointment on 3 September 2018.
Honours and awards
His awards include
FRS - Fellow of the Royal Society
FAA - Fellow of the Australian Academy of Science
FIEEE - Fellow of the Institute of Electrical and Electro
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https://en.wikipedia.org/wiki/Richard%20Blahut
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Richard Blahut (born June 9, 1937), former chair of the Electrical and Computer Engineering Department at the University of Illinois at Urbana–Champaign, is best known for his work in information theory (e.g. the Blahut–Arimoto algorithm used in rate–distortion theory). He received his PhD Electrical Engineering from Cornell University in 1972.
Blahut was elected a member of the National Academy of Engineering in 1990 for pioneering work in coherent emitter signal processing and for contributions to information theory and error control codes.
Academic life
Blahut taught at Cornell from 1973 to 1994. He has taught at Princeton University, the Swiss Federal Institute of Technology, the NATO Advanced Study Institute, and has also been a Consulting Professor at the South China University of Technology. He is also the Henryk Magnuski Professor of Electrical and Computer Engineering and is affiliated with the Coordinated Science Laboratory.
Awards and recognition
IEEE Claude E. Shannon Award, 2005
IEEE Third Millennium Medal
TBP Daniel C. Drucker Eminent Faculty Award 2000
IEEE Alexander Graham Bell Medal 1998, for "contributions to error-control coding, particularly by combining algebraic coding theory and digital transform techniques."
National Academy of Engineering 1990
Japanese Society for the Propagation of Science Fellowship 1982
Fellow of Institute of Electrical and Electronics Engineers, 1981, for the development of passive surveillance systems and for contributions to information theory and error control codes.
Fellow of IBM Corporation, 1980
IBM Corporate Recognition Award 1979
IBM Outstanding Innovation Award 1978
IBM Outstanding Contribution Award 1976
IBM Resident Study Program 1969–1971
IBM Outstanding Contribution Award 1968
Books
Lightwave Communications, with George C. Papen (Cambridge University Press, 2019)
Cryptography and Secure Communication, (Cambridge University Press, 2014)
Modem Theory: An Introduction to Telecommunications, (Cambridge University Press, 2010)
Fast Algorithms for Signal Processing, (Cambridge University Press, 2010)
Algebraic Codes on Lines, Planes, and Curves: An Engineering Approach, (Cambridge University Press, 2008)
Theory of Remote Image Formation, (Cambridge University Press, 2004)
Algebraic Codes for Data Transmission, (Cambridge University Press, 2003)
Algebraic Methods for Signal Processing and Communications Coding, (Springer-Verlag, 1992)
Digital Transmission of Information, (Addison–Wesley Press, 1990)
Fast Algorithms for Digital Signal Processing, (Addison–Wesley Press, 1985)
Theory and Practice of Error Control Codes, (Addison–Wesley Press, 1983)
See also
IEEE Biography
ECE @ UIUC
References
External links
Living people
1937 births
Members of the United States National Academy of Engineering
Fellows of the American Association for the Advancement of Science
University of Illinois Urbana-Champaign faculty
Cornell University faculty
Cornell University
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https://en.wikipedia.org/wiki/TVRI
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TVRI (, Television of the Republic of Indonesia), legally ( Public Broadcasting Institution Television of the Republic of Indonesia) is an Indonesian national public television network. Established on 24 August 1962, it is the oldest television network in the country. Its national headquarters is in Gelora, Central Jakarta.
TVRI monopolized television broadcasting in Indonesia until 24 August 1989, when the first commercial television station RCTI went on the air. Alongside RRI, TVRI was converted from a state-controlled broadcaster under government department into an independent public broadcaster on 18 March 2005, becoming the first public broadcaster in the country.
TVRI currently broadcasts throughout the country with three national channels as well as 33 regional stations. As of 2020 it has 361 transmitters; making it the network with the largest terrestrial coverage than any other television network in the country. Its funding primarily comes from annual state budget approved by the parliament, advertisement, and other services.
History
1962–1975: The idea and initial broadcast
The initial idea to establish a television station in Indonesia was put forward by then Minister of Information Maladi as far as 1952. The argument at the time is that it would be useful for the socialization of the upcoming 1955 general election, but the idea was deemed as too expensive by the cabinet.
The plan to organize the first television broadcast finally began to materialize when in 1961, the Indonesian Government decided to include the television mass media project in the IV Asian Games development project under the IV Asian Games Project Affairs Command (KUPAG). On July 25 1961, the Minister of Information issued Decree of the Minister of Information of the Republic of Indonesia (SK Menpen) No. 20/SK/M/1961 concerning the formation of the Television Preparatory Committee (P2TV). This institution is chaired by RM Soetarto, head of the State Film Directorate. Apart from Soetarto, there were also his representatives, namely RM Soenarjo and 7 committee members, and they worked together with the Ministry of Information to prepare television broadcasts in Indonesia. To learn more about television, the President then sent Soetarto to New York and Atlanta, United States.
On 23 October 1961 at 09.30, President Sukarno who was in Vienna, Austria sent a telex to Maladi to immediately prepare a television project with the following targets:
Building a studio at the former AKPEN (Information Academy) in Senayan, which is now the location of the LPP TVRI head office. This location was chosen because it was close to the Bung Karno Sports Arena, so it was more practical for broadcasting the Asian Games event. Before occupying this location, other locations that had been studied as TVRI studios included the PFN Jatinegara Building, the Topography Bureau Building, the RRI transmitter in Kebayoran, and several other places.
Built two transmitters: 100W and 10 kW with
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https://en.wikipedia.org/wiki/Pieter%20Van%20den%20Abeele
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Pieter Van den Abeele is a computer programmer, and the founder of the PowerPC-version of Gentoo Linux, a foundation connected with a distribution of the Linux computer operating system. He founded Gentoo for OS X, for which he received a scholarship by Apple Computer. In 2004 Pieter was invited to the OpenSolaris pilot program and assisted Sun Microsystems with building a development eco-system around Solaris. Pieter was nominated for the OpenSolaris Community Advisory Board and managed a team of developers to make Gentoo available on the Solaris operating system as well. Pieter is a co-author of the Gentoo handbook.
The teams managed by Pieter Van den Abeele have shaped the PowerPC landscape with several "firsts". Gentoo/PowerPC was the first distribution to introduce PowerPC Live CDs. Gentoo also beat Apple to releasing a full 64-bit PowerPC userland environment for the IBM PowerPC 970 (G5) processor.
His Gentoo-based Home Media and Communication System, based on a Freescale Semiconductor PowerPC 7447 processor won the Best of Show award at the inaugural 2005 Freescale Technology Forum in Orlando, Florida. Pieter is also a member of the Power.org consortium and participates in committees and workgroups focusing on disruptive business plays around the Power Architecture.
References
People in information technology
Gentoo Linux people
Living people
Year of birth missing (living people)
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https://en.wikipedia.org/wiki/Open%20Desktop%20Workstation
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The Open Desktop Workstation, also referred to as ODW is a PowerPC based computer, by San Antonio-based Genesi. The ODW has an interchangeable CPU card allowing for a wide range of PowerPC microprocessors from IBM and Freescale Semiconductor.
It is a standardized version of the Pegasos II. It was the first open source based PowerPC computer and gave PowerPC a host/target development environment. Genesi have released the complete specification (design and component listing) free of charge. The ODW-derived Home Media Center won the Best in Show award at the Freescale Technology Forum in 2005. It also features an ATI certification and a "Ready for IBM Technology" certification.
It supports a variety of operating systems such as MorphOS, Linux, QNX and OpenSolaris. Manufacturing of the ODW have been discontinued in favour for EFIKA.
Specification
Freescale 1.0 GHz MPC7447 processor
512 MB DDR RAM (two slots, up to 2 GB)
80 GB ATA100 hard disk
Dual-Layer DVD±RW Drive
Floppy disk support
3× PCI slots
AGP based ATI Radeon 9250 graphics (DVI, VGA and S-Video out)
4× USB
PS/2 mouse and keyboard support
3× FireWire 400 (two external)
2× Ethernet ports, 100 Mbit/s and 1 Gbit
AC'97 sound - in/out, analog and digital (S/PDIF)
PC game/MIDI-port
Parallel and serial ports (supporting IrDA)
MicroATX motherboard (236×172 mm)
Small Footprint Case - (92×310×400 mm)
References
External links
Genesi's ODW page
ODW specification at PowerDeveloper.org
Linux resources for ODW at Freescale
PowerPC mainboards
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https://en.wikipedia.org/wiki/International%20Chemical%20Safety%20Cards
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International Chemical Safety Cards (ICSC) are data sheets intended to provide essential safety and health information on chemicals in a clear and concise way. The primary aim of the Cards is to promote the safe use of chemicals in the workplace and the main target users are therefore workers and those responsible for occupational safety and health.
The ICSC project is a joint venture between the World Health Organization (WHO) and the International Labour Organization (ILO) with the cooperation of the European Commission (EC). This project began during the 1980s with the objective of developing a product to disseminate the appropriate hazard information on chemicals at the workplace in an understandable and precise way.
The Cards are prepared in English by ICSC participating institutions and peer reviewed in semiannual
meetings before being made public. Subsequently, national institutions translate the Cards from English into their native languages and these translated Cards are also published on the Web. The English collection of ICSC is the original version. To date approximately 1700 Cards are available in English in HTML and PDF format. Translated versions of the Cards exist in different languages: Chinese, Dutch, Finnish, French, German, Hungarian, Italian, Japanese, Polish, Spanish and others.
The objective of the ICSC project is to make essential health and safety information on chemicals available to as wide an audience as possible, especially at the workplace level. The project aims to keep on improving the mechanism for the preparation of Cards in English as well as increasing the number of translated versions available; therefore, welcomes the support of additional institutions who could contribute not only to the preparation of ICSC but also to the translation process.
Format
ICSC cards follow a fixed format which is designed to give a consistent presentation of the information, and is sufficiently concise to be printed onto two sides of a harmonized sheet of paper, an important consideration to permit easy use in the workplace.
The standard sentences and consistent format used in ICSC facilitates the preparation and computer-aided translation of the information in the Cards.
Identification of chemicals
The identification of the chemicals on the Cards is based on the UN numbers, the Chemical Abstracts Service (CAS) number and the Registry of Toxic Effects of Chemical Substances (RTECS/NIOSH) numbers. It is thought that the use of those three systems assures the most unambiguous method of identifying the chemical substances concerned, referring as it does to numbering systems that consider transportation matters, chemistry and occupational health.
The ICSC project is not intended to generate any sort of classification of chemicals. It makes reference to existing classifications. As an example, the Cards cite the results of the deliberations of the UN Committee of Experts on the Transport of Dangerous Goods with respect to tran
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https://en.wikipedia.org/wiki/Showtime%20Networks
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Showtime Networks Inc. is an American entertainment company that oversees the company's premium cable television channels, including its flagship service Showtime. It is a subsidiary of media conglomerate Paramount Global under its networks division.
Overview
The company was established in 1983 as Showtime/The Movie Channel, Inc. after Viacom and Warner-Amex Satellite Entertainment (now Paramount Media Networks) merged their premium channels, Showtime and The Movie Channel respectively, into one division. In 1984, American Express sold their interest in Warner-Amex to Warner Communications (now Warner Bros. Discovery) making Warner the new half-owner of Showtime/TMC. In 1985, Warner sold its half-interest to Viacom, making the company a wholly owned subsidiary of Viacom. 1985 also saw the pay-per-view service Viewer's Choice become part of the operation; it merged with rival PPV service Home Premiere Television in 1988, and Viacom ceded control to the cable companies that owned HPT (Viacom still held a stake until the 1990s). In 1988, the company was renamed Showtime Networks Inc.
On March 1, 1994, a partnership between Showtime Networks and Home Box Office, Inc. (parent of HBO and Cinemax) implemented a cooperative content advisory system that was initially unveiled across Showtime, The Movie Channel and the HBO properties that would provide specific content information for pay-cable subscribers to determine the suitability of a program for children. The development of the system—inspired by the advisory ratings featured in Showtime and The Movie Channel's respective program guides and those distributed by other participating premium cable services—was in response to concerns from parents and advocacy groups about violent content on television, allowing the Showtime Networks and other services to assign individual ratings corresponding to the objectionable content depicted in specific programs (and categorized based on violence, profanity, sexuality or miscellaneous mature material). Labels are assigned to each program at the discretion of the participating service. A revised system—centered around ten content codes of two to three letters in length—was implemented across the Showtime Networks and Home Box Office services on June 10, 1994.
SNI, along with CBS, UPN, Viacom Outdoor, Spelling Television, CBS Television Studios (formerly CBS Productions, Paramount Television and CBS Paramount Television), CBS Television Distribution (formerly Paramount Domestic Television, CBS Paramount Domestic Television and KingWorld), CBS Studios International (formerly CBS Paramount International Television), Simon & Schuster and other entities became part of CBS Corporation when it officially split from Viacom on December 31, 2005. SNI managed Robert Redford and NBC Universal joint venture Sundance Channel until 2008, when it was sold to Rainbow Media (now AMC Networks), but it eventually re-merged with Viacom to transform into the new ViacomCBS in early D
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https://en.wikipedia.org/wiki/33%20Brompton%20Place
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33 Brompton Place (1982) is a five-part miniseries that was broadcast on Showtime Networks in the United States and Global in Canada. It was filmed in Winnipeg, Manitoba, Canada.
References
1980s American drama television series
1980s Canadian drama television series
1982 American television series debuts
1982 Canadian television series debuts
1982 American television series endings
1982 Canadian television series endings
Global Television Network original programming
Showtime (TV network) original programming
Television shows filmed in Winnipeg
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https://en.wikipedia.org/wiki/KJBO-LD
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KJBO-LD (channel 35) is a low-power television station in Wichita Falls, Texas, United States, affiliated with MyNetworkTV. It is owned by Nexstar Media Group alongside NBC affiliate KFDX-TV (channel 3); Nexstar also provides certain services Fox affiliate KJTL (channel 18) under joint sales and shared services agreements (JSA/SSA) with Mission Broadcasting. The three stations share studios near Seymour Highway (US 277) and Turtle Creek Road in Wichita Falls; KJBO-LD's transmitter is located near Arrowhead Drive and Onaway Trail (near Seymour Highway) southwest of the city.
Although KJBO-LD broadcasts a digital signal of its own, due to its low-power status, the station's broadcasting radius does not reach the entire Wichita Falls–Lawton market. Therefore, KJBO-LD is simulcast on KFDX-TV's second digital subchannel (channel 3.2)—which also transmits from the Seymour Highway facility—in order to reach Lawton and surrounding areas of southwestern Oklahoma and northwest Texas not covered by the channel 35 signal. Ever since its inception, the KFDX-DT2 simulcast of KJBO-LP/LD had been presented in 480i standard definition, with most programs (including the MyNetworkTV prime time schedule) airing in letterboxed 4:3; however, sometime in 2020, it was upgraded to 1080i high definition.
History
Early history
The station first signed on the air on October 4, 1988, as K35BO, which originally operated as an independent station. In 1993, the station was acquired by the Epic Broadcasting Corporation, a transaction which made it the sister station to Fox affiliate KJTL (channel 18).
UPN affiliation; JSA/SSA with KFDX-TV
On January 16, 1995, channel 35 became a charter affiliate of the United Paramount Network (UPN), which was created as a partnership between Paramount Television and Chris-Craft/United Television. Outside of UPN prime time programming, the station otherwise continued to maintain a general entertainment programming format. Alongside UPN prime time programming, channel 35 initially carried some recent off-network sitcoms and drama series, movies on weekend afternoons and evenings, children's programming, and some first-run syndicated shows.
In May 1995, Epic announced it would sell KJTL and K35BO as well as the Amarillo duopoly of fellow Fox affiliate KCIT and low-powered K65GD (now MyNetworkTV affiliate KCPN-LD) to New York City–based Wicks Broadcast Group – then a primarily radio-based broadcasting division of private equity firm The Wicks Group, which intended the purchases to be a stepping stone to build a group of middle-market television stations complementary to its nine existing radio properties – for $14 million; the sale was finalized on August 31, 1995. In 1996, the station adopted a conventional callsign as KJBO-LP.
On January 6, 1999, Wicks sold the station to Bexley, Ohio–based Mission Broadcasting for $15.5 million. The acquisition of KJTL and KJBO was among the first station acquisitions for Mission (part of a four-station
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https://en.wikipedia.org/wiki/WILB%20%28AM%29
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WILB (1060 kHz) is an AM radio station in Canton, Ohio. It is owned by Living Bread Radio and it airs Catholic radio programming to the Canton, Akron and Cleveland areas. Most of the station's programming is supplied by EWTN Radio. All shows are simulcast on co-owned 89.5 WILB-FM in Boardman.
WILB is a daytimer station. By day, it broadcasts with 15,000 watts. As 1060 AM is a clear channel frequency reserved for Class A station KYW Philadelphia, so to avoid interference, WILB only broadcasts during daytime hours. Programming is heard around the clock on FM translator W233CE at 94.5 FM.
History
WCMW, WHOF and WOIO
The station signed on the air on . It was owned by Stark Broadcasting Company and its original call sign was WCMW. Start Broadcasting also established 94.9 WCMW-FM at about the same time. The FM station went off the air around 1953, and the frequency went unused until 1960 when WDBN (now WQMX) signed on. By 1961 the AM station had become WHOF, and it was a Top 40 outlet in the early 1960s.
In 1967 the call letters were changed again, this time to WOIO. From that point until 1976, WOIO had a full service radio format of middle of the road music, sports, talk and news. It was a network affiliate of the Mutual Broadcasting System.
Top 40 WQIO
After going through several more format changes, it once again became a Top 40 station in the fall of 1976 as WQIO (using the slogan "Q-10"). It was successful for the next few years, drawing the highest ratings in the history of the station, and driving competitor WINW (also a daytime station) out of the format. But over time, young people increasingly tuned to FM radio to hear their hit music.
When 106.9 FM in Canton (co-owned with WINW) changed to WOOS with an automated Top 40 format in 1978, WQIO's days as a Top 40 radio station were numbered, and by the fall of 1979 it began to head in a more adult contemporary direction.
In 1980, WQIO filed an application with the Federal Communications Commission (FCC) to move the station from Canton to Canal Fulton, and broadcast full-time on 1070 kHz with 1,000 watts daytime and 500 watts nighttime. While this would have allowed WQIO to operate 24 hours a day, a Pittsburgh station also applied for the same frequency, and neither of the applications was granted. Nor was WQIO able to acquire an FM station. (It had passed on the chance to acquire 106.9, which went to WINW, and later pursued 95.9 in New Philadelphia, Ohio with an eye towards moving its tower closer to Canton, but was unsuccessful.) Faltering in the ratings, WQIO switched to a country music format in 1981, but soon was put up for sale.
AC and Talk
The station was purchased by Arcey Broadcasting, which changed the call letters to WRCW on June 14, 1982. The RC in the Arcey name and the call letters came from the initials of owner Ronald D. Colaner, who had joined the station in 1965 as a part-time engineer. Over the years, WRCW ran a varied mixture of talk shows and adult cont
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https://en.wikipedia.org/wiki/RecordTV
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RecordTV (), formerly known as Rede Record, is a Brazilian free-to-air television network. It is currently the second largest commercial TV station in Brazil, and the 28th largest in the 2012 world ranking. In 2010, it was elected by the advertising market as the fifth largest station in the world in revenues and the eighth largest network in physical structure. In June 2021, it ranked second among the most watched channels in the country in the National Television Panel, behind only TV Globo.
As the main member of the media company Grupo Record, the network is headquartered in São Paulo, where most of its programming is also generated at the Dermeval Gonçalves Theater, and has a branch in Rio de Janeiro, where its telenovelas and other formats are produced at the Casablanca Estúdios (RecNov) complex. Its national coverage is achieved by retransmission from 111 stations, 15 of which are owned by the company and 96 of which are affiliate stations.
The station was inaugurated in the city of São Paulo on September 27, 1953, by businessman Paulo Machado de Carvalho, owner until then of a radio conglomerate, through a concession obtained in November 1950, the year television was launched in Brazil. TV Record was the fourth station to operate in the country after TV Tupi São Paulo (1950), TV Tupi Rio de Janeiro (1951) and TV Paulista (1952).
During the 1960s, the channel became popular, even leading in audience, with the exhibition of music festivals such as MPB and Jovem Guarda. In this period, Record headed the Rede de Emissoras Independentes (REI), a chain that integrated stations from various locations in Brazil. In the 1970s, the businessman and TV host Silvio Santos acquired half of the channel's shares through a partnership with Machado de Carvalho. In 1989, Record, after being under unfavorable financial situation in the second half of that decade, was sold to Bishop Edir Macedo, founder and leader of the Universal Church of the Kingdom of God.
The new acquisition spurred major investments in the structure of the station, which in the 1990s formed its national network with purchases of channels and affiliations, resulting in its positioning, from 2007 to 2015, as the country's second largest network in audience and revenues until it was overtaken by SBT. As of 2012, both stations began to intensely dispute point tenths and take turns in the IBOPE ranking.
History
Background
Only two months after the arrival of television in Brazil, businessman and communicator Paulo Machado de Carvalho got a permit to operate a new TV channel in the city of São Paulo on November 22, 1950, being granted channel 7 paulistano. At the time, Paulo and his family already owned a large conglomerate of radio stations and took advantage of the name of his then Rádio Sociedade Record to baptize his first television channel; it was decided that the new station would be called TV Record.
To set up the station, modern equipment was provided from the United States t
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