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[SOURCE: https://en.wikipedia.org/wiki/AppleScript] | [TOKENS: 3724] |
Contents AppleScript AppleScript is a scripting language created by Apple Inc. that facilitates automated control of Mac applications. First introduced in System 7, it is currently included in macOS in a package of automation tools. The term AppleScript may refer to the scripting language, to a script written in the language, or to the macOS Open Scripting Architecture that underlies the language. AppleScript is primarily a mechanism for driving Apple events – an inter-application communication (IAC) technology that exchanges data between and controls applications. Additionally, AppleScript supports basic calculations and text processing, and is extensible via scripting additions that add functions to the language. AppleScript is tightly bound to the Mac environment, similar to how Windows Script Host is bound to the Windows environment. In other words, AppleScript is not a general purpose scripting language like Python. One way that AppleScript is bound to the unique aspects of its environment is that it relies on applications to publish dictionaries of addressable objects and operations. As is typical of a command language, AppleScript is not designed to directly perform intensive processing. For example, a script cannot efficiently perform intensive math operations or complicated text processing. However, AppleScript can be used in combination with other tools and technologies which allows it to leverage more efficient programming contexts. The language has aspects of structured, procedural, object-oriented and natural language programming, but does not strictly conform to any of these paradigms.: xxvi History In the late 1980s, Apple considered using HyperCard's HyperTalk scripting language as the standard language for end-user development across the company and within its classic Mac OS operating system, and for interprocess communication between Apple and non-Apple products. HyperTalk could be used by novices to program a HyperCard stack. Apple engineers recognized that a similar, but more object-oriented scripting language could be designed to be used with any application, and the AppleScript project was born as a spin-off of a research effort to modernize the Macintosh as a whole and finally became part of System 7. AppleScript was released in October 1993 as part of System 7.1.1 (System 7 Pro, the first major upgrade to System 7). QuarkXPress (ver. 3.2) was one of the first major software applications that supported AppleScript. This, in turn, led to AppleScript being widely adopted within the publishing and prepress world, often tying together complex workflows. This was a key factor in retaining the Macintosh's dominant position in publishing and prepress, even after QuarkXpress and other publishing applications were ported to Microsoft Windows. After some uncertainty about the future of AppleScript on Apple's next generation OS, the move to Mac OS X (around 2002) and its Cocoa frameworks greatly increased the usefulness and flexibility of AppleScript. Cocoa applications allow application developers to implement basic scriptability for their apps with minimal effort, broadening the number of applications that are directly scriptable. At the same time, the shift to the Unix underpinnings and AppleScript's ability to run Unix commands directly, with the do shell script command, allowed AppleScripts much greater control over the operating system itself.: 863 AppleScript Studio, released with Mac OS X 10.2 as part of Xcode, and later AppleScriptObjC framework, released in Mac OS X 10.6, allowed users to build Cocoa applications using AppleScript.: 969 In a 2006 article, Macworld included AppleScript among its rankings of Apple's 30 most significant products to date, placing it at #17. In a 2013 article for Macworld, veteran Mac software developer and commentator John Gruber concluded his reflection on "the unlikely persistence of AppleScript" by noting: "In theory, AppleScript could be much better; in practice, though, it's the best thing we have that works. It exemplifies the Mac's advantages over iOS for tinkerers and advanced users." In October 2016, longtime AppleScript product manager and automation evangelist Sal Soghoian left Apple when his position was eliminated "for business reasons". Veterans in the Mac community such as John Gruber and Andy Ihnatko generally responded with concern, questioning Apple's commitment to the developer community and pro users. Apple senior vice president of software engineering Craig Federighi responded in an email saying that "We have every intent to continue our support for the great automation technologies in macOS!", though Jeff Gamet at The Mac Observer opined that it did little to assuage his doubt about the future of Apple automation in general and AppleScript in particular. For the time being, AppleScript remains one component of macOS automation technologies, along with Automator, Shortcuts, Services, and shell scripting. Intent AppleScript was designed to be used as an accessible end-user scripting language, offering users an intelligent mechanism to control applications, and to access and modify data and documents. AppleScript uses Apple events, a set of standardized data formats that the Macintosh operating system uses to send information to applications, roughly analogous to sending XPath queries over XML-RPC in the world of web services.: xxvi Apple events allow a script to work with multiple applications simultaneously, passing data between them so that complex tasks can be accomplished without human interaction. For example, an AppleScript to create a simple web gallery might do the following: For the user, hundreds or thousands of steps in multiple applications have been reduced to the single act of running the script, and the task is accomplished in much less time and with no possibility of random human error. A large complex script could be developed to run only once, while other scripts are used again and again. An application's scriptable elements are visible in the application's Scripting Dictionary (distributed as part of the application), which can be viewed in any script editor. Elements are generally grouped into suites, according to loose functional relationships between them. There are two basic kinds of elements present in any suite: classes and commands. All scriptable applications share a few basic commands and objects, usually called the Standard Suite—commands to open, close or save a file, to print something, to quit, to set data to variables—as well as a basic application object that gives the scriptable properties of the application itself. Many applications have numerous suites capable of performing any task the application itself can perform. In exceptional cases, applications may support plugins which include their own scripting dictionaries. AppleScript was designed with the ability to build scripts intuitively by recording user actions. Such AppleScript recordability has to be engineered into the app—the app must support Apple events and AppleScript recording; as Finder supports AppleScript recording, it can be useful for reference. When AppleScript Editor (Script Editor) is open and the Record button clicked, user actions for recordable apps are converted to their equivalent AppleScript commands and output to the Script Editor window. The resulting script can be saved and re-run to duplicate the original actions, or modified to be more generally useful. Whereas Apple events are a way to send messages into applications, AppleScript is a particular language designed to send Apple events. In keeping with the objective of ease-of-use for beginners, the AppleScript language is designed on the natural language metaphor, just as the graphical user interface is designed on the desktop metaphor. A well-written AppleScript should be clear enough to be read and understood by anyone, and easily edited. The language is based largely on HyperCard's HyperTalk language, extended to refer not only to the HyperCard world of cards and stacks, but also theoretically to any document. To this end, the AppleScript team introduced the AppleEvent Object Model (AEOM), which specifies the objects any particular application "knows". The heart of the AppleScript language is the use of terms that act as nouns and verbs that can be combined. For example, rather than a different verb to print a page, document or range of pages (such as printPage, printDocument, printRange), AppleScript uses a single "print" verb which can be combined with an object, such as a page, a document or a range of pages. Generally, AEOM defines a number of objects—like "document" or "paragraph"—and corresponding actions—like "cut" and "close". The system also defines ways to refer to properties of objects, so one can refer to the "third paragraph of the document 'Good Day'", or the "color of the last word of the front window". AEOM uses an application dictionary to associate the Apple events with human-readable terms, allowing the translation back and forth between human-readable AppleScript and bytecode Apple events. To discover what elements of a program are scriptable, dictionaries for supported applications may be viewed. (In the Xcode and Script Editor applications, this is under File → Open Dictionary.) To designate which application is meant to be the target of such a message, AppleScript uses a "tell" construct: Alternatively, the tell may be expressed in one line by using an infinitive: For events in the "Core Suite" (activate, open, reopen, close, print, and quit), the application may be supplied as the direct object to transitive commands: The concept of an object hierarchy can be expressed using nested blocks: The concept of an object hierarchy can also be expressed using either nested prepositional phrases or a series of possessives: which in another programming language might be expressed as sequential method calls, like in this pseudocode: AppleScript includes syntax for ordinal counting, "the first paragraph", as well as cardinal, "paragraph one". Likewise, the numbers themselves can be referred to as text or numerically, "five", "fifth" and "5" are all supported; they are synonyms in AppleScript. Also, the word "the" can legally be used anywhere in the script in order to enhance readability: it has no effect on the functionality of the script. Examples A "Hello, World!" program can be written as a single line. To show a modal window with "OK" and "Cancel" buttons: To show a modal window with an "OK" button and an alert icon: To output audio using a synthesized voice: This script controls the Finder application to login with username "John" and password "app123": Development tools The development tools below provide a programing environment for scripting with AppleScript – supporting composing, validating, compiling, running and debugging scripts. Some also provide for listing AppleScript dictionaries, saving scripts in a number of formats, syntax highlighting and inserting code snippets. For development and ad hoc scenarios, a script can be run from a script editor, but to support automation a script must run without opening another application. There are a number of options for doing so: Resources Re-usable AppleScript modules (available since OS X Mavericks), written in AppleScript or AppleScriptObjC and saved as script files or bundles in certain locations, that can be called from other scripts. When saved as a bundle, a library can include an AppleScript dictionary (sdef) file, thus functioning like a scripting addition but written in AppleScript or AppleScriptObjC. A framework for attaching Cocoa interfaces to AppleScript applications, part of the Xcode package in Mac OS X 10.4 and 10.5, now deprecated in favor of AppleScriptObjC.: 438 A Cocoa development software framework, also called AppleScript/Objective-C or ASOC, part of the Xcode package since Mac OS X Snow Leopard. AppleScriptObjC allows AppleScripts to use Cocoa classes and methods directly. The following table shows the availability of AppleScriptObjC in various versions of macOS: AppleScriptObjC can be used in all subsequent Mac OS X versions. A graphical, modular editing environment in which workflows are built up from actions. It is intended to duplicate many of the functions of AppleScript without the necessity for programming knowledge. Automator has an action specifically designed to contain and run AppleScripts, for tasks that are too complex for Automator's simplified framework. These background-only applications, packaged with macOS, are used to allow AppleScript to access features that would not normally be scriptable. As of Mac OS X 10.6.3 they include the scriptable applications for: Plug-ins for AppleScript developed by Apple or third parties. They are designed to extend the built-in command set, expanding AppleScript's features and making it somewhat less dependent on functionality provided by applications. macOS includes a collection of scripting additions referred to as Standard Additions (StandardAdditions.osax) that adds a set of commands and classes that are not part of AppleScript's core features, including user interaction dialogs, reading and writing files, file system commands, date functions, and text and mathematical operations; without this OSAX, AppleScript would have no capacity to perform many basic actions not directly provided by an application. Language Variables are not strictly typed, and do not need to be declared. Variables can take any data type (including scripts and functions). For example: A subroutines cannot be called directly from an application tell block. Use of my or of me is required. Using the same technique for scripting addition commands can reduce errors and improve performance. A script can define custom data types, or use one of the many built-in classes and objects which are provided by the language and tend to be recognized by scriptable applications. Notable built-in types and objects include: AppleScript supports compound statement code structure via either single or multiple line syntax. The multiple line syntax ends a code block with a phrase that like end keyword where keyword is the statement keyword at the start of the block. For example: A script object is full object – encapsulating methods and data and inheriting data and behavior from a parent script. Script objects can use the same 'tell' constructs that are used for application objects and can be loaded from and saved to files. Runtime performance can be enhanced in some cases by using script objects. A script object is defined as: The loop construct has multiple variations, all using the keyword repeat. The loop can be exited via exit repeat. For repeat while, the block is executed as long as a condition evaluates to true. The repeat until loop is the same except that the block is executed as long as the condition evaluates to false. A variable is initialized to a value and after each execution of the block, the variable is incremented by the step value; 1 if not specified. A variable has the value of each list item as the loop progresses. A handler, a variation of the block structure defines a subroutine. Handlers can also be defined using "to" in place of "on" and can be written to accept labeled parameters, not enclosed in parens. There are four types of predefined handlers in AppleScript—run, open, idle, and quit—each of which is created in the same way as the run handler shown above. When a script containing an "open handler' is saved as an applet, the applet becomes a droplet. A droplet can be identified in the Finder by its icon, which includes an arrow, indicating items can be dropped onto the icon. The droplet's open handler is executed when files or folders are dropped onto droplet's icon. References to the items dropped on the droplet's icon are passed to the droplet's script as the parameter of the open handler. A droplet can also be launched the same way as an ordinary applet, executing its run handler. An idle handler can be used in applets or droplets saved as stay-open applets, and is useful for scripts that watch for particular data or events. The length of the idle time is 30 seconds by default, but can be changed by including a 'return x' statement at the end of the subroutine, where x is the number of seconds the system should wait before running the handler again. A comment can be formatted various ways. A line comment begins with -- or alternatively in later versions (AppleScript 2.0, first released in Mac OS X Leopard) with #. The latter permits an AppleScript script to run as an executable if it begins with a shebang line #!/usr/bin/osascript. For example: A block comment (can be multiple lines) is delimited by (* and *). For example: AppleScript has several user interface options, including dialogs, alerts, and list of choices. (The character, produced by typing ⌥ Option+return in the Script Editor, denotes continuation of a single statement across multiple lines.) Each user interaction method can return the values of buttons clicked, items chosen or text entered for further processing. For example: Open Scripting Architecture Apple provides the Open Scripting Architecture (OSA) for other scripting languages and third-party scripting/automation products (such as QuicKeys and UserLand Frontier) to function on an equal status with AppleScript. AppleScript is implemented as a component of Component Manager, and the basic specs for interfacing such components to the OSA are public, allowing other developers to add their own scripting components to the system. Public client APIs for loading, saving and compiling scripts work the same for all such components, which means that applets and droplets can hold scripts in any of those scripting languages. One feature of the OSA is scripting additions, or OSAX for Open Scripting Architecture eXtension, which were inspired by HyperCard's External Commands. Scripting additions are libraries that allow programmers to extend the function of AppleScript. Commands included as scripting additions are available system-wide, and are not dependent on an application (see also § AppleScript Libraries). The AppleScript Editor is also able to directly edit and run some of the OSA languages. Under OS X Yosemite and later versions of macOS, the JavaScript for Automation (JXA) component remains the only serious OSA language alternative to AppleScript, though the Macintosh versions of Perl, Python, Ruby, and Tcl all support native means of working with Apple events without being OSA components.: 516 JXA also provides an Objective-C (and C language) foreign language interface. Being an environment based on WebKit's JavaScriptCore engine, the JavaScript feature set is in sync with the system Safari browser engine. JXA provides a JavaScript module system and it is also possible to use CommonJS modules via browserify. See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Hypnosis] | [TOKENS: 8265] |
Contents Hypnosis Hypnosis is a human condition involving focused attention (the selective attention/selective inattention hypothesis, SASI), reduced peripheral awareness, and an enhanced capacity to respond to suggestion. There are competing theories explaining hypnosis and related phenomena. Altered state theories see hypnosis as an altered state of mind or trance, marked by a level of awareness different from the ordinary state of consciousness. In contrast, non-state theories see hypnosis as, variously, a type of placebo effect, a redefinition of an interaction with a therapist or a form of imaginative role enactment. During hypnosis, a person is said to have heightened focus and concentration and an increased response to suggestions. Hypnosis usually begins with a hypnotic induction involving a series of preliminary instructions and suggestions. The use of hypnosis for therapeutic purposes is referred to as "hypnotherapy", while its use as a form of entertainment for an audience is known as "stage hypnosis", a form of mentalism. The use of hypnosis as a form of therapy to retrieve and integrate early trauma is controversial within the scientific mainstream. Research indicates that hypnotising an individual may aid the formation of false memories. Medical hypnosis is often considered pseudoscience or quackery. Etymology The words hypnosis and hypnotism both derive from the term neuro-hypnotism (nervous sleep), all of which were coined by Étienne Félix d'Henin de Cuvillers in the 1820s. The term hypnosis is derived from the ancient Greek ὑπνος hypnos, "sleep", and the suffix -ωσις -osis, or from ὑπνόω hypnoō, "put to sleep" (stem of aorist hypnōs-) and the suffix -is. These words were popularised in English by the Scottish surgeon James Braid (to whom they are sometimes wrongly attributed) around 1841. Braid based his practice on that developed by Franz Mesmer and his followers (which was called "Mesmerism" or "animal magnetism"), but differed in his theory as to how the procedure worked. Definition and classification A person in a state of hypnosis has focused attention, a deeply relaxed physical and mental state, and increased suggestibility. The hypnotized individual appears to heed only the communications of the hypnotist and typically responds in an uncritical, automatic fashion while ignoring all aspects of the environment other than those pointed out by the hypnotist. In a hypnotic state an individual tends to see, feel, smell, and otherwise perceive in accordance with the hypnotist's suggestions, even though these suggestions may be in apparent contradiction to the actual stimuli present in the environment. The effects of hypnosis are not limited to sensory change; even the subject's memory and awareness of self may be altered by suggestion, and the effects of the suggestions may be extended (post-hypnotically) into the subject's subsequent waking activity. It could be said that hypnotic suggestion is explicitly intended to make use of the placebo effect. For example, in 1994, Irving Kirsch characterized hypnosis as a "non-deceptive placebo", i.e., a method that openly makes use of suggestion and employs methods to amplify its effects. A definition of hypnosis, derived from academic psychology, was provided in 2005, when the Society for Psychological Hypnosis, Division 30 of the American Psychological Association (APA), published the following formal definition: Hypnosis typically involves an introduction to the procedure during which the subject is told that suggestions for imaginative experiences will be presented. The hypnotic induction is an extended initial suggestion for using one's imagination, and may contain further elaborations of the introduction. A hypnotic procedure is used to encourage and evaluate responses to suggestions. When using hypnosis, one person (the subject) is guided by another (the hypnotist) to respond to suggestions for changes in subjective experience, alterations in perception, sensation, emotion, thought or behavior. Persons can also learn self-hypnosis, which is the act of administering hypnotic procedures on one's own. If the subject responds to hypnotic suggestions, it is generally inferred that hypnosis has been induced. Many believe that hypnotic responses and experiences are characteristic of a hypnotic state. While some think that it is not necessary to use the word "hypnosis" as part of the hypnotic induction, others view it as essential. Michael Nash provides a list of eight definitions of hypnosis by different authors, in addition to his own view that hypnosis is "a special case of psychological regression": Joe Griffin and Ivan Tyrrell (the originators of the human givens approach) define hypnosis as "any artificial way of accessing the REM state, the same brain state in which dreaming occurs" and suggest that this definition, when properly understood, resolves "many of the mysteries and controversies surrounding hypnosis". They see the REM state as being vitally important for life itself, for programming in our instinctive knowledge initially (after Dement and Jouvet) and then for adding to this throughout life. They attempt to explain this by asserting that, in a sense, all learning is post-hypnotic, which they say explains why the number of ways people can be put into a hypnotic state are so varied: according to them, anything that focuses a person's attention, inward or outward, puts them into a trance. Induction Hypnosis is normally preceded by a "hypnotic induction" technique. Traditionally, this was interpreted as a method of putting the subject into a "hypnotic trance"; however, subsequent "nonstate" theorists have viewed it differently, seeing it as a means of heightening client expectation, defining their role, focusing attention, etc. The induction techniques and methods are dependent on the depth of hypnotic trance level and for each stage of trance, the number of which in some sources ranges from 30 stages to 50 stages, there are different types of inductions. There are several different induction techniques. One of the most influential methods was Braid's "eye-fixation" technique, also known as "Braidism". Many variations of the eye-fixation approach exist, including the induction used in the Stanford Hypnotic Susceptibility Scale (SHSS), the most widely used research tool in the field of hypnotism. Braid's original description of his induction is as follows: Take any bright object (e.g. a lancet case) between the thumb and fore and middle fingers of the left hand; hold it from about eight to fifteen inches from the eyes, at such position above the forehead as may be necessary to produce the greatest possible strain upon the eyes and eyelids, and enable the patient to maintain a steady fixed stare at the object.The patient must be made to understand that he is to keep the eyes steadily fixed on the object, and the mind riveted on the idea of that one object. It will be observed, that owing to the consensual adjustment of the eyes, the pupils will be at first contracted: They will shortly begin to dilate, and, after they have done so to a considerable extent, and have assumed a wavy motion, if the fore and middle fingers of the right hand, extended and a little separated, are carried from the object toward the eyes, most probably the eyelids will close involuntarily, with a vibratory motion. If this is not the case, or the patient allows the eyeballs to move, desire him to begin anew, giving him to understand that he is to allow the eyelids to close when the fingers are again carried towards the eyes, but that the eyeballs must be kept fixed, in the same position, and the mind riveted to the one idea of the object held above the eyes. In general, it will be found, that the eyelids close with a vibratory motion, or become spasmodically closed. Braid later acknowledged that the hypnotic induction technique was not necessary in every case, and subsequent researchers have generally found that on average it contributes less than previously expected to the effect of hypnotic suggestions. Variations and alternatives to the original hypnotic induction techniques were subsequently developed. However, this method is still considered authoritative.[citation needed] In 1941, Robert White wrote: "It can be safely stated that nine out of ten hypnotic techniques call for reclining posture, muscular relaxation, and optical fixation followed by eye closure." Suggestion When James Braid first described hypnotism, he did not use the term "suggestion" but referred instead to the act of focusing the conscious mind of the subject upon a single dominant idea. Braid's main therapeutic strategy involved stimulating or reducing physiological functioning in different regions of the body. In his later works, however, Braid placed increasing emphasis upon the use of a variety of different verbal and non-verbal forms of suggestion, including the use of "waking suggestion" and self-hypnosis. Subsequently, Hippolyte Bernheim shifted the emphasis from the physical state of hypnosis on to the psychological process of verbal suggestion: I define hypnotism as the induction of a peculiar psychical [i.e., mental] condition which increases the susceptibility to suggestion. Often, it is true, the [hypnotic] sleep that may be induced facilitates suggestion, but it is not the necessary preliminary. It is suggestion that rules hypnotism. Bernheim's conception of the primacy of verbal suggestion in hypnotism dominated the subject throughout the 20th century, leading some authorities to declare him the father of modern hypnotism. Contemporary hypnotism uses a variety of suggestion forms including direct verbal suggestions, "indirect" verbal suggestions such as requests or insinuations, metaphors and other rhetorical figures of speech, and non-verbal suggestion in the form of mental imagery, voice tonality, and physical manipulation. A distinction is commonly made between suggestions delivered "permissively" and those delivered in a more "authoritarian" manner. Harvard hypnotherapist Deirdre Barrett writes that most modern research suggestions are designed to bring about immediate responses, whereas hypnotherapeutic suggestions are usually post-hypnotic ones that are intended to trigger responses affecting behaviour for periods ranging from days to a lifetime in duration. The hypnotherapeutic ones are often repeated in multiple sessions before they achieve peak effectiveness. Some hypnotists view suggestion as a form of communication that is directed primarily to the subject's conscious mind, whereas others view it as a means of communicating with the "unconscious" or "subconscious" mind. These concepts were introduced into hypnotism at the end of the 19th century by Sigmund Freud and Pierre Janet. Sigmund Freud's psychoanalytic theory describes conscious thoughts as being at the surface of the mind and unconscious processes as being deeper in the mind. Braid, Bernheim, and other Victorian pioneers of hypnotism did not refer to the unconscious mind but saw hypnotic suggestions as being addressed to the subject's conscious mind. Indeed, Braid actually defines hypnotism as focused (conscious) attention upon a dominant idea (or suggestion). Different views regarding the nature of the mind have led to different conceptions of suggestion. Hypnotists who believe that responses are mediated primarily by an "unconscious mind", like Milton Erickson, make use of indirect suggestions such as metaphors or stories whose intended meaning may be concealed from the subject's conscious mind. The concept of subliminal suggestion depends upon this view of the mind. By contrast, hypnotists who believe that responses to suggestion are primarily mediated by the conscious mind, such as Theodore Barber and Nicholas Spanos, have tended to make more use of direct verbal suggestions and instructions. The first neuropsychological theory of hypnotic suggestion was introduced early by James Braid who adopted his friend and colleague William Carpenter's theory of the ideo-motor reflex response to account for the phenomenon of hypnotism. Carpenter had observed from close examination of everyday experience that, under certain circumstances, the mere idea of a muscular movement could be sufficient to produce a reflexive, or automatic, contraction or movement of the muscles involved, albeit in a very small degree. Braid extended Carpenter's theory to encompass the observation that a wide variety of bodily responses besides muscular movement can be thus affected, for example, the idea of sucking a lemon can automatically stimulate salivation, a secretory response. Braid, therefore, adopted the term "ideo-dynamic", meaning "by the power of an idea", to explain a broad range of "psycho-physiological" (mind–body) phenomena. Braid coined the term "mono-ideodynamic" to refer to the theory that hypnotism operates by concentrating attention on a single idea in order to amplify the ideo-dynamic reflex response. Variations of the basic ideo-motor, or ideo-dynamic, theory of suggestion have continued to exercise considerable influence over subsequent theories of hypnosis, including those of Clark L. Hull, Hans Eysenck, and Ernest Rossi. In Victorian psychology the word "idea" encompasses any mental representation, including mental imagery, memories, etc. Susceptibility Braid made a rough distinction between different stages of hypnosis, which he termed the first and second conscious stage of hypnotism; he later replaced this with a distinction between "sub-hypnotic", "full hypnotic", and "hypnotic coma" stages. Jean-Martin Charcot made a similar distinction between stages which he named somnambulism, lethargy, and catalepsy. However, Ambroise-Auguste Liébeault and Hippolyte Bernheim introduced more complex hypnotic "depth" scales based on a combination of behavioural, physiological, and subjective responses, some of which were due to direct suggestion and some of which were not. In the first few decades of the 20th century, these early clinical "depth" scales were superseded by more sophisticated "hypnotic susceptibility" scales based on experimental research. The most influential were the Davis–Husband and Friedlander–Sarbin scales developed in the 1930s. André Weitzenhoffer and Ernest R. Hilgard developed the Stanford Scale of Hypnotic Susceptibility in 1959, consisting of 12 suggestion test items following a standardised hypnotic eye-fixation induction script, and this has become one of the most widely referenced research tools in the field of hypnosis. Soon after, in 1962, Ronald Shor and Emily Carota Orne developed a similar group scale called the Harvard Group Scale of Hypnotic Susceptibility (HGSHS). Whereas the older "depth scales" tried to infer the level of "hypnotic trance" from supposed observable signs such as spontaneous amnesia, most subsequent scales have measured the degree of observed or self-evaluated responsiveness to specific suggestion tests such as direct suggestions of arm rigidity (catalepsy). The Stanford, Harvard, HIP, and most other susceptibility scales convert numbers into an assessment of a person's susceptibility as "high", "medium", or "low". Approximately 80% of the population are medium, 10% are high, and 10% are low. There is some controversy as to whether this is distributed on a "normal" bell-shaped curve or whether it is bi-modal with a small "blip" of people at the high end. Hypnotisability scores are highly stable over a person's lifetime. Research by Deirdre Barrett has found that there are two distinct types of highly susceptible subjects, which she terms fantasisers and dissociaters. Fantasisers score high on absorption scales, find it easy to block out real-world stimuli without hypnosis, spend much time daydreaming, report imaginary companions as a child, and grew up with parents who encouraged imaginary play. Dissociaters often have a history of childhood abuse or other trauma, learned to escape into numbness, and to forget unpleasant events. Their association to "daydreaming" was often going blank rather than creating vividly recalled fantasies. Both score equally high on formal scales of hypnotic susceptibility. Individuals with dissociative identity disorder have the highest hypnotisability of any clinical group, followed by those with post-traumatic stress disorder. Applications Hypnosis has been used as a supplemental approach to cognitive behavioral therapy since as early as 1949. Hypnosis was defined in relation to classical conditioning; where the words of the therapist were the stimuli and the hypnosis would be the conditioned response. Some traditional cognitive behavioral therapy methods were based in classical conditioning. It would include inducing a relaxed state and introducing a feared stimulus. One way of inducing the relaxed state was through hypnosis. Hypnotism has also been used in forensics, sports, education, physical therapy, and rehabilitation. Hypnotism has also been employed by artists for creative purposes, most notably the surrealist circle of André Breton who employed hypnosis, automatic writing, and sketches for creative purposes. Hypnotic methods have been used to re-experience drug states and mystical experiences. Self-hypnosis is popularly used to quit smoking, alleviate stress and anxiety, promote weight loss, and induce sleep hypnosis. Stage hypnosis can persuade people to perform unusual public feats. Some people have drawn analogies between certain aspects of hypnotism and areas such as crowd psychology, religious hysteria, and ritual trances in preliterate tribal cultures. Hypnotherapy is a use of hypnosis in psychotherapy. Physicians and psychologists may use hypnosis to treat depression, anxiety, eating disorders, sleep disorders, compulsive gambling, phobias and post-traumatic stress, while certified hypnotherapists who are not physicians or psychologists often treat smoking and weight management. Hypnotherapy is generally not considered to be based on scientific evidence, and is rarely recommended in clinical practice guidelines. Hypnotherapy was historically used in psychiatric and legal settings to enhance the recall of repressed or degraded memories, but this application of the technique has declined as scientific evidence accumulated that hypnotherapy can increase confidence in false memories. Proponents of hypnotherapy claim it can have additive effects when treating psychological disorders alongside of scientifically proven cognitive therapies. The effectiveness of hypnotherapy has not yet been accurately assessed, and, due to the lack of evidence indicating any level of efficacy, it is regarded as a type of alternative medicine by numerous reputable medical organisations, such as the National Health Service. The use of hypnosis to exhume information thought to be buried within the mind in the investigative process and as evidence in court became increasingly popular from the 1950s to the early 1980s with its use being debated into the 1990s when its popular use mostly diminished. Forensic hypnosis's uses are hindered by concerns with its reliability and accuracy. Controversy surrounds the use of hypnotherapy to retrieve memories, especially those from early childhood. The American Medical Association and the American Psychological Association caution against recovered-memory therapy in cases of alleged childhood trauma, stating that "it is impossible, without corroborative evidence, to distinguish a true memory from a false one." Past life regression is regarded as pseudoscience. A 2006 declassified 1966 document obtained by the US Freedom of Information Act archive shows that hypnosis was investigated for military applications.[non-primary source needed] The full paper explores the potentials of operational uses. The overall conclusion of the study was that there was no evidence that hypnosis could be used for military applications, and no clear evidence whether "hypnosis" is a definable phenomenon outside ordinary suggestion, motivation, and subject expectancy. According to the document: The use of hypnosis in intelligence would present certain technical problems not encountered in the clinic or laboratory. To obtain compliance from a resistant source, for example, it would be necessary to hypnotise the source under essentially hostile circumstances. There is no good evidence, clinical or experimental, that this can be done. Furthermore, the document states that: It would be difficult to find an area of scientific interest more beset by divided professional opinion and contradictory experimental evidence... No one can say whether hypnosis is a qualitatively unique state with some physiological and conditioned response components or only a form of suggestion induced by high motivation and a positive relationship between hypnotist and subject... T. X. Barber has produced "hypnotic deafness" and "hypnotic blindness", analgesia and other responses seen in hypnosis—all without hypnotising anyone... Orne has shown that unhypnotised persons can be motivated to equal and surpass the supposed superhuman physical feats seen in hypnosis. The study concluded that there are no reliable accounts of its effective use by an intelligence service in history. Research into hypnosis in military applications is further verified by the Project MKUltra experiments, also conducted by the CIA.[non-primary source needed] According to Congressional testimony, the CIA experimented with utilising LSD and hypnosis for mind control. Many of these programs were done domestically and on participants who were not informed of the study's purposes or that they would be given drugs. Self-hypnosis happens when a person hypnotises oneself, commonly involving the use of autosuggestion. The technique is often used to increase motivation for a diet, to quit smoking, or to reduce stress. People who practise self-hypnosis sometimes require assistance; some people use devices known as mind machines to assist in the process, whereas others use hypnotic recordings. Self-hypnosis is claimed to help with stage fright, relaxation, and physical well-being. Stage hypnosis is a form of entertainment, traditionally employed in a club or theatre before an audience. Due to stage hypnotists' showmanship, many people believe that hypnosis is a form of mind control. Stage hypnotists typically attempt to hypnotise the entire audience and then select individuals who are "under" to come up on stage and perform embarrassing acts, while the audience watches. However, the effects of stage hypnosis are probably due to a combination of psychological factors, participant selection, suggestibility, physical manipulation, stagecraft, and trickery. The desire to be the centre of attention, having an excuse to violate their own fear suppressors, and the pressure to please are thought to convince subjects to "play along". Books by stage hypnotists sometimes explicitly describe the use of deception in their acts; for example, Ormond McGill's New Encyclopedia of Stage Hypnotism describes an entire "fake hypnosis" act that depends upon the use of private whispers throughout.[citation needed] The idea of music as hypnosis developed from the work of Franz Mesmer. Instruments such as pianos, violins, harps and, especially, the glass harmonica often featured in Mesmer's treatments, and were considered to contribute to his success. Hypnotic music became an important part in the development of a 'physiological psychology' that regarded the hypnotic state as an 'automatic' phenomenon that links to physical reflex. In their experiments with sound hypnosis, Jean-Martin Charcot used gongs and tuning forks, and Ivan Pavlov used bells. The intention behind their experiments was to prove that physiological response to sound could be automatic, bypassing the conscious mind. In the 1980s and 1990s, a moral panic took place in the US fearing Satanic ritual abuse. As part of this, certain books such as The Devil's Disciples claimed that some bands, particularly in the musical genre of heavy metal, brainwashed American teenagers with subliminal messages to lure them into the worship of the devil, sexual immorality, murder, and especially suicide. Various people have been suspected of or convicted for hypnosis-related crimes, including robbery and sexual abuse. In 1951, Palle Hardrup shot and killed two people during a botched robbery in Copenhagen - see Hypnosis murders. Hardrup claimed that his friend and former cellmate Bjørn Schouw Nielsen had hypnotised him to commit the robbery, inadvertently causing the deaths. Both were sentenced to jail time. In 2013, the then-40-year-old amateur hypnotist Timothy Porter attempted to sexually abuse his female weight-loss client. She reported awaking from a trance and finding him behind her with his pants down, telling her to touch herself. He was subsequently called to court and included on the sex offender list. In 2015, Gary Naraido, then 52, was sentenced to 10 years in prison for several hypnosis-related sexual abuse charges. Besides the primary charge by a 22-year-old woman who he sexually abused in a hotel under the guise of a free therapy session, he also admitted to having sexually assaulted a 14-year-old girl. In December 2018, a Brazilian medium named João Teixeira de Faria (also known as "João de Deus"), famous for performing Spiritual Surgeries through hypnosis techniques, was accused of sexual abuse by 12 women. In 2016 an Ohio lawyer was sentenced to 12 years of prison after hypnotizing a dozen different clients into committing sexual acts under the guise of a mindfulness exercise. Erotic hypnosis is a broad term for activities involving hypnotic suggestions applied to create arousal. Some erotic hypnosis is practiced in the context of BDSM relationships and communities, and is an example of a sexual fetish or paraphilia. State vs. non-state The central theoretical disagreement regarding hypnosis is known as the "state versus non-state" debate. When Braid introduced the concept of hypnotism, he equivocated over the nature of the "state", sometimes describing it as a specific sleep-like neurological state comparable to animal hibernation or yogic meditation, while at other times he emphasized that hypnotism encompasses a number of different stages or states that are an extension of ordinary psychological and physiological processes. Overall, Braid appears to have moved from a more "special state" understanding of hypnotism toward a more complex "non-state" orientation.[citation needed] State theorists interpret the effects of hypnotism as due primarily to a specific, abnormal, and uniform psychological or physiological state of some description, often referred to as "hypnotic trance" or an "altered state of consciousness". Non-state theorists rejected the idea of hypnotic trance and interpret the effects of hypnotism as due to a combination of multiple task-specific factors derived from normal cognitive, behavioural, and social psychology, such as social role-perception and favorable motivation (Sarbin), active imagination and positive cognitive set (Barber), response expectancy (Kirsch), and the active use of task-specific subjective strategies (Spanos). The personality psychologist Robert White is often cited as providing one of the first non-state definitions of hypnosis in a 1941 article: Hypnotic behaviour is meaningful, goal-directed striving, its most general goal being to behave like a hypnotised person as this is continuously defined by the operator and understood by the client. Put simply, it is often claimed that, whereas the older "special state" interpretation emphasizes the difference between hypnosis and ordinary psychological processes, the "non-state" interpretation emphasizes their similarity. Comparisons between hypnotised and non-hypnotised subjects suggest that, if a "hypnotic trance" does exist, it only accounts for a small proportion of the effects attributed to hypnotic suggestion, most of which can be replicated without hypnotic induction.[self-published source?] Braid can be taken to imply, in later writings, that hypnosis is largely a state of heightened suggestibility induced by expectation and focused attention. In particular, Hippolyte Bernheim became known as the leading proponent of the "suggestion theory" of hypnosis, at one point going so far as to declare that there is no hypnotic state, only heightened suggestibility. There is a general consensus that heightened suggestibility is an essential characteristic of hypnosis. In 1933, Clark L. Hull wrote: If a subject after submitting to the hypnotic procedure shows no genuine increase in susceptibility to any suggestions whatever, there seems no point in calling him hypnotised, regardless of how fully and readily he may respond to suggestions of lid-closure and other superficial sleeping behaviour. Ivan Pavlov stated that hypnotic suggestion provided the best example of a conditioned reflex response in human beings; i.e., that responses to suggestions were learned associations triggered by the words used: Speech, on account of the whole preceding life of the adult, is connected up with all the internal and external stimuli which can reach the cortex, signaling all of them and replacing all of them, and therefore it can call forth all those reactions of the organism which are normally determined by the actual stimuli themselves. We can, therefore, regard "suggestion" as the most simple form of a typical reflex in man. He also believed that hypnosis was a "partial sleep", meaning that a generalised inhibition of cortical functioning could be encouraged to spread throughout regions of the brain. He observed that the various degrees of hypnosis did not significantly differ physiologically from the waking state and hypnosis depended on insignificant changes of environmental stimuli. Pavlov also suggested that lower-brain-stem mechanisms were involved in hypnotic conditioning. Pavlov's ideas combined with those of his rival Vladimir Bekhterev and became the basis of hypnotic psychotherapy in the Soviet Union, as documented in the writings of his follower K.I. Platonov. Soviet theories of hypnotism subsequently influenced the writings of Western behaviourally oriented hypnotherapists such as Andrew Salter. Changes in brain activity have been found in some studies of highly responsive hypnotic subjects. These changes vary depending upon the type of suggestions being given. The state of light to medium hypnosis, where the body undergoes physical and mental relaxation, is associated with a pattern mostly of alpha waves.[better source needed] However, what these results indicate is unclear. They may indicate that suggestions genuinely produce changes in perception or experience that are not simply a result of imagination. However, in normal circumstances without hypnosis, the brain regions associated with motion detection are activated both when motion is seen and when motion is imagined, without any changes in the subjects' perception or experience. This may therefore indicate that highly suggestible hypnotic subjects are simply activating to a greater extent the areas of the brain used in imagination, without real perceptual changes. It is, however, premature to claim that hypnosis and meditation are mediated by similar brain systems and neural mechanisms. Another study has demonstrated that a colour hallucination suggestion given to subjects in hypnosis activated colour-processing regions of the occipital cortex. A 2004 review of research examining the EEG laboratory work in this area concludes: Hypnosis is not a unitary state and therefore should show different patterns of EEG activity depending upon the task being experienced. In our evaluation of the literature, enhanced theta is observed during hypnosis when there is task performance or concentrative hypnosis, but not when the highly hypnotizable individuals are passively relaxed, somewhat sleepy and/or more diffuse in their attention. Studies have shown an association of hypnosis with stronger theta-frequency activity as well as with changes to the gamma-frequency activity.[non-primary source needed] Neuroimaging techniques have been used to investigate neural correlates of hypnosis. The induction phase of hypnosis may also affect the activity in brain regions that control intention and process conflict. Anna Gosline claims: Gruzelier and his colleagues studied brain activity using an fMRI while subjects completed a standard cognitive exercise, called the Stroop task. The team screened subjects before the study and chose 12 that were highly susceptible to hypnosis and 12 with low susceptibility. They all completed the task in the fMRI under normal conditions and then again under hypnosis. Throughout the study, both groups were consistent in their task results, achieving similar scores regardless of their mental state. During their first task session, before hypnosis, there were no significant differences in brain activity between the groups. But under hypnosis, Gruzelier found that the highly susceptible subjects showed significantly more brain activity in the anterior cingulate gyrus than the weakly susceptible subjects. This area of the brain has been shown to respond to errors and evaluate emotional outcomes. The highly susceptible group also showed much greater brain activity on the left side of the prefrontal cortex than the weakly susceptible group. This is an area involved with higher level cognitive processing and behaviour. Pierre Janet originally developed the idea of dissociation of consciousness from his work with hysterical patients. He believed that hypnosis was an example of dissociation, whereby areas of an individual's behavioural control separate from ordinary awareness. Hypnosis would remove some control from the conscious mind, and the individual would respond with autonomic, reflexive behaviour. Weitzenhoffer describes hypnosis via this theory as "dissociation of awareness from the majority of sensory and even strictly neural events taking place." Ernest Hilgard, who developed the "neodissociation" theory of hypnotism, hypothesised that hypnosis causes the subjects to divide their consciousness voluntarily. One part responds to the hypnotist while the other retains awareness of reality. Hilgard made subjects take an ice water bath. None mentioned the water being cold or feeling pain. Hilgard then asked the subjects to lift their index finger if they felt pain and 70% of the subjects lifted their index finger. This showed that, even though the subjects were listening to the suggestive hypnotist, they still sensed the water's temperature. The main theorist who pioneered the influential role-taking theory of hypnotism was Theodore Sarbin. Sarbin argued that hypnotic responses were motivated attempts to fulfill the socially constructed roles of hypnotic subjects. This has led to the misconception that hypnotic subjects are simply "faking". However, Sarbin emphasised the difference between faking, in which there is little subjective identification with the role in question, and role-taking, in which the subject not only acts externally in accord with the role but also subjectively identifies with it to some degree, acting, thinking, and feeling "as if" they are hypnotised. Sarbin drew analogies between role-taking in hypnosis and role-taking in other areas such as method acting, mental illness, and shamanic possession, etc. This interpretation of hypnosis is particularly relevant to understanding stage hypnosis, in which there is clearly strong peer pressure to comply with a socially constructed role by performing accordingly on a theatrical stage. Hence, the social constructionism and role-taking theory of hypnosis suggests that individuals are enacting (as opposed to merely playing) a role and that really there is no such thing as a hypnotic trance. A socially constructed relationship is built depending on how much rapport has been established between the "hypnotist" and the subject (see Hawthorne effect, Pygmalion effect, and placebo effect). Psychologists such as Robert Baker and Graham Wagstaff claim that what we call hypnosis is actually a form of learned social behaviour, a complex hybrid of social compliance, relaxation, and suggestibility that can account for many esoteric behavioural manifestations.[non-primary source needed] Barber, Spanos, and Chaves (1974) proposed a nonstate "cognitive-behavioural" theory of hypnosis, similar in some respects to Sarbin's social role-taking theory and building upon the earlier research of Barber. On this model, hypnosis is explained as an extension of ordinary psychological processes like imagination, relaxation, expectation, social compliance, etc. In particular, Barber argued that responses to hypnotic suggestions were mediated by a "positive cognitive set" consisting of positive expectations, attitudes, and motivation. Daniel Araoz subsequently coined the acronym "TEAM" to symbolise the subject's orientation to hypnosis in terms of "trust", "expectation", "attitude", and "motivation".[non-primary source needed] Barber et al. noted that similar factors appeared to mediate the response both to hypnotism and to cognitive behavioural therapy, in particular systematic desensitisation. Hence, research and clinical practice inspired by their interpretation has led to growing interest in the relationship between hypnotherapy and cognitive behavioural therapy.: 105 An approach loosely based on information theory uses a brain-as-computer model. In adaptive systems, feedback increases the signal-to-noise ratio, which may converge towards a steady state. Increasing the signal-to-noise ratio enables messages to be more clearly received. The hypnotist's object is to use techniques to reduce interference and increase the receptability of specific messages (suggestions). Systems theory, in this context, may be regarded as an extension of Braid's original conceptualisation of hypnosis as involving "the brain and nervous system generally".: 31 Systems theory considers the nervous system's organisation into interacting subsystems. Hypnotic phenomena thus involve not only increased or decreased activity of particular subsystems, but also their interaction. A central phenomenon in this regard is that of feedback loops, which suggest a mechanism for creating hypnotic phenomena. There is a huge range of societies in England who train individuals in hypnosis; however, one of the longest-standing organisations is the British Society of Clinical and Academic Hypnosis (BSCAH). It origins date back to 1952 when a group of dentists set up the 'British Society of Dental Hypnosis'. Shortly after, a group of sympathetic medical practitioners merged with this fast-evolving organisation to form 'The Dental and Medical Society for the Study of Hypnosis'; and, in 1968, after various statutory amendments had taken place, the 'British Society of Medical and Dental Hypnosis' (BSMDH) was formed. This society always had close links with the Royal Society of Medicine and many of its members were involved in setting up a hypnosis section at this centre of medical research in London. And, in 1978, under the presidency of David Waxman, the Section of Medical and Dental Hypnosis was formed. A second society, the British Society of Experimental and Clinical Hypnosis (BSECH), was also set up a year before, in 1977, and this consisted of psychologists, doctors and dentists with an interest in hypnosis theory and practice. In 2007, the two societies merged to form the 'British Society of Clinical and Academic Hypnosis' (BSCAH). This society only trains health professionals and is interested in furthering research into clinical hypnosis. The American Society of Clinical Hypnosis (ASCH) is unique among organisations for professionals using hypnosis because members must be licensed healthcare workers with graduate degrees. As an interdisciplinary organisation, ASCH not only provides a classroom to teach professionals how to use hypnosis as a tool in their practice, it provides professionals with a community of experts from different disciplines. The ASCH's missions statement is to provide and encourage education programs to further, in every ethical way, the knowledge, understanding, and application of hypnosis in health care; to encourage research and scientific publication in the field of hypnosis; to promote the further recognition and acceptance of hypnosis as an important tool in clinical health care and focus for scientific research; to cooperate with other professional societies that share mutual goals, ethics and interests; and to provide a professional community for those clinicians and researchers who use hypnosis in their work. The ASCH also publishes the American Journal of Clinical Hypnosis. History The development of concepts, beliefs and practices related to hypnosis and hypnotherapy have been documented since prehistoric to modern times. Although often viewed as one continuous history, the term hypnosis was coined in the 1880s in France, some twenty years after the death of James Braid, who had adopted the term hypnotism (in 1841)—which specifically applied to the state of the subject, rather than techniques applied by the operator — to contrast his own, unique, subject-centred, approach with those of the operator-centred mesmerists/animal magnetists who preceded him. In fiction and popular culture Hypnosis has been a recurring theme in literature and popular culture since the nineteenth century, often associated with fascination, fear, and fantasy. A common and enduring way for writers to explain the trope of mind control in their works, early depictions drew on the mysterious aura of mesmerism and spiritualism, while later ones expanded to science fiction, crime thrillers, and horror. The vast majority of these depictions are exaggerated, and focus on negative stereotypes of either control for criminal profit and murder or as a method of seduction. Across decades, such portrayals rarely reflect clinical reality, emphasizing spectacle over scientific accuracy. The hypnotist, whether scientist, sorcerer, or spy, continues to embody society's anxieties about willpower, manipulation, and the boundaries of consciousness. See also References Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-166] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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Contents Nematode (see text) The nematodes (/ˈnɛmətoʊdz/ /ˈniːm-/ NEM-ə-tohdz or NEEM-; Ancient Greek: Νηματώδη; Latin: Nematoda), roundworms or eelworms constitute the phylum Nematoda. Species in the phylum inhabit a broad range of environments. Most species are free-living, feeding on microorganisms, but many are parasitic. Parasitic worms (helminths) are the cause of soil-transmitted helminthiases. They are classified along with arthropods, tardigrades and other moulting animals in the clade Ecdysozoa. Unlike the flatworms, nematodes have a tubular digestive system, with openings at both ends. Like tardigrades, they have a reduced number of Hox genes, but their sister phylum Nematomorpha has kept the ancestral protostome Hox genotype, which shows that the reduction has occurred within the nematode phylum. Nematode species can be difficult to distinguish from one another. Consequently, estimates of the number of nematode species are uncertain. A 2013 survey of animal biodiversity suggested there are over 25,000. Estimates of the total number of extant species are subject to even greater variation. A widely referenced 1993 article estimated there might be over a million species of nematode. A subsequent publication challenged this claim, estimating the figure to be at least 40,000 species. Although the highest estimates (up to 100 million species) have since been deprecated, estimates supported by rarefaction curves, together with the use of DNA barcoding and the increasing acknowledgment of widespread cryptic species among nematodes, have placed the figure closer to one million species. Nematodes have successfully adapted to nearly every ecosystem: from marine (salt) to fresh water, soils, from the polar regions to the tropics, as well as the highest to the lowest of elevations. They are ubiquitous in freshwater, marine, and terrestrial environments, where they often outnumber other animals in both individual and species counts, and are found in locations as diverse as mountains, deserts, and oceanic trenches. They are found in every part of the Earth's lithosphere, even at great depths, 0.9–3.6 km (3,000–12,000 ft) below the surface of the Earth in gold mines in South Africa. They represent 90% of all animals on the ocean floor. In total, 4.4 × 1020 nematodes inhabit the Earth's topsoil, or approximately 60 billion for each human, with the highest densities observed in tundra and boreal forests. Their numerical dominance, often exceeding a million individuals per square meter and accounting for about 80% of all individual animals on Earth, their diversity of lifecycles, and their presence at various trophic levels point to an important role in many ecosystems. They play crucial roles in polar ecosystems. The roughly 2,271 genera are placed in 256 families. The many parasitic forms include pathogens in most plants and animals. A third of the genera occur as parasites of vertebrates; about 35 nematode species are human parasites. Etymology The word nematode comes from the Modern Latin compound of nema- 'thread' (from Greek nema, genitive nematos 'thread', from the stem nein 'to spin'; cf. needle) + -odes 'like, of the nature of' (cf. -oid). The addition firstly of '-oid' and then to '-ode' renders 'threadlike'. Taxonomy and systematics In 1758, Carl Linnaeus described nematodes of a few genera including Ascaris and Dracunculus, then included in the Vermes. The name of the group Nematoda, informally called "nematodes", came from Nematoidea, originally defined by Karl Rudolphi in 1808, from Ancient Greek νῆμα (nêma, nêmatos, 'thread') and -ειδής (-eidēs, 'species') (cf. native German Fadenwurm < Faden (yarn, thread) + Wurm, attested since the mid of 18th). It was treated as family Nematodes by Burmeister in 1837. At its origin, the "Nematoidea" erroneously included Nematodes and Nematomorpha, attributed by Karl Theodor Ernst von Siebold in 1843. Along with Acanthocephala, Trematoda, and Cestoidea, it formed the obsolete group Entozoa, created by Rudolphi in 1808. They were classed along with Acanthocephala in the obsolete phylum Nemathelminthes by Gegenbaur in 1859. In 1861, Karl Moriz Diesing treated the group as order Nematoda. In 1877, the taxon Nematoidea, including the family Gordiidae (horsehair worms), was promoted to the rank of phylum by Ray Lankester. The first clear distinction between the nemas and gordiids was realized by František Vejdovsky when he named the group containing the horsehair worms the order Nematomorpha in 1886. In 1910, Grobben proposed the phylum Aschelminthes, and the nematodes were included as class Nematoda alongside the classes Rotifera, Gastrotricha, Kinorhyncha, Priapulida, and Nematomorpha.In 1919, Nathan Cobb proposed that nematodes should be recognized alone as a phylum. He argued they should be called "nema" in English rather than "nematodes" and defined the taxon Nemates (later emended as Nemata, Latin plural of nema), listing Nematoidea sensu restricto as a synonym. In 1932, Potts elevated the class Nematoda to the level of phylum, leaving the name the same. Although Potts' and Cobb's classifications are equivalent, both names are used, and Nematode became a popular term in zoological science. The phylogenetic relationships of the nematodes and their close relatives among the protostomes are unresolved. Traditionally, they were held to be a lineage of their own, but in the 1990s, they were proposed to form the group Ecdysozoa together with moulting animals, such as arthropods. The identity of the closest living relatives of the Nematoda has always been considered to be well resolved. Morphological and molecular phylogenetics agree with placing the roundworms as a sister taxon to the parasitic Nematomorpha; together, they make up the Nematoida. Along with the Scalidophora (formerly Cephalorhyncha), the Nematoida form the clade Cycloneuralia, but much disagreement occurs both between and among the available morphological and molecular data. The Cycloneuralia or the Introverta—depending on the validity of the former—are often ranked as a superphylum. Due to the lack of knowledge regarding many nematodes, their systematics is contentious. An early and influential classification was proposed by Chitwood and Chitwood—later revised by Chitwood—who divided the phylum into two classes—Aphasmidia and Phasmidia. These were later renamed Adenophorea (gland bearers) and Secernentea (secretors), respectively. The Secernentea share several characteristics, including the presence of phasmids, a pair of sensory organs located in the lateral posterior region, and this was used as the basis for this division. This scheme was adhered to in many later classifications, though the Adenophorea were not in a uniform group. Initial studies of incomplete DNA sequences suggested the existence of five clades: The Secernentea seem to be a natural group of close relatives, while the Adenophorea appear to be a paraphyletic assemblage of roundworms that retain a good number of ancestral traits. The old Enoplia do not seem to be monophyletic, either, but do contain two distinct lineages. The old group Chromadorea seems to be another paraphyletic assemblage, with the Monhysterida representing a very ancient minor group of nematodes. Among the Secernentea, the Diplogasteria may need to be united with the Rhabditia, while the Tylenchia might be paraphyletic with the Rhabditia. The understanding of roundworm systematics and phylogeny as of 2002 is summarised below: Phylum Nematoda Later work has suggested the presence of 12 clades. In 2019, a study identified one conserved signature indel (CSI) found exclusively in members of the phylum Nematoda through comparative genetic analyses. The CSI consists of a single amino acid insertion within a conserved region of a Na(+)/H(+) exchange regulatory factor protein NRFL-1 and is a molecular marker that distinguishes the phylum from other species. An analysis of the mitochondrial DNA suggests that the following groupings are valid In 2022 a new classification of the entire phylum Nematoda was presented by M. Hodda. It was based on current molecular, developmental and morphological evidence. Under this classification, the classes and subclasses are: Fossil record Nematode eggs from the clades Ascaridina, Spirurina, and Trichocephalida have been discovered in coprolites from the Oligocene-aged Tremembé Formation, which represented a palaeolake in present-day São Paulo with a diverse fossil assemblage of birds, fish, and arthropods that lent itself to fostering high nematode diversity. Nematodes have also been found in various lagerstätten, such as Burmese amber, the Moltrasio Formation, and the Rhynie chert, where the earliest known fossils are known from. Anatomy Nematodes are very small, slender worms. Most are free-living, often less than 2.5 mm long and some only about 1 mm. Many nematodes are microscopic. Some soil nematodes can reach up to 7 mm in length, and some marine species can reach up to 5 cm. Some are parasitic and can reach lengths of 50 cm or more. The body is often ornamented with ridges, rings, bristles, or other distinctive structures. The head is relatively distinct. Whereas the rest of the body is bilaterally symmetrical, the head is radially symmetrical, with sensory bristles and, in many cases, solid 'head-shields' radiating outwards around the mouth. The mouth has either three or six lips, which often bear a series of teeth on their inner edges. An adhesive 'caudal gland' is often found at the tip of the tail. The epidermis is either a syncytium or a single layer of cells, and is covered by a thick collagenous cuticle. The cuticle is often of a complex structure and may have two or three distinct layers. Underneath the epidermis lies a layer of longitudinal muscle cells. The relatively rigid cuticle works with the muscles to create a hydroskeleton, as nematodes lack circumferential muscles. Projections run from the inner surface of muscle cells towards the nerve cords; this is a unique arrangement in the animal kingdom, in which nerve cells normally extend fibers into the muscles rather than vice versa. The oral cavity is lined with cuticles, which are often strengthened with structures, such as ridges, especially in carnivorous species, which may bear several teeth. The mouth often includes a sharp stylet, which the animal can thrust into its prey. In some species, the stylet is hollow and can be used to suck liquids from plants or animals. The oral cavity opens into a muscular, sucking pharynx, also lined with cuticle. Digestive glands are found in this region of the gut, producing enzymes that start to break down the food. In stylet-bearing species, these may even be injected into the prey. No stomach is present, with the pharynx connecting directly to a muscleless intestine that forms the main length of the gut. This produces further enzymes and also absorbs nutrients through its single-cell-thick lining. The last portion of the intestine is lined by a cuticle, forming a rectum, which expels waste through the anus just below and in front of the tip of the tail. The movement of food through the digestive system is the result of the body movements of the worm. The intestine has valves or sphincters at either end to help control food movement through the body. Nitrogenous waste is excreted in the form of ammonia through the body wall, and is not associated with any specific organs. However, the structures for excreting salt to maintain osmoregulation are typically more complex. There is an excretory gland, also known as a ventral cell, or renette cell in all species of Adenophorea. In Secernentia there is an excretory canal system that may or may not use a gland cell. At the anterior end of the animal a dense, circular nerve ring which serves as the brain surrounds the pharynx. From this ring six labial papillary nerve cords extend anteriorly, while six nerve cords; a large ventral, a smaller dorsal and two pairs of sublateral cords extend posteriorly. Each nerve lies within a cord of connective tissue lying beneath the cuticle and between the muscle cells. The ventral nerve is the largest, and has a double structure forward of the excretory pore. The dorsal nerve is responsible for motor control, while the lateral nerves are sensory, and the ventral combines both functions. The nervous system is the only place in the body that contains cilia; these are all nonmotile and with a sensory function. The body is covered in numerous sensory bristles and papillae that together provide a sense of touch. Behind the sensory bristles on the head lie two small pits, or 'amphids'. These are well supplied with nerve cells and are probably chemoreception organs. A few aquatic nematodes possess what appear to be pigmented eye-spots, but whether or not these are actually sensory in nature is unclear. Reproduction Most nematode species are dioecious, with separate male and female individuals, though some, such as Caenorhabditis elegans, are androdioecious, consisting of hermaphrodites and rare males. Both sexes possess one or two tubular gonads. In males, the sperm are produced at the end of the gonad and migrate along its length as they mature. The testis opens into a relatively wide seminal vesicle and then during intercourse into a glandular and muscular ejaculatory duct associated with the vas deferens and cloaca. In females, the ovaries each open into an oviduct (in hermaphrodites, the eggs enter a spermatheca first) and then a glandular uterus. The uteri both open into a common vulva/vagina, usually located in the middle of the morphologically ventral surface. Reproduction is usually sexual, though hermaphrodites are capable of self-fertilization. Males are usually smaller than females or hermaphrodites (often much smaller) and often have a characteristically bent or fan-shaped tail. During copulation, one or more chitinized spicules move out of the cloaca and are inserted into the genital pore of the female. Amoeboid sperm crawl along the spicule into the female worm. Nematode sperm is thought to be the only eukaryotic cell without the globular protein G-actin. Eggs may be embryonated or unembryonated when passed by the female, meaning their fertilized eggs may not yet be developed. A few species are known to be ovoviviparous. The eggs are protected by an outer shell, secreted by the uterus. In free-living roundworms, the eggs hatch into larvae, which appear essentially identical to the adults, except for an underdeveloped reproductive system; in parasitic roundworms, the lifecycle is often much more complicated. The structure of the eggshell is complicated and includes several layers; a detailed anatomical and terminological framework has been proposed for these layers in 2023. Nematodes as a whole possess a wide range of modes of reproduction. Some nematodes, such as Heterorhabditis spp., undergo a process called endotokia matricida: intrauterine birth causing maternal death. Some nematodes are hermaphroditic, and keep their self-fertilized eggs inside the uterus until they hatch. The juvenile nematodes then ingest the parent nematode. This process is significantly promoted in environments with a low food supply. The nematode model species C. elegans, C. briggsae, and Pristionchus pacificus, among other species, exhibit androdioecy, which is otherwise very rare among animals. The single genus Meloidogyne (root-knot nematodes) exhibits a range of reproductive modes, including sexual reproduction, facultative sexuality (in which most, but not all, generations reproduce asexually), and both meiotic and mitotic parthenogenesis.[citation needed] The genus Mesorhabditis exhibits an unusual form of parthenogenesis, in which sperm-producing males copulate with females, but the sperm do not fuse with the ovum. Contact with the sperm is essential for the ovum to begin dividing, but because no fusion of the cells occurs, the male contributes no genetic material to the offspring, which are essentially clones of the female. Aging The nematode Caenorhabditis elegans is often used as a model organism for studying aging at the molecular level. For example, in C. elegans aging negatively impacts DNA repair, and mutants of C. elegans that are long-lived were shown to have increased DNA repair capability. These findings suggest a genetically determined correlation between DNA repair capacity and lifespan. In female C. elegans, germline processes that control DNA repair and formation of chromosomal crossovers during meiosis were shown to progressively deteriorate with age. Free-living species Different free-living species feed on materials as varied as bacteria, algae, fungi, small animals, fecal matter, dead organisms, and living tissues. Free-living marine nematodes are important and abundant members of the meiobenthos. They play an important role in the decomposition process, aid in recycling of nutrients in marine environments, and are sensitive to changes in the environment caused by pollution. One roundworm of note, C. elegans, lives in the soil and has found much use as a model organism. C. elegans has had its entire genome sequenced, the developmental fate of every cell determined, and every neuron mapped. Parasitic species Nematodes that commonly parasitise humans include ascarids (Ascaris), filarias, hookworms, pinworms (Enterobius), and whipworms (Trichuris trichiura). The species Trichinella spiralis, commonly known as the trichina worm, occurs in rats, pigs, bears, and humans, and is responsible for the disease trichinosis. Baylisascaris usually infests wild animals, but can be deadly to humans, as well. Dirofilaria immitis is known for causing heartworm disease by inhabiting the hearts, arteries, and lungs of dogs and some cats. Haemonchus contortus is one of the most abundant infectious agents in sheep around the world, causing great economic damage to sheep. In contrast, entomopathogenic nematodes parasitize insects and are mostly considered beneficial by humans, but some attack beneficial insects.[citation needed] One form of nematode is entirely dependent upon fig wasps, which are the sole source of fig fertilization. They prey upon the wasps, riding them from the ripe fig of the wasp's birth to the fig flower of its death, where they kill the wasp, and their offspring await the birth of the next generation of wasps as the fig ripens.[citation needed] A parasitic tetradonematid nematode discovered in 2005, Myrmeconema neotropicum, induces fruit mimicry in the tropical ant Cephalotes atratus. Infected ants develop bright red gasters (abdomens), tend to be more sluggish, and walk with their gasters in a conspicuous elevated position. These changes likely cause frugivorous birds to confuse the infected ants for berries, and eat them. Parasite eggs passed in the bird's feces are subsequently collected by foraging C. atratus and are fed to their larvae, thus completing the lifecycle of M. neotropicum. Similarly, multiple varieties of nematodes have been found in the abdominal cavities of the primitively social sweat bee, Lasioglossum zephyrus. Inside the female body, the nematode hinders ovarian development and renders the bee less active, thus less effective in pollen collection. Depending on its species, a nematode may be beneficial or detrimental to plant health. From agricultural and horticulture perspectives, the two categories of nematodes are the predatory ones, which kill garden pests; and the pest nematodes, which attack plants, or act as vectors spreading plant viruses between crop plants. Predatory nematodes include Phasmarhabditis hermaphrodita which is a lethal parasite of gastropods such as slugs and snails. Some members of the genus Steinernema such as Steinernema carpocapsae and Steinernema riobrave are generalist parasites of webworms, cutworms, armyworms, girdlers, some weevils, wood-borers and corn earworm moths. These organisms are grown commercially as biological pest control agents which can be used as an alternative to pesticides; their use is considered very safe. Plant-parasitic nematodes include several groups causing severe crop losses, taking 10% of crops worldwide every year. The most common genera are Aphelenchoides (foliar nematodes), Ditylenchus, Globodera (potato cyst nematodes), Heterodera (soybean cyst nematodes), Longidorus, Meloidogyne (root-knot nematodes), Nacobbus, Pratylenchus (lesion nematodes), Trichodorus, and Xiphinema (dagger nematodes). Several phytoparasitic nematode species cause histological damages to roots, including the formation of visible galls (e.g. by root-knot nematodes), which are useful characters for their diagnostic in the field. Some nematode species transmit plant viruses through their feeding activity on roots. One of them is Xiphinema index, vector of grapevine fanleaf virus, an important disease of grapes, another one is Xiphinema diversicaudatum, vector of arabis mosaic virus. Other nematodes attack bark and forest trees. The most important representative of this group is Bursaphelenchus xylophilus, the pine wood nematode, present in Asia and America and recently discovered in Europe. This nematode is transmitted from tree to tree by sawyer beetles (Monochamus). Greenhouse growers use entomopathogenic nematodes as beneficial agents to control fungus gnats. The nematodes enter the larvae of the gnats by way of their anus, mouth, and spiracles (breathing pores) and then release bacteria which kills the gnat larvae. Commonly used nematode species to control pests on greenhouse crops include Steinernema feltiae for fungus gnats and western flower thrips, Steinernema carpocapsae used to control shore flies, Steinernema kraussei for control of black vine weevils, and Heterorhabditis bacteriophora to control beetle larvae. Rotations of plants with nematode-resistant species or varieties is one means of managing parasitic nematode infestations. For example, planting Tagetes marigolds as a cover crop just prior to planting a nematode-susceptible plant, has been shown to suppress nematodes. Another approach involves using natural antagonists, particularly bacteria and fungi, which have proven effective in suppressing plant-parasitic nematodes, such as the fungus Gliocladium roseum. Chitosan, a natural biocontrol, elicits plant defense responses to destroy parasitic cyst nematodes on roots of soybean, corn, sugar beet, potato, and tomato crops without harming beneficial nematodes in the soil. Soil steaming is an efficient method to kill nematodes before planting a crop, but indiscriminately eliminates both harmful and beneficial soil fauna. The golden nematode Globodera rostochiensis is a particularly harmful pest that has resulted in quarantines and crop failures worldwide. It can be controlled, however. CSIRO, the scientific research body of the Australian government, found a 13- to 14-fold reduction of nematode population densities in plots having Chinese mustard Brassica juncea green manure or seed meal in the soil. A number of pathogenic intestinal nematodes cause diseases in humans, including ascariasis, trichuriasis, and hookworm disease. Anisakis species parasitise fish and marine mammals and when consumed by humans can cause anisakiasis, a gastric or gastroallergic disease. Gastrointestinal nematode infections in humans are common, with approximately 50% of the global population being affected. Developing countries are most heavily impacted, in part due to lack of access to medical care. Trichinosis starts in the intestines but larvae can migrate to muscle. Filarial nematodes cause filariases. Toxocariasis is a zoonotic infection caused by roundworms passed from dogs, and sometimes cats. It can give rise to different types of larva migrans, such as visceral larva migrans and ocular larva migrans. Studies have shown that parasitic nematodes infect American eels, causing damage to the eel's swim bladder, dairy animals like cattle and buffalo, and all species of sheep. Soil ecosystems About 90% of nematodes reside in the top 15 cm (6") of soil. Nematodes do not decompose organic matter, but, instead, are parasitic and free-living organisms that feed on living material. Nematodes can effectively regulate bacterial population and community composition—they may eat up to 5,000 bacteria per minute. Also, nematodes can play an important role in the nitrogen cycle by way of nitrogen mineralization. But plant parasitic nematodes cause billions of dollars in annual crop damage worldwide. One group of carnivorous fungi, the nematophagous fungi, are predators of soil nematodes. They can set enticements for the nematodes in the form of lassos or adhesive structures. They can also release powerful toxins when in contact with nematodes. Survivability The nematode Caenorhabditis elegans an important model organism, was used as part of an ongoing research project conducted on the 2003 Space Shuttle Columbia mission STS-107, and survived the re-entry breakup. It is believed to be the first known species to survive a virtually unprotected atmospheric descent to Earth's surface. The Antarctic nematode Panagrolaimus davidi was able to withstand intracellular freezing depending on how well it had been fed. In 2023 an individual of Panagrolaimus kolymaensis was revived after 46,000 years in Siberian permafrost. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Internet_exchange_point] | [TOKENS: 1728] |
Contents Internet exchange point Internet exchange points (IXes or IXPs) are common grounds of IP networking, allowing participant Internet service providers (ISPs) to exchange data destined for their respective networks. IXPs are generally located at places with preexisting connections to multiple distinct networks, i.e., datacenters, and operate physical infrastructure (switches) to connect their participants. Organizationally, most IXPs are each independent not-for-profit associations of their constituent participating networks (that is, the set of ISPs that participate in that IXP). The primary alternative to IXPs is private peering, where ISPs and large customers directly connect their networks. IXPs reduce the portion of an ISP's traffic that must be delivered via their upstream transit providers, thereby reducing the average per-bit delivery cost of their service. Furthermore, the increased number of paths available through the IXP improves routing efficiency (by allowing routers to select shorter paths) and fault-tolerance. IXPs exhibit the characteristics of the network effect. They can be located in colocation centers. History Internet exchange points began as Network Access Points or NAPs, a key component of Al Gore's National Information Infrastructure (NII) plan, which defined the transition from the US Government-paid-for NSFNET era (when Internet access was government sponsored and commercial traffic was prohibited) to the commercial Internet of today. The four Network Access Points (NAPs) were defined as transitional data communications facilities at which Network Service Providers (NSPs) would exchange traffic, in replacement of the publicly financed NSFNET Internet backbone. The National Science Foundation let contracts supporting the four NAPs, one to MFS Datanet for the preexisting MAE-East in Washington, D.C., and three others to Sprint, Ameritech, and Pacific Bell, for new facilities of various designs and technologies, in New York (actually Pennsauken, New Jersey), Chicago, and California, respectively. As a transitional strategy, they were effective, providing a bridge from the Internet's beginnings as a government-funded academic experiment, to the modern Internet of many private-sector competitors collaborating to form a network-of-networks, transporting Internet bandwidth from its points-of-production at Internet exchange points to its sites-of-consumption at users' locations. This transition was particularly timely, coming hard on the heels of the ANS CO+RE controversy, which had disturbed the nascent industry, led to congressional hearings, resulted in a law allowing NSF to promote and use networks that carry commercial traffic, prompted a review of the administration of NSFNET by the NSF's Inspector General (no serious problems were found), and caused commercial operators to realize that they needed to be able to communicate with each other independent of third parties or at neutral exchange points. Although the three telco-operated NAPs faded into obscurity relatively quickly after the expiration of the federal subsidies, MAE-East, thrived for fifteen more years, and its west-coast counterpart MAE-West continued for more than twenty years. Today, the phrase "Network Access Point" is of historical interest only, since the four transitional NAPs disappeared long ago, replaced by hundreds of modern Internet exchange points, though in Spanish-speaking Latin America, the phrase lives on to a small degree, among those who conflate the NAPs with IXPs.[citation needed] Function The primary purpose of an IXP is to enable networks to interconnect directly, via the exchange, rather than going through one or more third-party networks. The primary advantages of direct interconnection are cost, latency, and bandwidth. Traffic passing through an exchange is typically not billed by any party, whereas traffic to an ISP's upstream provider is. The direct interconnection, often located in the same city as both networks, avoids the need for data to travel to other cities—and potentially on other continents—to get from one network to another, thus reducing latency. The third advantage, speed, is most noticeable in areas that have poorly developed long-distance connections. ISPs in regions with poor connections might have to pay between 10 or 100 times more for data transport than ISPs in North America, Europe, or Japan. Therefore, these ISPs typically have slower, more limited connections to the rest of the Internet. However, a connection to a local IXP may allow them to transfer data without limit, and without cost, vastly improving the bandwidth between customers of such adjacent ISPs. Internet Exchange Points (IXPs) are public locations where several networks are connected to each other. Public peering is done at IXPs, while private peering can be done with direct links between networks. Operations A typical IXP consists of one or more network switches, to which each of the participating ISPs connect. Prior to the existence of switches, IXPs typically employed fiber-optic inter-repeater link (FOIRL) hubs or Fiber Distributed Data Interface (FDDI) rings, migrating to Ethernet and FDDI switches as those became available in 1993 and 1994. Asynchronous Transfer Mode (ATM) switches were briefly used at a few IXPs in the late 1990s, accounting for approximately 4% of the market at their peak, and there was an attempt by Stockholm-based IXP NetNod to use SRP/DPT, but Ethernet has prevailed, accounting for more than 95% of all existing Internet exchange switch fabrics. All Ethernet port speeds are to be found at modern IXPs, ranging from 10 Mb/second ports in use in small developing-country IXPs, to ganged 10 Gb/second ports in major centers like Seoul, New York, London, Frankfurt, Amsterdam, and Palo Alto. Ports with 100 Gb/second are available, for example, at the AMS-IX in Amsterdam and at the DE-CIX in Frankfurt.[citation needed] The principal business and governance models for IXPs include: The technical and business logistics of traffic exchange between ISPs is governed by bilateral or multilateral peering agreements. Under such agreements, traffic is exchanged without compensation. When an IXP incurs operating costs, they are typically shared among all of its participants. At the more expensive exchanges, participants pay a monthly or annual fee, usually determined by the speed of the port or ports which they are using. Fees based on the volume of traffic are less common because they provide a counterincentive to the growth of the exchange. Some exchanges charge a setup fee to offset the costs of the switch port and any media adaptors (gigabit interface converters, Small Form-factor Pluggable transceivers, XFP transceivers, XENPAKs, etc.) that the new participant requires. Traffic exchange Internet traffic exchange between two participants on an IXP is facilitated by Border Gateway Protocol (BGP) routing configurations between them. They choose to announce routes via the peering relationship – either routes to their own addresses or routes to addresses of other ISPs that they connect to, possibly via other mechanisms. The other party to the peering can then apply route filtering, where it chooses to accept those routes, and route traffic accordingly, or to ignore those routes, and use other routes to reach those addresses. In many cases, an ISP will have both a direct link to another ISP and accept a route (normally ignored) to the other ISP through the IXP; if the direct link fails, traffic will then start flowing over the IXP. In this way, the IXP acts as a backup link. When these conditions are met, and a contractual structure exists to create a market to purchase network services, the IXP is sometimes called a "transit exchange". The Vancouver Transit Exchange, for example, is described as a "shopping mall" of service providers at one central location, making it easy to switch providers, "as simple as getting a VLAN to a new provider". The VTE is run by BCNET, a public entity. Advocates of green broadband schemes and more competitive telecommunications services often advocate aggressive expansion of transit exchanges into every municipal area network so that competing service providers can place such equipment as video on demand hosts and PSTN switches to serve existing phone equipment, without being answerable to any monopoly incumbent. Since the dissolution of the Internet backbone and transition to the IXP system in 1992, the measurement of Internet traffic exchanged at IXPs has been the primary source of data about Internet bandwidth production: how it grows over time and where it is produced. Standardized measures of bandwidth production have been in place since 1996 and have been refined over time. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#cite_note-14] | [TOKENS: 10728] |
Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References |
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[SOURCE: https://techcrunch.com/privacy-policy/] | [TOKENS: 4194] |
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[SOURCE: https://en.wikipedia.org/wiki/Jestbook] | [TOKENS: 476] |
Contents Jest book Jest books (or joke books) are collections of jokes and humorous anecdotes in book form – a literary genre which reached its greatest importance in the early modern period. Origins The oldest surviving collection of jokes is the Byzantine Philogelos from the first millennium. In Western Europe, the medieval fabliau and the Arab/Italian novella built up a large body of humorous tales; but it was only with the Facetiae of Poggio (1451) that the anecdote first appears rendered down into joke form (with prominent punchline) in an early modern collection. Like his immediate successors Heinrich Bebel and Girolamo Morlini, Poggio translated his folk material from their original language into Latin, the universal European language of the time. From such universal collections, developed the particular vernacular jestbooks of the various European countries in the sixteenth century. Elizabethan jestbooks Tudor and Stuart jest books were typically anonymous collections of individual jests in English, a mix of verse and prose perhaps more comparable to the latter-day magazine than to a normal book. Some, however (following a German model), did attempt to link their jokes into a picaresque sort of narrative around one, often roguish hero, as with Richard Tarlton. Jest books took a generally mocking tone, with civility, and social superiors like the 'stupid scholar' as favourite targets. The low-life, realistic tone of the jest book, akin to coney-catching pamphlets, fed into the early English novels (or at least prose fiction) of writers like Thomas Nashe and Thomas Deloney. Jestbooks also contributed to popular stage entertainment, through such dramatists as Marlowe and Shakespeare. Playbooks and jestbooks were treated as forms of light entertainment, with jokes from the one being recycled in the other, and vice versa. Advances in printing meant that quantitatively jestbooks reached their greatest circulation in the 17th and 18th centuries; but qualitatively their contents was increasingly either a repetition of earlier publications or an artificial imitation of what had in the Elizabethan jest book been a genuine folk content. Bowdlerisation in the 19th century completed the fall of the English-language jest book from Elizabethan vitality to subsequent triviality. Parallel traditions See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/APT_(programming_language)] | [TOKENS: 681] |
Contents APT (programming language) APT (Automatically Programmed Tool) is a high-level computer programming language most commonly used to generate instructions for numerically controlled machine tools. Douglas T. Ross is considered by many to be the father of APT: as head of the newly created Computer Applications Group of the Servomechanisms Laboratory at MIT in 1956, he led its technical effort. APT is a language and system that alleviates the tedious mathematics of writing toolpaths for numerically controlled equipment. This early language was used widely through the 1970s and is still a standard internationally. Derivatives of APT were later developed. Programming language APT is used to program numerically-controlled machine tools to create complex parts using a cutting tool moving in space. It is used to calculate a path that a tool must follow to generate a desired form. APT is a special-purpose language and the predecessor to modern computer aided manufacturing (CAM) systems. It was created and refined during the late 1950s and early 1960s to simplify the task of calculating geometry points that a tool must traverse in space to cut the complex parts required in the aerospace industry. It was a direct result of the new numerical control technology becoming available at that time and the daunting task that a machinist or engineer faced calculating the movements of the machine for the complex parts for which it was capable. Its development was centered at the same MIT labs that hosted the Numerical Control and the Milling Machine Projects. APT also was US Air Force sponsored and is notable for being the world's first major cooperative programming venture, combining government agencies, universities, and a 14-company team organized within the Aircraft Industries Association (now Aerospace Industries Association). APT was created before graphical user interfaces were available, and so it relies on text to specify the geometry and toolpaths needed to machine a part. The original version was created before even FORTRAN was available and was the very first ANSI standard. Later versions were rewritten in FORTRAN. APT shares many similarities with other computer programming languages such as FORTRAN. A general-purpose computer language takes source text and converts the statements to instructions that can be processed internally by a computer. APT converts source statements into programs for driving numerically-controlled machine tools. The output from an APT processor may be a cutter location (CL) file which is then run through a post-processor specific to the desired control - machine pair. The resulting file is then run by the control of the machine to generate tool motions and other machine actions. Most commonly, this file is in some form of RS-274 format instructions, commonly known as G-code. Example program Derivatives Further derivatives of APT were developed, initially mainly to allow the programs to run on minicomputers instead of mainframes. These included ADAPT from IBM; EXAPT from Germany; and UNIAPT, initially from United Computing, later used alongside the Unigraphics CADCAM systems. Machine tool manufacturer's systems utilize elements of APT to this day. Standards Developers like STEP-NC took toolpath curves from APT and other sources. APT formed the basis for two early programming languages in robotics: RAPT (Robot APT) was developed at the University of Edinburgh School of Informatics, and ROBEX was a derivative of EXAPT. Further reading References |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-MCMannehMollstam2_168-0] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Internet_protocol_suite] | [TOKENS: 5057] |
Contents Internet protocol suite The Internet protocol suite, commonly known as TCP/IP, is a framework for organizing the communication protocols used in the Internet and similar computer networks according to functional criteria. The foundational protocols in the suite are the Transmission Control Protocol (TCP), the User Datagram Protocol (UDP), and the Internet Protocol (IP). Early versions of this networking model were known as the Department of Defense (DoD) Internet Architecture Model because the research and development were funded by the Defense Advanced Research Projects Agency (DARPA) of the United States Department of Defense. The Internet protocol suite provides end-to-end data communication specifying how data should be packetized, addressed, transmitted, routed, and received. This functionality is organized into four abstraction layers, which classify all related protocols according to each protocol's scope of networking. An implementation of the layers for a particular application forms a protocol stack. From lowest to highest, the layers are the link layer, containing communication methods for data that remains within a single network segment (link); the internet layer, providing internetworking between independent networks; the transport layer, handling host-to-host communication; and the application layer, providing process-to-process data exchange for applications. The technical standards underlying the Internet protocol suite and its constituent protocols are maintained by the Internet Engineering Task Force (IETF). The Internet protocol suite predates the OSI model, a more comprehensive reference framework for general networking systems. History The Internet protocol suite has its roots in research and development into computer networks sponsored by the Defense Advanced Research Projects Agency (DARPA) in the late 1960s. After DARPA initiated the pioneering ARPANET in 1969, Steve Crocker established a "Network Working Group" which developed a host-host protocol, the Network Control Program (NCP). In the early 1970s, DARPA started work on several other data transmission technologies, including mobile packet radio, packet satellite service, local area networks, and other data networks in the public and private domains. In 1972, Bob Kahn joined the DARPA Information Processing Technology Office, where he worked on both satellite packet networks and ground-based radio packet networks, and recognized the value of being able to communicate across both. In the spring of 1973, Vinton Cerf, at Stanford University, began collaborating with Kahn on the goal of designing the next protocol generation for the ARPANET to enable internetworking. They drew on the experience the international research community, through the International Network Working Group (INWG), chaired by Cerf, which included researchers from the ARPANET community, Xerox PARC, the United Kingdom and France. During the summer of 1973, Kahn and Cerf worked out a fundamental reformulation, in which the differences between local network protocols were hidden by using a common internetwork protocol, and, instead of the network being responsible for reliability, as in the existing ARPANET protocols, this function was delegated to the hosts. Cerf and Khan credit several members of INWG with important influences on this design, which was published in May 1974. The first specification of this Transmission Control Program was written in December 1974 by Cerf, Yogen Dalal and Carl Sunshine at Stanford University. DARPA contracted with BBN Technologies, Stanford University, and University College London to begin developing operational versions of the protocol on several hardware platforms in 1975. Several versions were developed through discussion via the Internet Experiment Note (IEN) series. Initially, the Transmission Control Program, the precursor to the later protocol suite, provided only a reliable byte stream service, not datagrams. As experience with the protocol grew, collaborators recommended division of functionality into layers of distinct protocols, providing direct access to datagram service. Advocates included Bob Metcalfe, Yogen Dalal and John Shoch at Xerox PARC; Danny Cohen, who needed it for his packet voice work; and Jonathan Postel of the University of Southern California's Information Sciences Institute, who edited the Request for Comments (RFCs), the technical and strategic document series that has both documented and catalyzed Internet development. Postel stated, "We are screwing up in our design of Internet protocols by violating the principle of layering." Encapsulation of different mechanisms was intended to create an environment where the upper layers could access only what was needed from the lower layers. A monolithic design would be inflexible and lead to scalability issues. In version 4, written in 1978, Postel split the Transmission Control Program into two distinct protocols, the Internet Protocol (IP) as a connectionless layer and the Transmission Control Protocol (TCP) as a reliable connection-oriented service.[nb 1] The design of the network included the recognition that it should provide only the functions of efficiently transmitting and routing traffic between end nodes and that all other intelligence should be located at the edge of the network, in the end nodes. This end-to-end principle was pioneered by Louis Pouzin and Hubert Zimmermann in the CYCLADES network, based on the ideas of Donald Davies. Using this design, it became possible to connect other networks to the ARPANET that used the same principle, irrespective of other local characteristics, thereby solving Kahn's initial internetworking problem. Internet Protocol version 4 (IPv4) was installed in the ARPANET in 1983, forming the network layer protocols used on the Internet. Initially referred to as the DOD Internet Architecture Model, together with the Transmission Control Protocol, it became commonly known as TCP/IP. In 1975, a two-network IP communications test was performed between Stanford and University College London. In November 1977, a three-network IP test was conducted between sites in the US, the UK, and Norway. Several other IP prototypes were developed at multiple research centers between 1978 and 1983. A computer called a router is provided with an interface to each network. It forwards network packets back and forth between them. Originally a router was called gateway, but the term was changed to avoid confusion with other types of gateways. In March 1982, the US Department of Defense declared TCP/IP as the standard for all military computer networking. In the same year, Norway (NORSAR and NDRE) and Peter Kirstein's research group at University College London adopted the protocol. The migration of the ARPANET from NCP to TCP/IP was officially completed on flag day January 1, 1983, when the new protocols were permanently activated. In 1985, the Internet Advisory Board (later Internet Architecture Board) held a three-day TCP/IP workshop for the computer industry, attended by 250 vendor representatives, promoting the protocol and leading to its increasing commercial use. In 1985, the first Interop conference focused on network interoperability by broader adoption of TCP/IP. The conference was founded by Dan Lynch, an early Internet activist. From the beginning, large corporations, such as IBM and DEC, attended the meeting. IBM, AT&T and DEC were the first major corporations to adopt TCP/IP, this despite having competing proprietary protocols. In IBM, from 1984, Barry Appelman's group did TCP/IP development. They navigated the corporate politics to get a stream of TCP/IP products for various IBM systems, including MVS, VM, and OS/2. At the same time, several smaller companies, such as FTP Software and the Wollongong Group, began offering TCP/IP stacks for DOS and Microsoft Windows. The first VM/CMS TCP/IP stack came from the University of Wisconsin. Some programmers are notable for early TCP/IP stack implementations. Jay Elinsky and Oleg Vishnepolsky of IBM Research wrote software for VM/CMS and OS/2, respectively. In 1984, Donald Gillies at MIT wrote a ntcp multi-connection TCP which runs atop the IP/PacketDriver layer maintained by John Romkey at MIT in 1983–84. Romkey leveraged this TCP in 1986 when FTP Software was founded. Starting in 1985, Phil Karn created a multi-connection TCP application for ham radio systems (KA9Q TCP). The spread of TCP/IP was fueled further in June 1989, when the University of California, Berkeley agreed to place the TCP/IP code developed for BSD UNIX into the public domain. Various corporate vendors, including IBM, included this code in commercial TCP/IP software releases. For Windows 3.1, the dominant PC operating system among consumers in the first half of the 1990s, Peter Tattam's release of the Trumpet Winsock TCP/IP stack was key to bringing the Internet to home users. Trumpet Winsock allowed TCP/IP operations over a serial connection (SLIP or PPP). The typical home PC of the time had an external Hayes-compatible modem connected via an RS-232 port with an 8250 or 16550 UART which required this type of stack. Later, Microsoft would release their own TCP/IP add-on stack for Windows for Workgroups 3.11 and a native stack in Windows 95. These events helped cement TCP/IP's dominance over other protocols on Microsoft-based networks, which included IBM's Systems Network Architecture (SNA), and on other platforms such as Digital Equipment Corporation's DECnet, Open Systems Interconnection (OSI), and Xerox Network Systems (XNS). Nonetheless, for a period in the late 1980s and early 1990s, engineers, organizations and nations were polarized over the issue of which standard, the OSI model or the Internet protocol suite, would result in the best and most robust computer networks. The technical standards underlying the Internet protocol suite and its constituent protocols have been delegated to the Internet Engineering Task Force (IETF). The characteristic architecture of the Internet protocol suite is its broad division into operating scopes for the protocols that constitute its core functionality. The defining specifications of the suite are RFC 1122 and 1123, which broadly outlines four abstraction layers (as well as related protocols); the link layer, IP layer, transport layer, and application layer, along with support protocols. These have stood the test of time, as the IETF has never modified this structure. As such a model of networking, the Internet protocol suite predates the OSI model, a more comprehensive reference framework for general networking systems. A successor Internet Protocol version 6 (IPv6) was developed to address issues such as IPv4 address exhaustion. Key architectural principles The end-to-end principle has evolved over time. Its original expression put the maintenance of state and overall intelligence at the edges, and assumed the Internet that connected the edges retained no state and concentrated on speed and simplicity. Real-world needs for firewalls, network address translators, web content caches and the like have forced changes in this principle. The robustness principle states: "In general, an implementation must be conservative in its sending behavior, and liberal in its receiving behavior. That is, it must be careful to send well-formed datagrams, but must accept any datagram that it can interpret (e.g., not object to technical errors where the meaning is still clear).": 23 "The second part of the principle is almost as important: software on other hosts may contain deficiencies that make it unwise to exploit legal but obscure protocol features.": 13 Encapsulation is used to provide abstraction of protocols and services. Encapsulation is usually aligned with the division of the protocol suite into layers of general functionality. In general, an application (the highest level of the model) uses a set of protocols to send its data down the layers. The data is further encapsulated at each level. An early pair of architectural documents, RFC 1122 and 1123, titled Requirements for Internet Hosts, emphasizes architectural principles over layering. RFC 1122/23 are structured in sections referring to layers, but the documents refer to many other architectural principles, and do not emphasize layering. They loosely define a four-layer model, with the layers having names, not numbers, as follows: Link layer The protocols of the link layer operate within the scope of the local network connection to which a host is attached. This regime is called the link in TCP/IP parlance and is the lowest component layer of the suite. The link includes all hosts accessible without traversing a router. The size of the link is therefore determined by the networking hardware design. In principle, TCP/IP is designed to be hardware independent and may be implemented on top of virtually any link-layer technology. This includes not only hardware implementations but also virtual link layers such as virtual private networks and networking tunnels. The link layer is used to move packets between the internet layer interfaces of two different hosts on the same link. The processes of transmitting and receiving packets on the link can be controlled in the device driver for the network card, as well as in firmware or by specialized chipsets. These perform functions, such as framing, to prepare the internet layer packets for transmission, and finally transmit the frames to the physical layer and over a transmission medium. The TCP/IP model includes specifications for translating the network addressing methods used in the Internet Protocol to link-layer addresses, such as media access control (MAC) addresses. All other aspects below that level, however, are implicitly assumed to exist and are not explicitly defined in the TCP/IP model. The link layer in the TCP/IP model has corresponding functions in Layer 2 of the OSI model. Internet layer Internetworking requires sending data from the source network to the destination network. This process is called routing and is supported by host addressing and identification using the hierarchical IP addressing system. The internet layer provides an unreliable datagram transmission facility between hosts located on potentially different IP networks by forwarding datagrams to an appropriate next-hop router for further relaying to its destination. The internet layer has the responsibility of sending packets across potentially multiple networks. With this functionality, the internet layer makes possible internetworking, the interworking of different IP networks, and it essentially establishes the Internet. The internet layer does not distinguish between the various transport layer protocols. IP carries data for a variety of different upper layer protocols. These protocols are each identified by a unique protocol number: for example, Internet Control Message Protocol (ICMP) and Internet Group Management Protocol (IGMP) are protocols 1 and 2, respectively. The Internet Protocol is the principal component of the internet layer, and it defines two addressing systems to identify network hosts and to locate them on the network. The original address system of the ARPANET and its successor, the Internet, is Internet Protocol version 4 (IPv4). It uses a 32-bit IP address and is therefore capable of identifying approximately four billion hosts. This limitation was eliminated in 1998 by the standardization of Internet Protocol version 6 (IPv6) which uses 128-bit addresses. IPv6 production implementations emerged in approximately 2006. Transport layer The transport layer establishes data channels that applications use for task-specific data exchange. The layer establishes host-to-host connectivity in the form of end-to-end message transfer services that are independent of the underlying network and independent of the structure of user data and the logistics of exchanging information. Connectivity at the transport layer can be categorized as either connection-oriented, implemented in TCP, or connectionless, implemented in UDP. The protocols in this layer may provide error control, segmentation, flow control, congestion control, and application addressing (port numbers). For the purpose of providing process-specific transmission channels for applications, the layer establishes the concept of the network port. This is a numbered logical construct allocated specifically for each of the communication channels an application needs. For many types of services, these port numbers have been standardized so that client computers may address specific services of a server computer without the involvement of service discovery or directory services. Because IP provides only a best-effort delivery, some transport-layer protocols offer reliability. TCP is a connection-oriented protocol that addresses numerous reliability issues in providing a reliable byte stream: The newer Stream Control Transmission Protocol (SCTP) is also a reliable, connection-oriented transport mechanism. It is message-stream-oriented, not byte-stream-oriented like TCP, and provides multiple streams multiplexed over a single connection. It also provides multihoming support, in which a connection end can be represented by multiple IP addresses (representing multiple physical interfaces), such that if one fails, the connection is not interrupted. It was developed initially for telephony applications (to transport SS7 over IP). Reliability can also be achieved by running IP over a reliable data-link protocol such as the High-Level Data Link Control (HDLC). The User Datagram Protocol (UDP) is a connectionless datagram protocol. Like IP, it is a best-effort, unreliable protocol. Reliability is addressed through error detection using a checksum algorithm. UDP is typically used for applications such as streaming media (audio, video, Voice over IP, etc.) where on-time arrival is more important than reliability, or for simple query/response applications like DNS lookups, where the overhead of setting up a reliable connection is disproportionately large. Real-time Transport Protocol (RTP) is a datagram protocol that is used over UDP and is designed for real-time data such as streaming media. The applications at any given network address are distinguished by their TCP or UDP port. By convention, certain well-known ports are associated with specific applications. The TCP/IP model's transport or host-to-host layer corresponds roughly to the fourth layer in the OSI model, also called the transport layer. QUIC is rapidly emerging as an alternative transport protocol. Whilst it is technically carried via UDP packets it seeks to offer enhanced transport connectivity relative to TCP. HTTP/3 works exclusively via QUIC. Application layer The application layer includes the protocols used by most applications for providing user services or exchanging application data over the network connections established by the lower-level protocols. This may include some basic network support services such as routing protocols and host configuration. Examples of application layer protocols include the Hypertext Transfer Protocol (HTTP), the File Transfer Protocol (FTP), the Simple Mail Transfer Protocol (SMTP), and the Dynamic Host Configuration Protocol (DHCP). Data coded according to application layer protocols are encapsulated into transport layer protocol units (such as TCP streams or UDP datagrams), which in turn use lower layer protocols to effect actual data transfer. The TCP/IP model does not consider the specifics of formatting and presenting data and does not define additional layers between the application and transport layers as in the OSI model (presentation and session layers). According to the TCP/IP model, such functions are the realm of libraries and application programming interfaces. The application layer in the TCP/IP model is often compared to a combination of the fifth (session), sixth (presentation), and seventh (application) layers of the OSI model. Application layer protocols are often associated with particular client–server applications, and common services have well-known port numbers reserved by the Internet Assigned Numbers Authority (IANA). For example, the HyperText Transfer Protocol uses server port 80 and Telnet uses server port 23. Clients connecting to a service usually use ephemeral ports, i.e., port numbers assigned only for the duration of the transaction at random or from a specific range configured in the application. At the application layer, the TCP/IP model distinguishes between user protocols and support protocols.: §1.1.3 Support protocols provide services to a system of network infrastructure. User protocols are used for actual user applications. For example, FTP is a user protocol and DNS is a support protocol. Although the applications are usually aware of key qualities of the transport layer connection such as the endpoint IP addresses and port numbers, application layer protocols generally treat the transport layer (and lower) protocols as black boxes which provide a stable network connection across which to communicate. The transport layer and lower-level layers are unconcerned with the specifics of application layer protocols. Routers and switches do not typically examine the encapsulated traffic, rather they just provide a conduit for it. However, some firewall and bandwidth throttling applications use deep packet inspection to interpret application data. An example is the Resource Reservation Protocol (RSVP). It is also sometimes necessary for Applications affected by NAT to consider the application payload. Layering evolution and representations in the literature The Internet protocol suite evolved through research and development funded over a period of time. In this process, the specifics of protocol components and their layering changed. In addition, parallel research and commercial interests from industry associations competed with design features. In particular, efforts in the International Organization for Standardization led to a similar goal, but with a wider scope of networking in general. Efforts to consolidate the two principal schools of layering, which were superficially similar, but diverged sharply in detail, led independent textbook authors to formulate abridging teaching tools. The following table shows various such networking models. The number of layers varies between three and seven. Some of the networking models are from textbooks, which are secondary sources that may conflict with the intent of RFC 1122 and other IETF primary sources. Comparison of TCP/IP and OSI layering The three top layers in the OSI model, i.e. the application layer, the presentation layer and the session layer, are not distinguished separately in the TCP/IP model which only has an application layer above the transport layer. While some pure OSI protocol applications, such as X.400, also combined them, there is no requirement that a TCP/IP protocol stack must impose monolithic architecture above the transport layer. For example, the NFS application protocol runs over the External Data Representation (XDR) presentation protocol, which, in turn, runs over a protocol called Remote Procedure Call (RPC). RPC provides reliable record transmission, so it can safely use the best-effort UDP transport. Different authors have interpreted the TCP/IP model differently, and disagree whether the link layer, or any aspect of the TCP/IP model, covers OSI layer 1 (physical layer) issues, or whether TCP/IP assumes a hardware layer exists below the link layer. Several authors have attempted to incorporate the OSI model's layers 1 and 2 into the TCP/IP model since these are commonly referred to in modern standards (for example, by IEEE and ITU). This often results in a model with five layers, where the link layer or network access layer is split into the OSI model's layers 1 and 2. The IETF protocol development effort is not concerned with strict layering. Some of its protocols may not fit cleanly into the OSI model, although RFCs sometimes refer to it and often use the old OSI layer numbers. The IETF has repeatedly stated[failed verification] that Internet Protocol and architecture development is not intended to be OSI-compliant. RFC 3439, referring to the internet architecture, contains a section entitled: "Layering Considered Harmful". For example, the session and presentation layers of the OSI suite are considered to be included in the application layer of the TCP/IP suite. The functionality of the session layer can be found in protocols like HTTP and SMTP and is more evident in protocols like Telnet and the Session Initiation Protocol (SIP). Session-layer functionality is also realized with the port numbering of the TCP and UDP protocols, which are included in the transport layer of the TCP/IP suite. Functions of the presentation layer are realized in the TCP/IP applications with the MIME standard in data exchange. Another difference is in the treatment of routing protocols. The OSI routing protocol IS-IS belongs to the network layer, and does not depend on CLNS for delivering packets from one router to another, but defines its own layer-3 encapsulation. In contrast, OSPF, RIP, BGP and other routing protocols defined by the IETF are transported over IP, and, for the purpose of sending and receiving routing protocol packets, routers act as hosts. As a consequence, routing protocols are included in the application layer. Some authors, such as Tanenbaum in Computer Networks, describe routing protocols in the same layer as IP, reasoning that routing protocols inform decisions made by the forwarding process of routers. IETF protocols can be encapsulated recursively, as demonstrated by tunnelling protocols such as Generic Routing Encapsulation (GRE). GRE uses the same mechanism that OSI uses for tunnelling at the network layer. Implementations The Internet protocol suite is generally independent of a specific hardware or software environment. It only requires the hardware and a software layer to exist, capable of sending and receiving packets on a computer network. As a result, the suite has been implemented on essentially every computing platform. A minimal implementation of TCP/IP includes the following: Internet Protocol (IP), Address Resolution Protocol (ARP), Internet Control Message Protocol (ICMP), Transmission Control Protocol (TCP), User Datagram Protocol (UDP), and Internet Group Management Protocol (IGMP). In addition to IP, ICMP, TCP, UDP, Internet Protocol version 6 requires Neighbor Discovery Protocol (NDP), ICMPv6, and Multicast Listener Discovery (MLD) and is often accompanied by an integrated IPSec security layer. See also Notes References Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/Low_culture] | [TOKENS: 2890] |
Contents Low culture In society, the term low culture identifies the forms of popular culture that have mass appeal, often broadly appealing to the middle or lower cultures of any given society. This is in contrast to the forms of high culture that appeal to a smaller, often upper-class proportion of the populace. Culture theory proposes that both high culture and low culture are subcultures within a society, because the culture industry mass-produces each type of popular culture for every socioeconomic class. Despite being viewed as characteristic of less-educated social classes, low culture is still often enjoyed by upper classes as well. This makes the content that falls under this categorization the most broadly consumed kind of media in a culture overall. Various forms of low culture can be found across a variety of cultures, with the physical objects composing these mediums often being constructed from less expensive, perishable materials. The phrase low culture has come to be viewed by some as a derogatory idea in and of itself, existing to put down elements of pop or tribal culture that others may deem to be "inferior." Standards and definitions In Popular Culture and High Culture: An Analysis and Evaluation of Taste (1958), Herbert J. Gans said: Aesthetic standards of low culture stress substance, form being totally subservient, and there is no explicit concern with abstract ideas or even with fictional forms of contemporary social problems and issues. . . . Low culture emphasizes morality, but limits itself to familial and individual problems and [specific] values, which apply to such problems. Low culture is content to depict traditional working class values winning out over the temptation to give in to conflicting impulses and behavior patterns. In other words, low culture is often associated with media that presents smaller-scale or individual experiences that are easier for the general public to identify with. History Physical artifacts from low culture are normally cheaply and often crudely made, as well as often small, in contrast to the comparatively grand public art or luxury objects of high culture. While this is a necessity for this low culture media to be broadly disseminated, it has also contributed to its reputation as low-brow or of lesser merit. The cheapness of the materials, many of which are perishable, generally means that their survival and preservation in modern times is rare. There are exceptions, especially in pottery and graffiti on stone. An ostracon is a small piece of pottery (or sometimes stone) which has been written on, for any of a number of purposes, among which curse tablets or more positive magical spells such as love magic are common. Wood must have been a common material, but survives for long periods only in certain climatic conditions, such as Egypt and other very arid areas, and permanently wet and slightly acidic peat bogs. Once printing (and paper) became relatively cheap, popular prints became increasingly widespread by the late Renaissance. This technology also allowed for the production of cheap texts in street literature such as broadsides and broadside ballads, typically new topical words to a familiar tune. These examples became extremely common, but were treated as ephemera, so survival of this material is relatively uncommon. Folk music is another notable historical manifestation of low culture. Much traditional folk music was only written down, and later mechanically recorded, in the 19th century, as growing nationalist sentiments in many countries generated interest from middle class enthusiasts. In comparison to other forms of music, such as music written for orchestras or by well-known classical composers, folk music was considered a product of low culture given its association with the more popular, cruder tastes of those who created it. This social separation between folk and classical music was also influenced by the traditions and expectations followed by the latter, which was often written for use in religious settings that demanded certain consistencies in the musical structure. Instead, folk music (along with its successor, contemporary folk music) is thought of as a reflection of common themes present in its community of origin. These combined traits help define folk music as an early, widespread form of low culture, for which the lower/working classes were both the largest producers and consumers. The phrase trash culture began to enter the public lexicon in the 1980s as a classification for these kinds of recent low-cultural expressions. This kind of content is often considered to be either vulgar, in poor taste, or lacking in-depth artistic merit. With the explosion of tabloid journalism and sensationalistic reality television throughout the late 20th century, many modern artists such as Brett Easton Ellis would use these works as inspirations to bridge the gap between the confines of high and low culture. The result of this on his work in particular has been media that could belong to either categorization based on the grotesque nature of his works content mixed with the depth more characteristic of other high-brow works. Culture as social class Each social class possesses its own versions of high and low culture, the definition and content of which are determined by the socioeconomic and educational particulars of the people who compose said social class. This falls in line with the sociological theory known as habitus, which states that the way that people perceive and respond to the social world they inhabit is through their personal habits, skills, and disposition of character. Therefore, what exactly constitutes high culture and low culture has specific meanings and usages that are collectively determined by the members of any respective social class. However, people of higher social classes often view the cultural objects they consume as having a higher societal standing than that taken in by lower classes. This makes the distinction between high and low culture one drawn along social standings, a trend that has resulted in the art and content that makes up low culture being regularly discredited throughout history. The demographics who make up lower social classes have often been given specific phrases to refer to their classification as being of a lower social standing. These varying groups, who are usually made up of younger and poorer individuals, are often viewed as being a part of regionally specific delinquent subcultures. The following variations of these types of groups are stereotypical of the audiences who consume low culture works. Popular examples Common throughout the 1400s to 1700s in Europe, popular prints highlight some of the key identifying features of low culture media. Shortly after innovations in printing technology such as moveable type, popular prints became a useful tool for spreading political, religious, and social ideas to the working class—emphasis was placed on adding artwork or visually appealing designs in order to maximize readership in societies which, at the time, were not fully literate. These prints contributed to pioneering satirical content, varying portrayals of common subcultures at the time, and other subject matter that is still found in modern-day low culture media. Popular prints are also observed in Chinese society from the late 1800s to mid-1900s, in which they were intended to be readily accessible to the majority of consumers (i.e., the working or middle classes). Similarly to those found in Europe, the Chinese prints would emphasize design elements such as colorful designs and relatively inexpensive production, which led to their frequent consumption for both spreading various sociopolitical ideas or decorative purposes. This usage of brief, eye-catching marketing strategy allowed the prints, much like their European counterparts, to appeal to a wider audience that would be receptive to both the entertainment and political content they contained. Although the reach of popular prints was both far spanning and effective, its classification as a lower art made it less desirable to higher classes, especially during the art form's earlier years when the drawings themselves were more crude and simply produced due to necessity. As printing techniques advanced, and the quality of the art itself improved during the 17th and 18th centuries, higher social classes began to take more interest in it. This has allowed for more of this genre's later works to survive into the modern age, with earlier, 15th century era works being lost to time due to the perishable nature of printing materials. Also referred to as potty or scatological humor, toilet humor is a brand of off-color humor that deals with defecation, urination, and other bodily functions that would often be deemed as societally taboo. Although most forms of off-color comedy could be viewed as a kind of low culture, toilet humor in particular has received this connotation due to the comedy style's frequent interest amongst toddlers and young children, for whom cultural taboos related to the acknowledgement of waste excretion still have a degree of novelty. For this reason, toilet humor has come to be regularly viewed as juvenile, although it has continued to find success in a number of modern settings such as in the Captain Underpants and South Park media franchises. This relation between low culture and what is enjoyed by children demonstrates a regular pattern in who is seen to find low culture appealing. Arising in the Los Angeles, California, area during the 1960s, Lowbrow was an underground visual art movement that took inspiration from other popular forms of low culture art of the time such as underground comix, punk music, tiki culture, and graffiti. The phrase for this style was coined by artist Robert Williams, who decided to name a 1979 book containing his paintings as The Lowbrow Art of Robt. Williams, in opposition to the idea of high-brow art following the initial rejection of recognition of his work from several pre-established art institutions. The movement has also been referred to as "pop surrealism" in some circles (and likewise Williams himself has referred to it as "cartoon-tainted abstract surrealism"), where the feeling appears to be that the label "lowbrow" may be inappropriate, given the artistic merit found in the movement's artists. Despite initial pushback from contemporary critics, the movement has begun to be taken more seriously as the years have gone on, with the first formal gallery exhibition displaying the works of the movement being orchestrated in 1992 by Greg Escalante at the Julie Rico Gallery in Santa Monica. Many well-known examples of modern low culture are represented by online memes that can quickly spread through various social media or messaging platforms. In the context of modern internet culture, memes are cultural ideas (often in the form of images, videos, or vernacular phrases) that have gradually developed certain contextual meanings for their audiences. Memes are often shared by internet users in an informal setting, often with the intent of humor, satire, or social commentary; these behaviors frequently lead to certain images reaching a status of near-universal recognition and fame across the internet. The rapid popularization of Pepe the Frog as a meme in the mid-2010s highlights the variety of symbolic purposes that any one meme can be applied to represent. The image, which can be traced back to a comic book character created by Matt Furie in 2005, was heavily reused and shared across various online forums in later years. Eventually, Pepe's presence spread to a number of far-right communities on the website 4chan, in which it later became associated with hate speech. This sudden shift in usage prompted more serious analysis in other circles, including sociology and other academic communities, as the meme's spread and highly varied usage by different online groups represented a unique kind of media that could influence future political discourse, particularly among middle- or lower-class internet users. Since its inception in the 1990s, the reality television genre has been a commonly cited example of low culture in contemporary times. Reality television has been labelled as low culture due to its usage of the word "reality" when most drama and conflicts are manufactured, widespread appeal, glorification of wealth and fame, and promotion of materialism. English actor and filmmaker Gary Oldman described reality television as "the museum of social decay." The genre's overreliance on schadenfreude, the pleasure of seeing another's humiliation or misfortune is also a contributor to why reality television is often cited as low culture. American digital magazine, Entertainment Weekly wrote "Do we watch reality television for precious insight into the human condition? Please. We watch for those awkward scenes that make us feel a smidge better about our own little unfilmed lives" regarding the genre succeeding from the public humiliation of others. Mass media All cultural products (especially high culture) have a certain demographic to which they appeal most. In regard to low culture, it often appeals to very simple and basic human emotional needs, while also offering a perceived return to innocence. This escape from real world problems comes from the experience of being able to live vicariously through the lives of others by viewing them through various forms of media. While the audiences that consume low culture tend to originate from lower socioeconomic classes, those considered 'elite' can also interact with this media. An example of this interaction between classes can be found in outsider art, which is often created by individuals without a background in the fine arts—interestingly, it has been heavily associated with consumption by higher classes throughout the 20th century in a notable example of higher classes consuming media that was neither generated by nor specifically intended to catch their attention. Low culture can often be formulaic, employing trope conventions, stock characters, and character archetypes in a manner that can be perceived as more simplistic, crude, emotive, unbalanced, or blunt compared to the ways in which a piece of high culture would implement them. This leads to the perception of high culture as being more subtle, balanced, or refined and open for interpretation in comparison with its lower counterpart. Modern media that would often be constituted as low culture often continues to implement stereotypes, often to comment or critique them in a satirical manner. The use and display of different cultural artifacts, especially in the West, has been studied as an example of low culture consumed by upper classes. Certain examples of these artifacts, such as artwork from African cultures, may be found in higher-income establishments with no ties to these cultures, a phenomenon that has been described as "cultural omnivorousness [sic]," with the aim of creating a more distinguished air in the interior design of the owners' business or living spaces. These cases exemplify another means by which media deemed low culture can still be consumed by socioeconomic classes besides those with which it is chiefly associated, or notably for which it has primarily been created. Example of low culture See also References |
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[SOURCE: https://en.wikipedia.org/wiki/Deuterostome] | [TOKENS: 1907] |
Contents Deuterostome Deuterostomes (from Ancient Greek δεύτερος (deúteros) 'second' and στόμα (stóma) 'mouth') are bilaterian animals of the superphylum Deuterostomia (/ˌdjuːtərəˈstoʊmi.ə/), typically characterized by their anus forming before the mouth during embryonic development. Deuterostomia comprises three phyla: Chordata, Echinodermata, Hemichordata, and the extinct clade Cambroernida. In deuterostomes, the developing embryo's first opening (the blastopore) becomes the anus and cloaca, while the mouth is formed at a different site later on. This was initially the group's distinguishing characteristic, but deuterostomy has since been discovered among protostomes as well. The deuterostomes are also known as enterocoelomates, because their coelom develops through pouching of the gut, enterocoely. Deuterostomia's sister clade is Protostomia, animals that develop mouth first and whose digestive tract development is more varied. Protostomia includes the ecdysozoans and spiralians, as well as the extinct Kimberella. Together with the Xenacoelomorpha, these constitute the large clade Bilateria, i.e. animals with bilateral symmetry and three germ layers. Systematics Initially, Deuterostomia included the phyla Brachiopoda, Bryozoa, Chaetognatha, and Phoronida based on morphological and embryological characteristics. However, Deuterostomia was redefined in 1995 based on DNA molecular sequence analyses, leading to the removal of the lophophorates which was later combined with other protostome animals to form the superphylum Lophotrochozoa. The arrow worms were also considered possible deuterostomes, but molecular studies have placed them in the protostomes. Genetic studies have also revealed that deuterostomes have more than 30 genes not found in any other animal groups, but which yet are present in some marine algae and prokaryotes. This could mean that these are ancient genes that were lost in other organisms, or that a common ancestor acquired them through horizontal gene transfer. A consensus taxonomy of the deuterostomes is:[citation needed] There is a possibility that Ambulacraria is the sister clade to Xenacoelomorpha, and could form the Xenambulacraria group, but recent transcriptome analyses concluded that the phylum Xenacoelomorpha is the sister group to the Nephrozoa, which includes both the protostomes and the deuterostomes, making the phylum the basalmost bilaterian clade. This would mean they are neither deuterostomes nor protostomes. Characteristics In deuterostomes, the developing embryo's first opening, the blastopore, becomes the anus, while the gut eventually tunnels through the embryo until it reaches the other side, forming an opening that becomes the mouth. This distinguishes them from protostomes, which have a variety of patterns of development. In both deuterostomes and protostomes, a zygote first develops into a hollow ball of cells, called a blastula. In deuterostomes, the early divisions occur parallel or perpendicular to the polar axis. This is called radial cleavage, and also occurs in certain protostomes, such as the lophophorates. Most deuterostomes display indeterminate cleavage, in which the developmental fate of the cells in the developing embryo is not determined by the identity of the parent cell. Thus, if the first four cells are separated, each can develop into a complete small larva; and if a cell is removed from the blastula, the other cells will compensate. This is the source of identical twins. The mesoderm forms as evaginations of the developed gut that pinch off to form the coelom. This process is called enterocoely. Another feature present in both the Hemichordata and Chordata is pharyngotremy — the presence of spiracles or gill slits into the pharynx, which is also found in some primitive fossil echinoderms (mitrates). A hollow nerve cord is found in all chordates, including tunicates (in the larval stage). Some hemichordates also have a tubular nerve cord. In the early embryonic stage, it looks like the hollow nerve cord of chordates. Both the hemichordates and the chordates have a thickening of the aorta, homologous to the chordate heart, which contracts to pump blood. This suggests a presence in the deuterostome ancestor of the three groups, with the echinoderms having secondarily lost it.[citation needed] The highly modified nervous system of echinoderms obscures much about their ancestry, but several facts suggest that all present deuterostomes evolved from a common ancestor that had pharyngeal gill slits, a hollow nerve cord, circular and longitudinal muscles and a segmented body. Origins and evolution Bilateria, one of the five major lineages of animals, is split into two groups; the protostomes and deuterostomes. Deuterostomes consist of chordates (which include the vertebrates) and ambulacrarians. It seems likely that the 555 million year old Kimberella was a member of the protostomes. That implies that the protostome and deuterostome lineages split long before Kimberella appeared, and hence well before the start of the Cambrian 538.8 million years ago, i.e. during the earlier part of the Ediacaran Period (circa 635-539 Mya, around the end of global Marinoan glaciation in the late Neoproterozoic). It has been proposed that the ancestral deuterostome, before the chordate/ambulacrarian split, could have been a chordate-like animal with a terminal anus and pharyngeal openings but no gill slits, with active suspension feeding strategy. The last common ancestor of the deuterostomes had lost all innexin diversity. Deuterostomes have a rich fossil record with thousands of fossil species being found throughout the Phanerozoic. There are also a few earlier fossils that may represent deuterostomes, but these remain debated. The earliest of these disputed fossils are the tunicate-like organisms Burykhia and Ausia from the Ediacaran period. While these may in fact be tunicates, others have interpreted them as cnidarians or sponges, and as such their true affinity remains uncertain. Another Ediacaran fossil, Arkarua, may represent the earliest echinoderm, while Yanjiahella from the early Cambrian (Fortunian) period is another notable stem group echinoderm. Fossils of one major deuterostome group, the echinoderms (whose modern members include sea stars, sea urchins and crinoids), are quite common from the start of Stage 3 of the Cambrian, 521 million years ago starting with forms such as Helicoplacus. Two other Cambrian Stage 3 (521-514 mya) species, Haikouichthys and Myllokunmingia from the Chengjiang biota, are the earliest body fossils of fish, whereas Pikaia, discovered much earlier but from the Mid Cambrian Burgess Shale, is now regarded as a primitive chordate. The Mid Cambrian fossil Rhabdotubus johanssoni has been interpreted as a pterobranch hemichordate, whereas Spartobranchus is an acorn-worm from the Burgess Shale, providing proof that all main lineages were already well established 508 mya. On the other hand, fossils of early chordates are very rare, as non-vertebrate chordates have no bone tissue or teeth, and fossils of no Post-Cambrian non-vertebrate chordates are known aside from the Permian-aged Paleobranchiostoma, trace fossils of the Ordovician colonial tunicate Catellocaula, and various Jurassic-aged and Tertiary-aged spicules tentatively attributed to ascidians.[citation needed]. Fossils of Echinodermata are very common after the Cambrian. Fossils of Hemichordata are less common, except for graptolites until the Lower Carbonoferous. As of 2024[update], the deuterostomes are considered to be monophyletic. The ancestral deuterostome was most likely a benthic worm that possessed a cartilaginous skeleton, a central nervous system, and gill slits. Approximate dates for clades are given in millions of years ago (mya). Cephalochordata Tunicata Vertebrata Echinodermata Pterobranchia Enteropneusta Protostomia Notes References External links |
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[SOURCE: https://he.wikipedia.org/wiki/אופנוע] | [TOKENS: 9800] |
תוכן עניינים אופנוע אופַנוע (בריבוי: אופַנועים) הוא כלי רכב מנועי דו-גלגלי או תלת-גלגלי ומיועד לשאת נוסע אחד או שניים. האופנוע נבדל מן הקטנוע במאפיינים מספר: היסטוריה כלי הרכב הדו-גלגלי הראשון בעל מנוע בעירה פנימית הוצג בגרמניה ב-1885 על ידי גוטליב דיימלר ווילהלם מייבאך. למעשה אלו היו אופניים שהוצמד להם מנוע עזר קטן. כלי זה יכול להיחשב לאופנוע הראשון, כל עוד אין מחשיבים רכב דו-גלגלי שהוצג בתערוכה בארצות הברית ב-1867 והתבסס על מנוע קיטור. האופנוע הראשון שהוצע למכירה היה אופנוע גרמני בשם הילדברנד-וולפמילר ב-1894. עד שנת 1920 היה אינדיאן יצרן האופַנועים הגדול ביותר. בשנים אלו החליף אותו יצרן האופנועים הוותיק ביותר הפעיל כיום, הרלי-דייווידסון האמריקאי, שהחל את פעילותו ב־1903. בשנת 1928 הפך DKW הגרמני ליצרן הגדול ביותר והחזיק בתואר עד לאחר מלחמת העולם השנייה, עת התואר עבר לחברת BSA הבריטית. משנת 1955 ועד ל-1970 חזרה חברה גרמנית, NSU, לשאת בתואר. בשנה זו הפכה חברת הונדה ליפנית הראשונה שנשאה בתואר יצרן האופנועים הגדול ביותר ומאז לא איבדה אותו. כיום מיוצרים אופנועים במפעלים רבים ביפן, ארצות הברית, אירופה, המזרח הרחוק ודרום אמריקה. סוגי אופַנועים אופנועי כביש מבוססים לעיתים קרובות על אופנועי מרוצי מסלול, ודומים להם חיצונית. אופנועים אלה מצוידים לרוב במנועים רבי עוצמה, בנפח מאות סמ"ק, המאפשרים להם לעבור מהירות של 300 קילומטר לשעה. גוף האופנוע מכוסה בכיסויי פלסטיק כדי לשפר את האווירודינמיות של האופנוע ולהקטין את התנגדות האוויר. צמיגיהם של אופנועים אלה חלקים למדי, למעט חריצים מועטים מדי מספר סנטימטרים, וזאת כדי לשפר את אחיזת הכביש. הם מאופיינים לרוב בצמיג אחורי רחב הרבה יותר מן הצמיג הקדמי. תנוחת הרכיבה באופנועים אלה היא תנוחה רכונה, המיועדת להקטין את תרומתו של הרוכב להתנגדות האוויר בזמן הרכיבה. תנופת הפיתוח של אופנועי הכביש החלה בשנות ה-70 של המאה ה-20, כשהיצרנים היפנים הגדולים, הונדה, קוואסקי, סוזוקי וימאהה זיהו את אופנוע הכביש ככלי להוכחת עליונותם הטכנולוגית ויוקרתם. הספקי המנועים עלו תוך זמן קצר למאה כוח סוס ואף יותר מכך. בשנות ה-80 גברה התחרות כשהדגמים החדשים היו בעצם רפליקות של אופנועי המרוצים המקצועניים. ההתפתחות הטכנולוגית בתחום השלדות לא הדביקה את התפתחות המנועים, וכך הפכו אופנועי הכביש לכלים קשים לשליטה הדורשים מיומנות רבה, ובמקביל פרץ גל תאונות, ולאחריו מחאה עולמית נגד יצרני האופנועים, ודרישה לתעריפי ביטוח, אכיפה מוגברת, הגבלות גיל וכדומה. יצרני האופנועים הקטינו את ההספקים של המנועים והתמקדו במנועים בנפח עד 600 סמ"ק. גם השלדות הפכו שקולות יותר, ותנוחת הרכיבה קיצונית פחות. בשנות ה-90 המגמה השתנתה שוב. יצרני האופנועים לא רצו לאבד את התועלת הנובעת מהפופולריות הרבה של מרוצי הגרנד פרי, ובעקבותיהם העניין באופנועים כבדים יותר וחזקים יותר הדומים יותר לאופנועי המרוצים. ההתפתחות ביכולת העיבוד של חומרים אקזוטיים הביאה ליצור של שלדות ברמה גבוהה התואמות את דרישות המנועים החזקים. שדה התחרות היה עתה אופנועי ה-1,000 סמ"ק, אופנועים סדרתיים חזקים מאוד עם מושב כפול, ארבעה צילינדרים ויחסי הספק שמתקרבים לכוח סוס אחד לכל קילוגרם משקל, ואבזור בטיחות ופינוק רב. את המגמה הוביל הימאהה R1 ששקל 180 קילוגרם והגיע להספק של 150 כוח סוס, וביצועים זריזים של אופנוע 600 סמ"ק. כיום כבר נשבר מחסום ה-1:1. לסוזוקי GSX-R1000 יש 175 כוח סוס, ומשקלו 166 קילוגרם בלבד. לימאהה YZF-R1 משקל 172 קילו והספקו 172 כוח סוס. בשני האופנועים הללו, כמו באופנועים אחרים בשנים האחרונות מותקנת מערכת מגח-אוויר (Ram-Air) המעלה את הספק המנוע עוד יותר. זוהי מערכת הדוחסת אוויר קר ודחוס ועשיר בחמצן אל מערכת היניקה של המנוע, ובכך מגבירה את הבעירה ואת ההספק. המערכת נכנסת לפעולה רק במהירויות גבוהות, ופעולתה אופטימלית ב-240 קילומטר לשעה. היצרנים הגדולים מציעים כיום אופנועים בנפחי מנוע בין 1,000 ל-2,000 סמ"ק, המשמשים בדרך כלל לתיור. אלו הם אופנועים מאובזרים ומפנקים בדרך כלל, המצוידים בבלמי ABS, מושבים נוחים, תנוחת ישיבה גבוהה יותר ומהירות גבוהה. בסוף העשור הראשון של המאה ה-21 היה ZZR1400 של חברת קווסאקי האופנוע המהיר ביותר בעולם עם 197 כוח סוס ומהירות מרבית של כ-320 קילומטר לשעה. הדגם, שמשקלו היבש עמד על 215 קילוגרם, צויד במנוע ארבע-צילינדרים בנפח 1,352 סמ"ק שקורר בנוזל וסיפק 169.1 כוח סוס שנמדדו בגלגל האופנוע. בכך החליף ה-ZZR את סוזוקי היאבוסה בתור האופנוע החזק ביותר. עיצוב הדגם זכה לדגש חזק על אווירודינמיות על מנת להשיג את המהירות המרבית. לדוגמה, פנסי האיתות הוצנעו במעטפת הגוף של האופנוע. אופנועי העל כיום מצוידים במערכות פליטה מטיטניום, ראשי צילינדר עשויים מחומרים קרמיים, וחלקי מרכב מקוולאר. סוג מיוחד של אופנוע הכביש הוא אופנוע עם "סירה". לצידו של שלד אופנוע רגיל מוצמד תא הנתמך על ידי גלגל נוסף ובו מושב נוסע בודד. תוספת הגלגל מקנה לאופנוע זה יציבות רבה יותר מלדגם הדו-גלגלי, אך מפחיתה מאוד את יכולת התמרון במהירות גבוהה. תוספת הגלגל הצדדי מאפשרת לאופנוע להישאר זקוף גם כאשר אינו בתנועה. בעבר שימשה תצורה זו כתחליף זול למכוניות, בעיקר בשנות ה-50 של המאה ה-20, אך כיום השימוש בה בשילוב אופנועים מודרניים נדיר מאוד. שילוב סירה באופנוע כביש מודרני כרוך בדרך כלל בעלויות גבוהות הכוללות החלפת חלקים נרחבים באופנוע כמתלים אחוריים וקדמיים, חישוקים וצמיגים בעלי חתך שטוח הדומה לצמיג מכונית. אופנועי שטח מיועדים לרכיבה בדרך לא סלולה או בשטח פתוח. אופנועי שטח מאופיינים במשקל נמוך, יחסית לאופנועי כביש. כמו כן הם מאופיינים במהלך מתלה ארוך, ומרווח גחון גבוה יותר. מאפיינים אלו מאפשרים לאופנוע השטח להתגבר על מהמורות בהם הוא צפוי להתקל בשטח, ומגבירים את עבירותו. אופנועי שטח נבדלים מאופנועי כביש גם במבנה - מבנה של אופנוע שטח יהיה בדרך כלל פשוט יותר, וחזק יותר מאופנוע או קטנוע המיועד לכביש. לאופנוע שטח יהיו פחות חלקי פלסטיקה (פיירינג) שעלולים להישבר בעת נפילה, וגלגלים גדולים יותר. צמיגיהם של אופנועי שטח מאופיינים בחריצים עמוקים וסמוכים, לעיתים קרובות בצורת קוביות. צורה זו מאפשרת לצמיג להינעץ בקרקע הרכה, ולהגביר את האחיזה בתנאים האלו. קיימים אופנועי שטח ייעודיים לשימושים שונים: אופנועי סופרמוטו תוכננו על בסיס אופנועי שטח, כדי לנצל את יתרונות אופנועי השטח (משקל נמוך, מרכז כובד גבוה, תנוחת רכיבה זקופה וכו'), לצורך שימוש עירוני או מסלול, וזאת על ידי שימוש במכלולים שנלקחו מאופנועי כביש. התחום עצמו נולד בשנות ה-70 בארצות הברית תחת השם "סופרבייקרס", במסגרת ליגה שהוקמה בחסות רשת הטלוויזיה ABC-TV. סדרת המרוצים הזו ניסתה לקבוע מי הם ה"סופר-רוכבים" - אותם אלו שיכולים להתמודד בהצלחה, עם אופנוע אחד, הן בטכניקת רכיבה המיועדת לכביש, והן בטכניקה המיועדת למסלול עפר. במרוצים דאז, כמו היום, השתתפו רוכבים ממגוון רחב של ענפי ספורט מוטורי דו-גלגלי. במהלך 1985, דעכה הסדרה בהיעדר מממנים לסיקור הטלוויזיוני, והתחום כמעט ונעלם. לקראת סוף שנות ה-80, התעורר התחום מחדש בצרפת, שם זכו האופנועים המוסבים לשם סופרמוטו ("אופנוע על" בצרפתית) והרוכבים על אותם כלים נקראו "סופר מוטארד" ("רוכבי על"). התחום התפשט במהירות ברחבי אירופה וסדרות מרוצים לאומיות החלו להתארגן במסגרות מקומיות. החל משנת 2001 מתקיימת גם "אליפות העולם בסופרמוטו" במסגרת ה-FIM. משנה זו ואילך, בעקבות ההתעניינות הגוברת והולכת בתחום, הצטרפו היצרניות היפניות לאירופאיות (שעוסקות בייצור אופנועי סופרמוטו סדרתיים מאמצע שנות ה-90), ומציעות גם הן דגמים שירדו מפס הייצור כשהם בתצורת סופרמוטו. בעוד הבסיס הוא במקורו מהשטח, הרי שהגלגלים (והצמיגים), וכן מערכת הבלימה, מגיעים מאופנועי הכביש. אופנועי הסופרמוטו בנויים כך שיוכלו לנוע הן בדרכי אספלט והן בשבילים מהודקים, כאשר הדרך לא סלולה או לא קיימת כלל. ניתן למצוא אופנועי סופרמוטו בנפח החל מ-50 סמ"ק, ועד נפחים גדולים יחסית, של 660 סמ"ק. צמיגיהם של אופנועי הסופרמוטו מאופיינים בתרכובת גומי רכה המיועדת לאופנועי כביש ספורטיביים, על מנת להשיג אחיזה רבה ככל האפשר מהתוואי בו נע האופנוע. המתלים של אופנועים אלה ארוכי מהלך, וזאת כדי לאפשר להם להתגבר על מהמורות קשות מבלי להגיע אל סוף מהלך המתלה - זו הסיבה שמלבד תחום המרוצים, נחשבים אופנועים אלו ליעילים ביותר לשימוש עירוני. האופנועים, בשל היותם נצר למשפחת אופנועי השטח, מאופיינים בצורת חרגול - מושב וגחון האופנוע גבוהים מאוד (כדי להגדיל את יכולת העבירות של האופנוע) וגזרה צרה (בניגוד לאופנועי הכביש הנמוכים והרחבים). אופנועי הסופרמוטו מתאפיינים בכנף קדמית גבוהה, אך מקוצרת ביחס לאלו הקיימות אצל אופנועי השטח. בישראל מתקיימים מרוצי סופרמוטו מחתרתיים החל משנת 2003. כשהמסלולים, בדומה למקובל בעולם בתחום זה, מורכבים משילוב בין מסלול אספלט לעפר. המסלולים אטיים יחסית למקובל בתחום אופנועי הכביש, ומחייבים שליטה גבוהה בטכניקת הרכיבה, מאשר הספקי מנוע גבוהים, כדי לנצח. באוגוסט 2004 החלה לפעול בארץ "עמותת הסופרמוטו הישראלית", המייצגת את הרוכבים והמתחרים בתחום, גם בהתאחדות הספורט המוטורי הישראלית. אופנועים בעלי מבנה פשוט, המיועדים לנסיעה יומיומית בכביש. גוף אופנועים אלה חשוף, צמיגיהם חלקים בדומה לאלה של אופנועי הכביש, אך הם צרים יותר, משום שאינם מיועדים להגיע למהירויות גבוהות כל כך. אופנועים אלה מצוידים לרוב במנועים בינוניים, בנפח 250–500 סמ"ק. אופנועי ה"ספורט-טורינג" הם תת-קבוצה של אופנועי הטורינג. אלה אופנועי טורינג בנפחים גדולים (מעל 500 סמ"ק), המיועדים לטיולים ונסיעות ארוכות, ומאופיינים באביזרי נוחות רבים על מנת לשפר את חוויית הרכיבה. כפי ששמם מרמז, את האופנועים האלה ניתן להתאים אישית בעת ההזמנה, כך שאין שני אופנועים הדומים זה לזה. ניתן להזמין צבע, צורת כידון, אורך מתלים, אביזרים שונים ועוד. היצרן הבולט ביותר של אופנועים אלה הוא הרלי-דייווידסון, אך בשנים האחרונות גם יצרנים יפניים ניסו להשיג דריסת רגל בשוק זה. עם זאת, בכנס השנתי של בעלי הרלי-דייווידסון בארצות הברית, נוהגים המתכנסים להשליך אופנועי קאסטום יפניים מראש מנוף גבוה, כדי להביע את דעתם על אופנועים אלה. אופנועי קאסטום בולטים בשפע הקישוטים המוכספים בניקל הנמצאים בכל פינה, במיטב המסורת האמריקאית. מבנה האופנוע האופנוע מורכב מהחלקים העיקריים הבאים: בטיחות האופנוע נחשב לכלי רכב מסוכן יחסית למכונית, משום שהרוכב חשוף ואינו מוגן על ידי מרכב, חגורה וכריות אוויר כמו במכונית. סיבה נוספת היא ממדיו של האופנוע, הקטנים יותר משל מכונית, המקשים על נהגים להבחין בו בכביש. חבישת קסדה, ושימוש באמצעי מיגון נוספים כגון מעיל רכיבה כפפות ומגני ברכיים, מוריד את הסיכוי להיהרג או להיפצע במקרה של תאונה. בישראל מחויבים כל רוכבי כלי הרכב הדו-גלגליים, בחבישת קסדה לראשם על פי חוק. על פי דו"ח "תאונות אופנוע בישראל", מטעם הרשות הלאומית לבטיחות בדרכים, שנערך בין השנים 1999–2005, הסיכוי למוות בתאונת אופנוע הוא כמעט כפול מבמכונית (15 הרוגים ל-1000 נפגעים, לעומת 8.4 הרוגים ל-1000 נפגעים). כמו כן נכתב בדו"ח שנפח האופנוע הוא מדד גס להערכת רמת הסיכון שלו, כך שככל שהאופנוע חזק ומהיר יותר, הוא קטלני יותר. כך, לאופנועים קלים יותר הנמצאים בשימוש עירוני, יש רמת סיכון קרובה לזו של המכונית. בשנת 2023 היו 108 הרוגים בתאונות דרכים ברכב פרטי ו-76 הרוגים באופנועים, בעוד שרכבים פרטיים מהווים 86% מסך כלי הרכב בכבישים ואופנועים מהווים רק 4%, אך אחראים ל־21% מכלל ההרוגים בתאונות הדרכים. שנת 2024 הייתה השנה הקטלנית ביותר בעשור האחרון לרוכבי אופנוע וקטנוע. מרבית ההרוגים (76%) היו צעירים עד גיל 35 וכ-43% מהם אף היו צעירים במיוחד, מתחת לגיל 25. הראשונה בין הגורמים לתאונות אופנוע בישראל היא עומסי התנועה המחריפים, שהובילו ישראלים רבים לנטוש את הרכב לטובת אופנוע או קטנוע והעלו על הכבישים רוכבים רבים חסרי ניסיון. גורמי הסיכון נחלקים לשלוש זוויות: התנהגות הרוכב, מצב התשתיות ומצב הרכב. ראו גם קישורים חיצוניים הערות שוליים |
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[SOURCE: https://en.wikipedia.org/wiki/Geographical_pole] | [TOKENS: 247] |
Contents Geographical pole A geographical pole or geographic pole is either of the two points on Earth where its axis of rotation intersects its surface. The North Pole lies in the Arctic Ocean while the South Pole is in Antarctica. North and South poles are also defined for other planets or satellites in the Solar System, with a North pole being on the same side of the invariable plane as Earth's North pole. Relative to Earth's surface, the geographic poles move by a few metres over periods of a few years. This is a combination of Chandler wobble, a free oscillation with a period of about 433 days; an annual motion responding to seasonal movements of air and water masses; and an irregular drift towards the 80th west meridian. As cartography and geodesy require exact and unchanging coordinates, the average or nominal[citation needed] locations of geographical poles are taken as fixed cartographic poles or geodetic poles, the points where the body's great circles of longitude intersect; in practice this is achieved by keeping latitude values of survey markers fixed and accounting for time variations in terms of Earth orientation parameters. See also References This geodesy-related article is a stub. You can help Wikipedia by adding missing information. |
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_Analog_Joystick] | [TOKENS: 526] |
Contents PlayStation Analog Joystick The PlayStation Analog Joystick (SCPH-1110) is Sony's first analog controller for the PlayStation, and is the precursor to the PlayStation Dual Analog Controller. It is often incorrectly referred to as the "Sony Flightstick" (not to be confused with the Flightstick line of joysticks for PlayStation consoles by third-party peripheral manufacturer Hori). History Announced to the public in August 1995, the Analog Joystick was released to the public in Japan on 26 April 1996. Features The Analog Joystick used potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller can detect minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. A compatibility mode for the Analog Joystick was included in the Dual Analog Controller, Sony's first analog revision of its original gamepad design. PS1 games that support the Analog Joystick have an "Analog Joystick Compatible" icon on the back cover. The Analog Joystick has a switch to select either analog or digital mode. When in the digital mode, both sticks function as the gamepad on a regular PS1 controller. Older PS1 games that do not support the PS1 DualShock sticks can work with the Analog Joystick. List of games with Analog Joystick support PlayStation PlayStation 2 There are other PS2 games that also can use the PS1 analog joystick, but only in digital mode. Metal Slug Anthology, Gradius III, Gradius IV and other games that normally use just the gamepad and buttons for controls. List of games with partial Analog Joystick support The following games support the controller's "analog" mode, but force the player to use the digital "hat switch" instead of the analog sticks: And the following games are fully supported, but have issues that can affect gameplay: Reception GamePro's The Rat Baron praised the controller for its comfort, tight control, button layout, and analog movement, though he expressed doubt that most players would go for it given the high price tag. The Analog Joystick did not sell well in Japan, reportedly due to its high cost and bulky size. Legacy The Analog Joystick can be connected to a PC via a USB adapter and also via a DirectPad-Pro-style parallel port interface which can be accessed under Windows using the DirectPad or other drivers. The Allegro library provides the same functionality for developers. See also References |
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[SOURCE: https://en.wikipedia.org/wiki/Sociology_of_food] | [TOKENS: 1730] |
Contents Sociology of food 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias The sociology of food is the study of food and its relation to society's history, development, and future. This study includes the production and consumption of food, as well as its medical, ethical, and spiritual uses. Food distribution in societies can be examined by analyzing changes in the food supply chain. Globalization, in particular, significantly affects the food supply chain by enabling economies of scale in the food distribution industry. Food distribution Economies of scale (or scale effects)—resulting from centralized acquisition/purchase centers in the food supply chain—favor large retailers or distributors in the food distribution market. This situation arises because larger players can use their stronger market power and financial advantages over smaller players. With both stronger market power and greater access to the financial credit market, larger players can impose barriers to entry and cement their position in the market. This advantage results in a food distribution chain with specific characteristics: large players at one end, and small players (choosing niche markets) at the other end. The existence of smaller players in specialized food distribution markets can be attributed to their shrinking market share, as well as their inability to compete with the larger players because of scale effects. Through this process, globalization has displaced smaller players. Another factor affecting specialized food distribution markets is the ability of distribution chains to own their own brands. Stores having their own brands are able to engage in price wars by lowering prices for their own brand, thereby making consumers more likely to purchase their goods. History and culture In the early stages of humanity, food served the sole purpose of nourishment and survival. Food was a source of energy obtained by hunting and gathering, a labor-intensive process, which required early humans to eat a calorie-rich diet. These developments eventually lead to agriculture—the cultivation of plants and animals—which also contributes to labor for food and economic aspects of the sociology of food. Over time, food became more of a way to bring people and cultures together. In many cultures, food is a primary motivation for people to socialize. This process has continued over millennia, with some examples as follows: The preceding developments demonstrate the communication and connectivity related to food. According to sociologists, food can be categorized by purpose and meaning: These categories help researchers (e.g., sociologists) to study culture from a food perspective. The categorization often shows how food grows, is formed, and evolves with society. For example, if a person believes in homeopathy, their belief could be understood relative to sympathetic or physiological foods. As additional examples, caviar and oysters could be categorized as prestige foods: they are typically more expensive than other foods, and people who purchase and eat them do so to demonstrate their socioeconomic status. Social sciences From the perspective of symbolic interactionism (a sociological theory), many symbols are related to the sociology of food. Food, in many cultures, brings people together and connects them on multiple levels. One example is the tradition of eating with family around a table. This tradition represents community and communication. Food can also symbolize something larger than itself. In the US, fast food could represent a busy family that requires a quick dinner. To other people, however, fast food might demonstrate the McDonaldization theory, which focuses on the idea of American consumption. Another example of the sociology of food as symbolism would be preparing food from scratch. This example is definitely associated with the family. Among other theories of sociology, conflict theories also pertain to the sociology of food. As mentioned above, food was initially and primarily used for nourishment and survival. For this reason, conflict theory may apply. As hunters and gatherers, early humans needed to fight and forage for survival. Such conflict could also demonstrate "the survival of the fittest" (i.e., the process of natural selection): because of conflicts in obtaining food, the only survivors were the people who prevailed, thereby providing nourishment for themselves and their families. This situation evolved into contemporary society, where people must take jobs to earn a living, which is spent on food. Eating disorders symbolize the sociology of food. These disorders show how much or little self-control a person can have over something essential for survival. Eating disorders are not limited to anorexia—they also include bulimia and binge eating disorder. People with such disorders often use food as a reward. In other cases, these people see food as something to avoid, even though it is required for survival. The human relationship with food continually varies and is a complex topic. From a sociological standpoint, modern media have a significant impact. Not only do media relate to the sociology of food, but also to the representation of society as a whole. Men and especially women view targeted and inaccurate representations of "the perfect body", leading people to want a body more like the supposed norm. In disorders such as anorexia and bulimia, patients intensely fear gaining weight and consuming calories. These disorders also represent people's damaged relationship with their food and weight, and how this relationship is generally portrayed negatively in popular media. Inaccurate representation leads people to focus excessively on appearance, rather than considering their definite need for nourishment. The inaccurate public image of a perfect body, and how such a body is affected by normal calorie consumption, has led to anorexia being the mental health disorder with the highest mortality rate. Many people in contemporary society have body dysmorphic disorder. This disorder is a mental health condition where a person spends significant time worrying about flaws in their appearance. Body image has become a related problem, since social media can show unrealistic standards relative to eating problems or disorders; this is related to the sociology of food consumption. Health Fad diets have existed for centuries, but the obsession with being thin only really started trending in the mainstream media during the 1990s, for example, through trends such as heroin chic. Historically, if a woman was plump, this showed that she was being taken care of. Her appearance demonstrated her wealth—she could afford to eat, unlike a peasant who lacked access to readily available meals. An ideal woman was not excessively thin. A notable change began during the 1920s, when a boyish figure became the most desirable for a woman. During the 1960s, models such as Twiggy made headlines over their thinness, and many women strove to match her body type. This trend persisted into the 1980s, when dieting—such as through the South Beach Diet or the Weight Watchers company—increased in popularity, along with the popularization of exercise and related videos. This marked the start of mainstream dieting fads. Among these diets, others increased in popularity: examples include the Atkins diet, the Jenny Craig diet, and the paleo diet. As of the early to mid-2010s, other diets became mainstream. These diets included vegetarianism, dairy-free, vegan, raw, and gluten-free. There are many reasons to choose a certain diet: morality, digestive issues, or external influences (including religious). Related topics include changes in and comparisons among diets and communities, as well as the effect of globalization on food production and supply. An important factor is political states, including the effects of globalization and evolving cultural responses to food. These include cooking and eating practices; the management of consumer anxieties; and concerns about obesity and the medicalization of food. Changing food practices have shaped and are shaped by wider social trends. The evolution of the American diet, along with the resulting rise in obesity, provides a clear example of how food shapes society and daily life. Because of the fast-paced lives led by many Americans, fast food and prepackaged foods with higher caloric density have grown in popularity. A person's socioeconomic status affects the environment in which they live, which also significantly impacts the type of food that they consume,—since high-calorie and low-nutrition food tends to be cheaper and easier to locate. Lack of physical fitness is a crucial contributing factor to the obesity epidemic. Studies have found that a neighborhood's walkability and access to recreational activities are correlated with increased exercise and decreased risk of obesity. Progress has been made in combating the US's obesity problem, with programs being established to help promote healthy eating and fitness. References See also Further reading References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Analogue_electronics] | [TOKENS: 1434] |
Contents Analogue electronics Analogue electronics (American English: analog electronics) are electronic systems with a continuously variable signal, in contrast to digital electronics where signals usually take only two levels. The term analogue describes the proportional relationship between a signal and a voltage or current that represents the signal. The word analogue is derived from the Greek word ανάλογος analogos meaning proportional. Analogue signals An analogue signal uses some attribute of the medium to convey the signal's information. For example, an aneroid barometer uses the angular position of a needle on top of a contracting and expanding box as the signal to convey the information of changes in atmospheric pressure. Electrical signals may represent information by changing their voltage, current, frequency, or total charge. Information is converted from some other physical form (such as sound, light, temperature, pressure, position) to an electrical signal by a transducer which converts one type of energy into another (e.g. a microphone). The signals take any value from a given range, and each unique signal value represents different information. Any change in the signal is meaningful, and each level of the signal represents a different level of the phenomenon that it represents. For example, suppose the signal is being used to represent temperature, with one volt representing one degree Celsius. In such a system, 10 volts would represent 10 degrees, and 10.1 volts would represent 10.1 degrees. Another method of conveying an analogue signal is to use modulation. In this, some base carrier signal has one of its properties altered: amplitude modulation (AM) involves altering the amplitude of a sinusoidal voltage waveform by the source information, frequency modulation (FM) changes the frequency. Other techniques, such as phase modulation or changing the phase of the carrier signal, are also used. In an analogue sound recording, the variation in pressure of a sound striking a microphone creates a corresponding variation in the current passing through it or voltage across it. An increase in the volume of the sound causes the fluctuation of the current or voltage to increase proportionally while keeping the same waveform or shape. Mechanical, pneumatic, hydraulic, and other systems may also use analogue signals. Inherent noise Analogue systems invariably include noise that is random disturbances or variations, some caused by the random thermal vibrations of atomic particles. Since all variations of an analogue signal are significant, any disturbance is equivalent to a change in the original signal and so appears as noise. As the signal is copied and re-copied, or transmitted over long distances, these random variations become more significant and lead to signal degradation. Other sources of noise may include crosstalk from other signals or poorly designed components. These disturbances are reduced by shielding and by using low-noise amplifiers (LNA). Analogue vs digital electronics Since the information is encoded differently in analogue and digital electronics, the way they process a signal is consequently different. All operations that can be performed on an analogue signal such as amplification, filtering, limiting, and others, can also be duplicated in the digital domain. Every digital circuit is also an analogue circuit, in that the behaviour of any digital circuit can be explained using the rules of analogue circuits. The use of microelectronics has made digital devices cheap and widely available. The effect of noise on an analogue circuit is a function of the level of noise. The greater the noise level, the more the analogue signal is disturbed, slowly becoming less usable. Because of this, analogue signals are said to "fail gracefully". Analogue signals can still contain intelligible information with very high levels of noise. Digital circuits, on the other hand, are not affected at all by the presence of noise until a certain threshold is reached, at which point they fail catastrophically. For digital telecommunications, it is possible to increase the noise threshold with the use of error detection and correction coding schemes and algorithms. Nevertheless, there is still a point at which catastrophic failure of the link occurs. In digital electronics, because the information is quantized, as long as the signal stays inside a range of values, it represents the same information. In digital circuits the signal is regenerated at each logic gate, lessening or removing noise.[failed verification] In analogue circuits, signal loss can be regenerated with amplifiers. However, noise is cumulative throughout the system and the amplifier itself will add to the noise according to its noise figure. A number of factors affect how precise a signal is, mainly the noise present in the original signal and the noise added by processing (see signal-to-noise ratio). Fundamental physical limits such as the shot noise in components limits the resolution of analogue signals. In digital electronics additional precision is obtained by using additional digits to represent the signal. The practical limit in the number of digits is determined by the performance of the analogue-to-digital converter (ADC), since digital operations can usually be performed without loss of precision. The ADC takes an analogue signal and changes it into a series of binary numbers. The ADC may be used in simple digital display devices, e. g., thermometers or light meters but it may also be used in digital sound recording and in data acquisition. However, a digital-to-analogue converter (DAC) is used to change a digital signal to an analogue signal. A DAC takes a series of binary numbers and converts it to an analogue signal. It is common to find a DAC in the gain-control system of an op-amp which in turn may be used to control digital amplifiers and filters. Analogue circuits are typically harder to design, requiring more skill than comparable digital systems to conceptualize. An analogue circuit is usually designed by hand because the application is built into the hardware. Digital hardware, on the other hand, has a great deal of commonality across applications and can be mass-produced in a standardised form. Hardware design consists largely of repeated identical blocks and the design process can be highly automated. This is one of the main reasons that digital systems have become more common than analogue devices. However, the application of digital hardware is a function of the software/firmware and creating this is still largely a labour-intensive process. Since the early 2000s, there were some platforms that were developed which enabled analogue design to be defined using software - which allows faster prototyping. Furthermore, if a digital electronic device is to interact with the real world, it will always need an analogue interface. For example, every digital radio receiver has an analogue preamplifier as the first stage in the receive chain. Design of analogue circuits has been greatly eased by the advent of software circuit simulators such as SPICE. IBM developed their own in-house simulator, ASTAP, in the 1970s which used an unusual (compared to other simulators) sparse matrix method of circuit analysis. Circuit classification Analogue circuits can be entirely passive, consisting of resistors, capacitors and inductors. Active circuits also contain active elements such as transistors. Traditional circuits are built from lumped elements – that is, discrete components. However, an alternative is distributed-element circuits, built from pieces of transmission line. See also References |
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_note-AutoNT-6-25] | [TOKENS: 4314] |
Contents Python (programming language) Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language. Python 3.0, released in 2008, was a major revision and not completely backward-compatible with earlier versions. Beginning with Python 3.5, capabilities and keywords for typing were added to the language, allowing optional static typing. As of 2026[update], the Python Software Foundation supports Python 3.10, 3.11, 3.12, 3.13, and 3.14, following the project's annual release cycle and five-year support policy. Python 3.15 is currently in the alpha development phase, and the stable release is expected to come out in October 2026. Earlier versions in the 3.x series have reached end-of-life and no longer receive security updates. Python has gained widespread use in the machine learning community. It is widely taught as an introductory programming language. Since 2003, Python has consistently ranked in the top ten of the most popular programming languages in the TIOBE Programming Community Index, which ranks based on searches in 24 platforms. History Python was conceived in the late 1980s by Guido van Rossum at Centrum Wiskunde & Informatica (CWI) in the Netherlands. It was designed as a successor to the ABC programming language, which was inspired by SETL, capable of exception handling and interfacing with the Amoeba operating system. Python implementation began in December 1989. Van Rossum first released it in 1991 as Python 0.9.0. Van Rossum assumed sole responsibility for the project, as the lead developer, until 12 July 2018, when he announced his "permanent vacation" from responsibilities as Python's "benevolent dictator for life" (BDFL); this title was bestowed on him by the Python community to reflect his long-term commitment as the project's chief decision-maker. (He has since come out of retirement and is self-titled "BDFL-emeritus".) In January 2019, active Python core developers elected a five-member Steering Council to lead the project. The name Python derives from the British comedy series Monty Python's Flying Circus. (See § Naming.) Python 2.0 was released on 16 October 2000, featuring many new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 2.7's end-of-life was initially set for 2015, and then postponed to 2020 out of concern that a large body of existing code could not easily be forward-ported to Python 3. It no longer receives security patches or updates. While Python 2.7 and older versions are officially unsupported, a different unofficial Python implementation, PyPy, continues to support Python 2, i.e., "2.7.18+" (plus 3.11), with the plus signifying (at least some) "backported security updates". Python 3.0 was released on 3 December 2008, and was a major revision and not completely backward-compatible with earlier versions, with some new semantics and changed syntax. Python 2.7.18, released in 2020, was the last release of Python 2. Several releases in the Python 3.x series have added new syntax to the language, and made a few (considered very minor) backward-incompatible changes. As of January 2026[update], Python 3.14.3 is the latest stable release. All older 3.x versions had a security update down to Python 3.9.24 then again with 3.9.25, the final version in 3.9 series. Python 3.10 is, since November 2025, the oldest supported branch. Python 3.15 has an alpha released, and Android has an official downloadable executable available for Python 3.14. Releases receive two years of full support followed by three years of security support. Design philosophy and features Python is a multi-paradigm programming language. Object-oriented programming and structured programming are fully supported, and many of their features support functional programming and aspect-oriented programming – including metaprogramming and metaobjects. Many other paradigms are supported via extensions, including design by contract and logic programming. Python is often referred to as a 'glue language' because it is purposely designed to be able to integrate components written in other languages. Python uses dynamic typing and a combination of reference counting and a cycle-detecting garbage collector for memory management. It uses dynamic name resolution (late binding), which binds method and variable names during program execution. Python's design offers some support for functional programming in the "Lisp tradition". It has filter, map, and reduce functions; list comprehensions, dictionaries, sets, and generator expressions. The standard library has two modules (itertools and functools) that implement functional tools borrowed from Haskell and Standard ML. Python's core philosophy is summarized in the Zen of Python (PEP 20) written by Tim Peters, which includes aphorisms such as these: However, Python has received criticism for violating these principles and adding unnecessary language bloat. Responses to these criticisms note that the Zen of Python is a guideline rather than a rule. The addition of some new features had been controversial: Guido van Rossum resigned as Benevolent Dictator for Life after conflict about adding the assignment expression operator in Python 3.8. Nevertheless, rather than building all functionality into its core, Python was designed to be highly extensible via modules. This compact modularity has made it particularly popular as a means of adding programmable interfaces to existing applications. Van Rossum's vision of a small core language with a large standard library and easily extensible interpreter stemmed from his frustrations with ABC, which represented the opposite approach. Python claims to strive for a simpler, less-cluttered syntax and grammar, while giving developers a choice in their coding methodology. Python lacks do .. while loops, which Rossum considered harmful. In contrast to Perl's motto "there is more than one way to do it", Python advocates an approach where "there should be one – and preferably only one – obvious way to do it". In practice, however, Python provides many ways to achieve a given goal. There are at least three ways to format a string literal, with no certainty as to which one a programmer should use. Alex Martelli is a Fellow at the Python Software Foundation and Python book author; he wrote that "To describe something as 'clever' is not considered a compliment in the Python culture." Python's developers typically prioritize readability over performance. For example, they reject patches to non-critical parts of the CPython reference implementation that would offer increases in speed that do not justify the cost of clarity and readability.[failed verification] Execution speed can be improved by moving speed-critical functions to extension modules written in languages such as C, or by using a just-in-time compiler like PyPy. Also, it is possible to transpile to other languages. However, this approach either fails to achieve the expected speed-up, since Python is a very dynamic language, or only a restricted subset of Python is compiled (with potential minor semantic changes). Python is meant to be a fun language to use. This goal is reflected in the name – a tribute to the British comedy group Monty Python – and in playful approaches to some tutorials and reference materials. For instance, some code examples use the terms "spam" and "eggs" (in reference to a Monty Python sketch), rather than the typical terms "foo" and "bar". A common neologism in the Python community is pythonic, which has a broad range of meanings related to program style: Pythonic code may use Python idioms well; be natural or show fluency in the language; or conform with Python's minimalist philosophy and emphasis on readability. Syntax and semantics Python is meant to be an easily readable language. Its formatting is visually uncluttered and often uses English keywords where other languages use punctuation. Unlike many other languages, it does not use curly brackets to delimit blocks, and semicolons after statements are allowed but rarely used. It has fewer syntactic exceptions and special cases than C or Pascal. Python uses whitespace indentation, rather than curly brackets or keywords, to delimit blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block. Thus, the program's visual structure accurately represents its semantic structure. This feature is sometimes termed the off-side rule. Some other languages use indentation this way; but in most, indentation has no semantic meaning. The recommended indent size is four spaces. Python's statements include the following: The assignment statement (=) binds a name as a reference to a separate, dynamically allocated object. Variables may subsequently be rebound at any time to any object. In Python, a variable name is a generic reference holder without a fixed data type; however, it always refers to some object with a type. This is called dynamic typing—in contrast to statically-typed languages, where each variable may contain only a value of a certain type. Python does not support tail call optimization or first-class continuations; according to Van Rossum, the language never will. However, better support for coroutine-like functionality is provided by extending Python's generators. Before 2.5, generators were lazy iterators; data was passed unidirectionally out of the generator. From Python 2.5 on, it is possible to pass data back into a generator function; and from version 3.3, data can be passed through multiple stack levels. Python's expressions include the following: In Python, a distinction between expressions and statements is rigidly enforced, in contrast to languages such as Common Lisp, Scheme, or Ruby. This distinction leads to duplicating some functionality, for example: A statement cannot be part of an expression; because of this restriction, expressions such as list and dict comprehensions (and lambda expressions) cannot contain statements. As a particular case, an assignment statement such as a = 1 cannot be part of the conditional expression of a conditional statement. Python uses duck typing, and it has typed objects but untyped variable names. Type constraints are not checked at definition time; rather, operations on an object may fail at usage time, indicating that the object is not of an appropriate type. Despite being dynamically typed, Python is strongly typed, forbidding operations that are poorly defined (e.g., adding a number and a string) rather than quietly attempting to interpret them. Python allows programmers to define their own types using classes, most often for object-oriented programming. New instances of classes are constructed by calling the class, for example, SpamClass() or EggsClass()); the classes are instances of the metaclass type (which is an instance of itself), thereby allowing metaprogramming and reflection. Before version 3.0, Python had two kinds of classes, both using the same syntax: old-style and new-style. Current Python versions support the semantics of only the new style. Python supports optional type annotations. These annotations are not enforced by the language, but may be used by external tools such as mypy to catch errors. Python includes a module typing including several type names for type annotations. Also, mypy supports a Python compiler called mypyc, which leverages type annotations for optimization. 1.33333 frozenset() Python includes conventional symbols for arithmetic operators (+, -, *, /), the floor-division operator //, and the modulo operator %. (With the modulo operator, a remainder can be negative, e.g., 4 % -3 == -2.) Also, Python offers the ** symbol for exponentiation, e.g. 5**3 == 125 and 9**0.5 == 3.0. Also, it offers the matrix‑multiplication operator @ . These operators work as in traditional mathematics; with the same precedence rules, the infix operators + and - can also be unary, to represent positive and negative numbers respectively. Division between integers produces floating-point results. The behavior of division has changed significantly over time: In Python terms, the / operator represents true division (or simply division), while the // operator represents floor division. Before version 3.0, the / operator represents classic division. Rounding towards negative infinity, though a different method than in most languages, adds consistency to Python. For instance, this rounding implies that the equation (a + b)//b == a//b + 1 is always true. Also, the rounding implies that the equation b*(a//b) + a%b == a is valid for both positive and negative values of a. As expected, the result of a%b lies in the half-open interval [0, b), where b is a positive integer; however, maintaining the validity of the equation requires that the result must lie in the interval (b, 0] when b is negative. Python provides a round function for rounding a float to the nearest integer. For tie-breaking, Python 3 uses the round to even method: round(1.5) and round(2.5) both produce 2. Python versions before 3 used the round-away-from-zero method: round(0.5) is 1.0, and round(-0.5) is −1.0. Python allows Boolean expressions that contain multiple equality relations to be consistent with general usage in mathematics. For example, the expression a < b < c tests whether a is less than b and b is less than c. C-derived languages interpret this expression differently: in C, the expression would first evaluate a < b, resulting in 0 or 1, and that result would then be compared with c. Python uses arbitrary-precision arithmetic for all integer operations. The Decimal type/class in the decimal module provides decimal floating-point numbers to a pre-defined arbitrary precision with several rounding modes. The Fraction class in the fractions module provides arbitrary precision for rational numbers. Due to Python's extensive mathematics library and the third-party library NumPy, the language is frequently used for scientific scripting in tasks such as numerical data processing and manipulation. Functions are created in Python by using the def keyword. A function is defined similarly to how it is called, by first providing the function name and then the required parameters. Here is an example of a function that prints its inputs: To assign a default value to a function parameter in case no actual value is provided at run time, variable-definition syntax can be used inside the function header. Code examples "Hello, World!" program: Program to calculate the factorial of a non-negative integer: Libraries Python's large standard library is commonly cited as one of its greatest strengths. For Internet-facing applications, many standard formats and protocols such as MIME and HTTP are supported. The language includes modules for creating graphical user interfaces, connecting to relational databases, generating pseudorandom numbers, arithmetic with arbitrary-precision decimals, manipulating regular expressions, and unit testing. Some parts of the standard library are covered by specifications—for example, the Web Server Gateway Interface (WSGI) implementation wsgiref follows PEP 333—but most parts are specified by their code, internal documentation, and test suites. However, because most of the standard library is cross-platform Python code, only a few modules must be altered or rewritten for variant implementations. As of 13 March 2025,[update] the Python Package Index (PyPI), the official repository for third-party Python software, contains over 614,339 packages. Development environments Most[which?] Python implementations (including CPython) include a read–eval–print loop (REPL); this permits the environment to function as a command line interpreter, with which users enter statements sequentially and receive results immediately. Also, CPython is bundled with an integrated development environment (IDE) called IDLE, which is oriented toward beginners.[citation needed] Other shells, including IDLE and IPython, add additional capabilities such as improved auto-completion, session-state retention, and syntax highlighting. Standard desktop IDEs include PyCharm, Spyder, and Visual Studio Code; there are web browser-based IDEs, such as the following environments: Implementations CPython is the reference implementation of Python. This implementation is written in C, meeting the C11 standard since version 3.11. Older versions use the C89 standard with several select C99 features, but third-party extensions are not limited to older C versions—e.g., they can be implemented using C11 or C++. CPython compiles Python programs into an intermediate bytecode, which is then executed by a virtual machine. CPython is distributed with a large standard library written in a combination of C and native Python. CPython is available for many platforms, including Windows and most modern Unix-like systems, including macOS (and Apple M1 Macs, since Python 3.9.1, using an experimental installer). Starting with Python 3.9, the Python installer intentionally fails to install on Windows 7 and 8; Windows XP was supported until Python 3.5, with unofficial support for VMS. Platform portability was one of Python's earliest priorities. During development of Python 1 and 2, even OS/2 and Solaris were supported; since that time, support has been dropped for many platforms. All current Python versions (since 3.7) support only operating systems that feature multithreading, by now supporting not nearly as many operating systems (dropping many outdated) than in the past. All alternative implementations have at least slightly different semantics. For example, an alternative may include unordered dictionaries, in contrast to other current Python versions. As another example in the larger Python ecosystem, PyPy does not support the full C Python API. Creating an executable with Python often is done by bundling an entire Python interpreter into the executable, which causes binary sizes to be massive for small programs, yet there exist implementations that are capable of truly compiling Python. Alternative implementations include the following: Stackless Python is a significant fork of CPython that implements microthreads. This implementation uses the call stack differently, thus allowing massively concurrent programs. PyPy also offers a stackless version. Just-in-time Python compilers have been developed, but are now unsupported: There are several compilers/transpilers to high-level object languages; the source language is unrestricted Python, a subset of Python, or a language similar to Python: There are also specialized compilers: Some older projects existed, as well as compilers not designed for use with Python 3.x and related syntax: A performance comparison among various Python implementations, using a non-numerical (combinatorial) workload, was presented at EuroSciPy '13. In addition, Python's performance relative to other programming languages is benchmarked by The Computer Language Benchmarks Game. There are several approaches to optimizing Python performance, despite the inherent slowness of an interpreted language. These approaches include the following strategies or tools: Language Development Python's development is conducted mostly through the Python Enhancement Proposal (PEP) process; this process is the primary mechanism for proposing major new features, collecting community input on issues, and documenting Python design decisions. Python coding style is covered in PEP 8. Outstanding PEPs are reviewed and commented on by the Python community and the steering council. Enhancement of the language corresponds with development of the CPython reference implementation. The mailing list python-dev is the primary forum for the language's development. Specific issues were originally discussed in the Roundup bug tracker hosted by the foundation. In 2022, all issues and discussions were migrated to GitHub. Development originally took place on a self-hosted source-code repository running Mercurial, until Python moved to GitHub in January 2017. CPython's public releases have three types, distinguished by which part of the version number is incremented: Many alpha, beta, and release-candidates are also released as previews and for testing before final releases. Although there is a rough schedule for releases, they are often delayed if the code is not ready yet. Python's development team monitors the state of the code by running a large unit test suite during development. The major academic conference on Python is PyCon. Also, there are special Python mentoring programs, such as PyLadies. Naming Python's name is inspired by the British comedy group Monty Python, whom Python creator Guido van Rossum enjoyed while developing the language. Monty Python references appear frequently in Python code and culture; for example, the metasyntactic variables often used in Python literature are spam and eggs, rather than the traditional foo and bar. Also, the official Python documentation contains various references to Monty Python routines. Python users are sometimes referred to as "Pythonistas". Languages influenced by Python See also Notes References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Indonesian_language] | [TOKENS: 17254] |
Contents Indonesian language Indonesian (Bahasa Indonesia) is the official and national language of Indonesia. It is a standardized variety of Malay, an Austronesian language that has been used as a lingua franca in the multilingual Indonesian archipelago for centuries. With over 280 million inhabitants, Indonesia ranks as the fourth-most populous nation globally. According to the 2020 census, over 97% of Indonesians are fluent in Indonesian, making it the largest language by number of speakers in Southeast Asia and one of the most widely spoken languages in the world.: 14 Indonesian vocabulary has been influenced by various native regional languages such as Javanese, Sundanese, Minangkabau, Balinese, Banjarese, and Buginese, as well as by foreign languages such as Arabic, Dutch, Hokkien, Portuguese, Sanskrit, and English. Most Indonesians, aside from speaking the national language, are fluent in at least one of the more than 700 indigenous local languages; examples include Javanese and Sundanese, which are commonly used at home and within the local community. However, most formal education and nearly all national mass media, governance, administration, and judiciary and other forms of communication are conducted in Indonesian. Under Indonesian rule from 1976 to 1999, Indonesian was designated as the official language of East Timor. It has the status of a working language under the country's constitution along with English.: 3 In November 2023, the Indonesian language was recognized as one of the official languages of the UNESCO General Conference. The term Indonesian is primarily associated with the national standard dialect (bahasa baku). However, in a looser sense, it also encompasses the various local varieties spoken throughout the Indonesian archipelago. Standard Indonesian is confined mostly to formal situations, existing in a diglossic relationship with vernacular Malay varieties, which are commonly used for daily communication, coexisting with the aforementioned regional languages and with Malay creoles; standard Indonesian is spoken in informal speech as a lingua franca between vernacular Malay dialects, Malay creoles, and regional languages. History Standard Indonesian is a standard language of "Riau Malay", which despite its common name is not based on the vernacular Malay dialects of the Riau Islands, but rather represents a form of Classical Malay as used in the 19th and early 20th centuries in the Riau-Lingga Sultanate. Classical Malay had emerged as a literary language in the royal courts along both shores of the Strait of Malacca, including the Johor Sultanate and Malacca Sultanate.: 70 Originally spoken in Northeast Sumatra, Malay has been used as a lingua franca in the Indonesian archipelago for half a millennium. It might be attributed to its ancestor, the Old Malay language (which can be traced back to the 7th century). The Kedukan Bukit inscription is the oldest surviving specimen of Old Malay, the language used by Srivijayan empire. Since the 7th century, the Old Malay language has been used in Nusantara (archipelago) (Indonesian archipelago), evidenced by Srivijaya inscriptions and by other inscriptions from coastal areas of the archipelago, such as Sojomerto inscription. Indonesian (in its standard form) has essentially the same material basis as the Malaysian standard of Malay and is therefore considered to be a variety of the pluricentric Malay language. However, it does differ from Malaysian Malay in several respects, with differences in pronunciation and vocabulary. These differences are due mainly to the Dutch and Javanese influences on Indonesian. Indonesian was also influenced by the Melayu pasar (lit. 'market Malay'), which was the lingua franca of the archipelago in colonial times, and thus indirectly by other spoken languages of the islands. Malaysian Malay claims to be closer to the classical Malay of earlier centuries,[citation needed] even though modern Malaysian has been heavily influenced, in lexicon as well as in syntax, by English[citation needed]. The question of whether High Malay (Court Malay) or Low Malay (Bazaar Malay) was the true parent of the Indonesian language is still debated. High Malay was the official language used in the court of the Johor Sultanate and continued by the Dutch-administered territory of Riau-Lingga, while Low Malay was commonly used in marketplaces and ports of the archipelago. Some linguists have argued that it was the more common Low Malay that formed the base of the Indonesian language. Trade contacts carried on by various ethnic peoples at the time were the main vehicle for spreading the Old Malay language, which was the main communications medium among the traders. Ultimately, the Old Malay language became a lingua franca and was spoken widely by most people in the archipelago. The beginning of the common era saw the growing influence of Indian civilisation in the archipelago. With the penetration and proliferation of Sanskrit vocabulary and the influence of major Indian religions such as Hinduism and Buddhism, Ancient Malay evolved into the Old Malay. The oldest uncontroversial specimens of Old Malay are the 7th century CE Sojomerto inscription from Central Java, Kedukan Bukit inscription from South Sumatra, Indonesia and several other inscriptions dating from the 7th to 10th centuries discovered in Sumatra, Java, other islands of the Sunda archipelago, as well as Luzon, Philippines. All these Old Malay inscriptions used either scripts of Indian origin such as Pallava, Nagari or the Indian-influenced old Sumatran characters. The Old Malay system is greatly influenced by Sanskrit scriptures in terms of phonemes, morphemes, vocabulary and the characteristics of scholarship, particularly when the words are closely related to Indian culture. Further research stated that Old Malay and Modern Malay are forms of the same language, in spite of some considerable differences between them. Standard Indonesian is a standard language of "Riau Malay", which despite its common name is not based on the vernacular Malay dialects of the Riau Islands, but rather represents a form of Classical Malay as used in the 19th and early 20th centuries in the Riau-Lingga Sultanate. Classical Malay had emerged as a literary language in the royal courts along both shores of the Strait of Malacca, including the Johor Sultanate and Malacca Sultanate.: 70 The period of Classical Malay started when Islam gained its foothold in the region and the elevation of its status to a state religion. As a result of Islamisation and growth in trade with the Muslim world, this era witnessed the penetration of Arabic and Persian vocabulary as well as the integration of major Islamic cultures with local Malay culture. The earliest instances of Arabic lexicons incorporated in the pre-Classical Malay written in Kawi was found in the Minye Tujoh inscription dated 1380 CE from Aceh in Sumatra. Nevertheless, pre-Classical Malay took on a more radical form more than half a century earlier as attested in the 1303 CE Terengganu Inscription Stone as well as the 1468 CE Pengkalan Kempas Inscription, both from the Malay Peninsula. Both inscriptions not only serve as the evidence of Islam as a state religion but also as the oldest surviving specimen of the dominant classical orthographic form, the Jawi script. Similar inscriptions containing various adopted Arabic terms with some of them still written the Indianised scripts were also discovered in other parts of Sumatra and Borneo. When the Dutch East India Company (VOC) first arrived in the archipelago at the start of the 1600s, the Malay language was a significant trading and political language due to the influence of the Malaccan Sultanate and later the Portuguese. However, the language had never been dominant among the population of the Indonesian archipelago as it was limited to mercantile activity. The VOC adopted the Malay language as the administrative language of their trading outpost in the east. Following the bankruptcy of the VOC, the Batavian Republic took control of the colony in 1799, and it was only then that education in and promotion of Dutch began in the colony.[citation needed] The 19th century was the period of strong Western political and commercial domination in the archipelago. The Dutch colonists, realising the importance of understanding the local languages and cultures, began establishing various centres of linguistic, literary and cultural studies in universities like Leiden and London. The use of Latin script began to expand in the fields of administration and education whereby the influence of Dutch literatures and languages started to penetrate and spread gradually into the language. Even then, Dutch administrators were remarkably reluctant to promote the use of Dutch compared to other colonial regimes. Dutch thus remained the language of a small elite: in 1940, only 2% of the total population could speak Dutch. Nevertheless, it did have a significant influence on the development of Malay in the colony: during the colonial era, the language that would be standardized as Indonesian absorbed a large amount of Dutch vocabulary in the form of loanwords. The Dutch colonial government recognised the Malacca-Johor Malay used in Riau-Lingga as "High Malay" and promoted it as a medium of communication between the Dutch and local population. The language was also taught in schools not only in Riau but also in East Sumatra, Java, Kalimantan and East Indonesia. In 1864, the Dutch colonial government therefore decided to disseminate this language - and not Dutch - throughout the colony. To this end, the colonial government stimulated the study, standardisation and modernisation of Malay, imposing it via its institutions, via education, the missions and the media, and via the literary works produced by the state publishers Balai Poestaka. In this respect, the Dutch pursued a non-chauvinistic cultural policy. Another catalyst in the movement towards standardization of Malay in Western script was an amalgam of philology and a growing consciousness of an Indies identity such that a "lingua franca" justification for Malay had become insufficient. In reality, Klinkert's pure Malacca or Riau Malay was unusable in the eastern part of Indies even in the coastal regions. In 1910, Sasrasoeganda Koewatin, a prominent Malay language teacher of Kweekschool and OpIeidingschool in Yogyakarta, wrote a Malay grammar book entitled Kitab Jang Menjatakan Djalannja Bahasa Melajoe in which is the first Malay grammar book in Latin script which became the basis for the Indonesian language in use today. The nationalist movement that ultimately brought Indonesian to its national language status rejected Dutch from the outset. However, the rapid disappearance of Dutch was a very unusual case compared with other colonized countries, where the colonial language generally has continued to function as the language of politics, bureaucracy, education, technology, and other fields of importance for a significant time after independence. The Indonesian scholar Soenjono Dardjowidjojo [id] even goes so far as to say that when compared to the situation in other Asian countries such as India, Malaysia, Singapore and the Philippines, "Indonesian is perhaps the only language that has achieved the status of a national language in its true sense" since it truly dominates in all spheres of Indonesian society. The ease with which Indonesia eliminated the language of its former colonial power can perhaps be explained as much by Dutch policy as by Indonesian nationalism. In marked contrast to the French, Spanish and Portuguese, who pursued an assimilation colonial policy, or even the British, the Dutch did not attempt to spread their language among the indigenous population. In fact, they consciously prevented the language from being spread by refusing to provide education, especially in Dutch, to the native Indonesians so they would not come to see themselves as equals. Moreover, the Dutch wished to prevent the Indonesians from elevating their perceived social status by taking on elements of Dutch culture. Thus, until the 1930s, they maintained a minimalist regime and allowed Malay to spread quickly throughout the archipelago. Dutch dominance at that time covered nearly all aspects, with official forums requiring the use of Dutch, although since the Second Youth Congress (1928) the use of Indonesian as the national language was agreed on as one of the tools in the independence struggle. As of it, Mohammad Hoesni Thamrin inveighed actions underestimating Indonesian. After some criticism and protests, the use of Indonesian was allowed since the Volksraad sessions held in July 1938. By the time they tried to counter the spread of Malay by teaching Dutch to the natives, it was too late, and in 1942, the Japanese conquered Indonesia. The Japanese mandated that all official business be conducted in Indonesian and quickly outlawed the use of the Dutch language. Three years later, the Indonesians themselves formally abolished the language and established bahasa Indonesia as the national language of the new nation. The term bahasa Indonesia itself had been proposed by Mohammad Tabrani in 1926, and Tabrani had further proposed the term over calling the language Malay language during the First Youth Congress in 1926. "Jang dinamakan "bahasa Indonesia" jaitoe bahasa Melajoe jang soenggoehpoen pokoknja berasal dari "Melajoe Riau" akan tetapi jang soedah ditambah, dioebah atau dikoerangi menoeroet keperloean zaman dan alam baharoe, hingga bahasa itoe laloe moedah dipakai oleh rakjat di seloeroeh Indonesia; pembaharoean bahasa Melajoe hingga kini mendjadi bahasa Indonesia itoe haroes dilakoekan oleh kaoem ahli jang beralam baharoe, ialah alam kebangsaan Indonesia." (Indonesian for "What is called "Indonesian" is the Malay which originally came from "Riau Malay" but which has been added to, changed or modified according to the needs of the times and the new world, so that the language is now used by the people throughout Indonesia; the renewal of the Malay until now to become Indonesian must be carried out by experts who are from the new world, namely the Indonesian national world.") Several years prior to the congress, Swiss linguist, Renward Brandstetter wrote An Introduction to Indonesian Linguistics in 4 essays from 1910 to 1915. The essays were translated into English in 1916. By "Indonesia", he meant the name of the geographical region, and by "Indonesian languages" he meant Malayo-Polynesian languages west of New Guinea, because by that time there was still no notion of Indonesian language. Sutan Takdir Alisjahbana was a great promoter of the use and development of Indonesian and he was greatly exaggerating the decline of Dutch. Higher education was still in Dutch and many educated Indonesians were writing and speaking in Dutch in many situations (and were still doing so well after independence was achieved). He believed passionately in the need to develop Indonesian so that it could take its place as a fully adequate national language, able to replace Dutch as a means of entry into modern international culture. In 1933, he began the magazine Pujangga Baru (New Writer — Poedjangga Baroe in the original spelling) with co-editors Amir Hamzah and Armijn Pane. The language of Pujangga Baru came in for criticism from those associated with the more classical School Malay and it was accused of publishing Dutch written with an Indonesian vocabulary. Alisjahbana would no doubt have taken the criticism as a demonstration of his success. To him the language of Pujangga Baru pointed the way to the future, to an elaborated, Westernised language able to express all the concepts of the modern world. As an example, among the many innovations they condemned was use of the word bisa instead of dapat for 'can'. In Malay bisa meant only 'poison from an animal's bite' and the increasing use of Javanese bisa in the new meaning they regarded as one of the many threats to the language's purity. Unlike more traditional intellectuals, he did not look to Classical Malay and the past. For him, Indonesian was a new concept; a new beginning was needed and he looked to Western civilisation, with its dynamic society of individuals freed from traditional fetters, as his inspiration. "Bahasa Indonesia ialah bahasa Melajoe Perhoeboengan, jang diperkaja dengan zat-zat dari Melajoe Kesoesastraan, bahasa Djawa, bahasa Belanda dan dengan lebih koerang bahasa Austronesia jang Iain-lain, sedang peroebahan saraf banjak terdjadi dan begitoe poela peroebahan tinggi boenji dan tekanan. Bahasa Indonesia soedah djadi bahasa keboedajaan dan akan toemboeh dengan keboedajaan Indonesia." (Indonesian for "Indonesian is a communication Malay, enriched with elements from literary Malay, Javanese, Dutch and to a greater extent other Austronesian languages, while many grammar changes have occurred and so have changes in the pitch and stress. Indonesian has become the language of culture and will grow with Indonesian culture.") Once the Japanese overturned Dutch rule, a prohibition on the use of the Dutch language led to an expansion of Indonesian language newspapers and pressure on them to increase the language's wordstock. The Japanese agreed to the establishment of the Komisi Bahasa (Language Commission) in October 1942, formally headed by three Japanese but with a number of prominent Indonesian intellectuals playing the major part in its activities. Soewandi, later to be Minister of Education and Culture, was appointed secretary, Alisjahbana was appointed an 'expert secretary' and other members included the future president and vice-president, Sukarno and Hatta.[citation needed] Journalists, beginning a practice that has continued to the present, did not wait for the Komisi Bahasa to provide new words, but actively participated themselves in coining terms. Many of the Komisi Bahasa's terms never found public acceptance and after the Japanese period were replaced by the original Dutch forms, including jantera (Sanskrit for 'wheel'), which temporarily replaced mesin (machine), ketua negara (literally 'chairman of state'), which had replaced presiden (president) and kilang (meaning 'mill'), which had replaced pabrik (factory). In a few cases, however, coinings permanently replaced earlier Dutch terms, including pajak (earlier meaning 'monopoly') instead of belasting (tax) and senam (meaning 'exercise') instead of gimnastik (gymnastics). The Komisi Bahasa is said to have coined more than 7000 terms, although few of these gained common acceptance. …soepaja nama Bahasa Indonesia ditetapkan dengan resmi, soepaja djangan menimboelkan kekeliroean djoega dengan bahasa Melajoe. Nama “Bahasa Melajoe” jang selaloe membangoenkan perasaän prrovincialisme, dan karena itoe menahan timboelnja rasa persatoean jang koeat jang begitoe perloe oentoek menjelengga-rakan kemenenangan achir, hendaklah dihapoeskan sebagai nama bahasa oemoem disini dan diganti dengan “Bahasa Indonesia”. (Indonesian for "…so that the name Bahasa Indonesia is officially established, so that it does not cause confusion with the Malay language. The name of “Malay language” which always arouses feelings of provincialism, and because it suppresses the emergence of a strong sense of unity which must therefore bring about final victory, should be rejected as the name of the general language here and replaced with “Bahasa Indonesia”") The adoption of Indonesian as the country's national language was in contrast to most other post-colonial states. Neither the language with the most native speakers (Javanese) nor the language of the former European colonial power (Dutch) was to be adopted. Instead, a local language with far fewer native speakers than the most widely spoken local language was chosen (nevertheless, Malay was the second most widely spoken language in the colony after Javanese, and had many L2 speakers using it for trade, administration, and education). In 1945, when Indonesia declared its independence, Indonesian was formally declared the national language, despite being the native language of only about 5% of the population. In contrast, Javanese and Sundanese were the mother tongues of 42–48% and 15% respectively. The combination of nationalistic, political, and practical concerns ultimately led to the successful adoption of Indonesian as a national language. In 1945, Javanese was easily the most prominent language in Indonesia. It was the native language of nearly half the population, the primary language of politics and economics, and the language of courtly, religious, and literary tradition. What it lacked, however, was the ability to unite the diverse Indonesian population as a whole. With thousands of islands and hundreds of different languages, the newly independent country of Indonesia had to find a national language that could realistically be spoken by the majority of the population and that would not divide the nation by favouring one ethnic group, namely the Javanese, over the others. In 1945, Indonesian was already in widespread use; in fact, it had been for roughly a thousand years. Over that long period, Malay, which would later become standardized as Indonesian, was the primary language of commerce and travel. It was also the language used for the propagation of Islam in the 13th to 17th centuries, as well as the language of instruction used by Portuguese and Dutch missionaries attempting to convert the indigenous people to Christianity. The combination of these factors meant that the language was already known to some degree by most of the population, and it could be more easily adopted as the national language than perhaps any other. Moreover, it was the language of the sultanate of Brunei and of future Malaysia, on which some Indonesian nationalists had claims. Over the first 53 years of Indonesian independence, the country's first two presidents, Sukarno and Suharto, constantly nurtured the sense of national unity embodied by Indonesian, and the language remains an essential component of Indonesian identity. Through a language planning program that made Indonesian the language of politics, education, and nation-building in general, Indonesian became one of the few success stories of an indigenous language effectively overtaking that of a country's colonisers to become the de jure and de facto official language. Today, Indonesian continues to function as the language of national identity as the Congress of Indonesian Youth envisioned, and also serves as the language of education, literacy, modernization, and social mobility. Despite still being a second language to most Indonesians, it is unquestionably the language of the Indonesian nation as a whole, as it has had unrivalled success as a factor in nation-building and the strengthening of Indonesian identity. Indonesian is spoken as a mother tongue and national language. Over 200 million people regularly make use of the national language, with varying degrees of proficiency. In a nation that is home to more than 700 native languages and a vast array of ethnic groups, it plays an important unifying and cross-archipelagic role for the country. Use of the national language is abundant in the media, government bodies, schools, universities, workplaces, among members of the upper-class or nobility and also in formal situations, despite the 2010 census showing only 19.94% of over-five-year-olds speak mainly Indonesian at home. Standard Indonesian is used in books and newspapers and on television/radio news broadcasts. The standard dialect, however, is rarely used in daily conversations, being confined mostly to formal settings. While this is a phenomenon common to most languages in the world (for example, spoken English does not always correspond to its written standards), the proximity of spoken Indonesian (in terms of grammar and vocabulary) to its normative form is noticeably low. This is mostly due to Indonesians combining aspects of their own local languages (e.g., Javanese, Sundanese, and Balinese) with Indonesian. This results in various vernacular varieties of Indonesian, the very types that a foreigner is most likely to hear upon arriving in any Indonesian city or town. This phenomenon is amplified by the use of Indonesian slang, particularly in the cities. Unlike the relatively uniform standard variety, Vernacular Indonesian exhibits a high degree of geographical variation, though Colloquial Jakartan Indonesian functions as the de facto norm of informal language and is a major source of influence throughout the archipelago. There is language shift of first language among Indonesian into Indonesian from other languages in Indonesia caused by ethnic diversity and urbanicity. The most common and widely used colloquial Indonesian is heavily influenced by the Betawi language, a Malay-based creole of Jakarta, amplified by its popularity in Indonesian popular culture in mass media and Jakarta's status as the national capital. In informal spoken Indonesian, various words are replaced with those of a less formal nature. For example, tidak (no) is often replaced with the Betawi form nggak or the even simpler gak/ga, while seperti (like, similar to) is often replaced with kayak [kajaʔ]. Sangat or amat (very), the term to express intensity, is often replaced with the Javanese-influenced banget. As for pronunciation, the diphthongs ai and au on the end of base words are typically pronounced as /e/ and /o/. In informal writing, the spelling of words is modified to reflect the actual pronunciation in a way that can be produced with less effort. For example, capai becomes cape or capek, pakai becomes pake, kalau becomes kalo. In verbs, the prefix me- is often dropped, although an initial nasal consonant is often retained, as when mengangkat becomes ngangkat (the base word is angkat). The suffixes -kan and -i are often replaced by -in. For example, mencarikan becomes nyariin, menuruti becomes nurutin. The latter grammatical aspect is one often closely related to the Indonesian spoken in Jakarta and its surrounding areas. [citation needed] Classification and related languages Malay historical linguists agree on the likelihood of the Malay homeland being in western Borneo. A form known as Proto-Malay language was spoken in Borneo at least by 1000 BCE and was, it has been argued, the ancestral language of all subsequent Malayan languages. Its ancestor, Proto-Malayo-Polynesian, a descendant of the Proto-Austronesian language, began to break up by at least 2000 BCE, possibly as a result of the southward expansion of Austronesian peoples into Maritime Southeast Asia from the island of Taiwan. Indonesian, which originated from Malay, is a member of the Austronesian family of languages, which includes languages from Southeast Asia, the Pacific Ocean and Madagascar, with a smaller number in continental Asia. The formal register has a high degree of mutual intelligibility with the Malaysian standard of Malay, which is officially known there as bahasa Malaysia, despite the numerous lexical differences. However, vernacular varieties spoken in Indonesia and Malaysia share limited intelligibility, which is evidenced by the fact that Malaysians have difficulties understanding Indonesian sinetron (soap opera) aired on Malaysia TV stations, and vice versa. Malagasy, a geographic outlier spoken in Madagascar in the Indian Ocean; the Philippines national language, Filipino; Formosan in Taiwan's aboriginal population; and the native Māori language of New Zealand are also members of this language family. Although each language of the family is mutually unintelligible, their similarities are rather striking. Many roots have come virtually unchanged from their common ancestor, Proto-Austronesian language. There are many cognates found in the languages' words for kinship, health, body parts and common animals. Numbers, especially, show remarkable similarities. There are more than 700 local languages in Indonesian islands, such as Javanese, Sundanese, etc. While Malay as the source of Indonesian is the mother tongue of ethnic Malay who lives along the east coast of Sumatra, in the Riau Archipelago, and on the south and west coast of Kalimantan (Borneo). There are several areas, such as Jakarta, Manado, Lesser Sunda islands, and Mollucas which has Malay-based trade languages. Thus, a large proportion of Indonesians use at least two languages daily, including Indonesian and local languages. When two languages are used by the same people in this way, they are likely to influence each other. Aside from local languages, Dutch made the highest contribution to the Indonesian vocabulary, due to the Dutch colonization over three centuries, from the 16th century until the mid-20th century. Asian languages also influenced the language, with Chinese influencing Indonesian during the 15th and 16th centuries due to the spice trade; Sanskrit, Prakrit contributing during the flourishing of Hindu and Buddhist kingdoms from the 2nd to the 14th century; followed by Arabic after the spread of Islam in the archipelago in the 13th century. Loanwords from Portuguese were mainly connected with articles that the early European traders and explorers brought to Southeast Asia. Indonesian also receives many English words as a result of globalization and modernization, especially since the 1990s, as far as the Internet's emergence and development until the present day. Some Indonesian words correspond to Malay loanwords in English, among them the common words orangutan, gong, bamboo, rattan, sarong, and the less common words such as paddy, sago and kapok, all of which were inherited in Indonesian from Malay but borrowed from Malay in English. The phrase "to run amok" comes from the Malay verb amuk (to run out of control, to rage). Indonesian is neither a pidgin nor a creole since its characteristics do not meet any of the criteria for either. It is believed that the Indonesian language was one of the means to achieve independence, but it is opened to receive vocabulary from other foreign languages aside from Malay that it has made contact with since the colonialism era, such as Dutch, English and Arabic among others, as new loan words are added every year. Geographical distribution According to the 2025 census, Indonesian had 80 million native speakers and 180 million second-language speakers, who speak it alongside their local mother tongue, giving a total number of speakers in Indonesia of 260 million. It is common as a first language in urban areas, and as a second language by those residing in more rural parts of Indonesia. Globally, Ethnologue (2025) estimates about 80 million native speakers and 180.2 million second-language speakers, for a total of 260 million. The VOA and BBC use Indonesian as one of their standard language for broadcasting. In Australia, Indonesian is one of three Asian target languages, together with Japanese and Mandarin, taught in some schools as part of the Languages Other Than English programme. Indonesian has been taught in Australian schools and universities since the 1950s. In East Timor, which was occupied by Indonesia between 1975 and 1999, Indonesian is recognized by the constitution as one of the two working languages (the other being English), alongside the official languages of Tetum and Portuguese. Indonesian is taught as a foreign language in schools, universities and institutions around the world, especially in Australia, the Netherlands, Japan, South Korea, Timor-Leste, Vietnam, Taiwan, the United States, and the United Kingdom.[non-primary source needed] Official status Indonesian is the official language of Indonesia, and its use is encouraged throughout the Indonesian archipelago. It is regulated in Chapter XV, 1945 Constitution of Indonesia about the flag, official language, coat of arms, and national anthem of Indonesia. Also, in Chapter III, Section 25 to 45, Government regulation No. 24/ 2009 mentions explicitly the status of the Indonesian language. The national language is Indonesian. — Article 36, Chapter XV, Constitution of Indonesia Indonesian functions as a symbol of national identity and pride, and is a lingua franca among the diverse ethnic groups in Indonesia and the speakers of vernacular Malay dialects and Malay creoles. The Indonesian language serves as the national and official language, the language of education, communication, transaction and trade documentation, the development of national culture, science, technology, and mass media. It also serves as a vehicle of communication among the provinces and different regional cultures in the country. According to Indonesian law, the Indonesian language was proclaimed as the unifying language during the Youth Pledge on 28 October 1928 and developed further to accommodate the dynamics of Indonesian civilization. As mentioned previously, the language was based on Riau Malay, though linguists note that this is not the local dialect of Riau, but the Malaccan dialect that was used in the Riau court. Since its conception in 1928 and its official recognition in the 1945 Constitution, the Indonesian language has been loaded with a nationalist political agenda to unify Indonesia (former Dutch East Indies). This status has made it relatively open to accommodate influences from other Indonesian ethnic languages, most notably Javanese as the majority ethnic group, and Dutch as the previous coloniser. Compared to the indigenous dialects of Malay spoken in Sumatra and Malay peninsula or the normative Malaysian standard, the Indonesian language differs profoundly by a large number of Javanese loanwords incorporated into its already-rich vocabulary. As a result, Indonesian has more extensive sources of loanwords than Malaysian Malay. The disparate evolution of Indonesian and Malaysian has led to a rift between the two standardized varieties. This has been based more upon political nuance and the history of their standardization than cultural reasons, and as a result, there are asymmetrical views regarding each other's variety among Malaysians and Indonesians. Malaysians tend to assert that Malaysian and Indonesian are merely different normative varieties of the same language, while Indonesians tend to treat them as separate, albeit closely related, languages. Consequently, Indonesians feel little need to harmonise their language with Malaysia and Brunei, whereas Malaysians are keener to coordinate the evolution of the language with Indonesians, although the 1972 Indonesian alphabet reform was seen mainly as a concession of Dutch-based Indonesian to the English-based spelling of Malaysian. In November 2023, the Indonesian language was recognised as one of the official languages of the UNESCO General Conference. Currently there are 10 official languages of the UNESCO General Conference, consisting of the six United Nations languages, namely English, French, Arabic, Chinese, Russian, and Spanish, as well as four other languages of UNESCO member countries, namely Hindi, Italian, Portuguese, and Indonesian. Official policy As regulated by Indonesian state law UU No 24/2009, other than state official speeches and documents between or issued to Indonesian government, Indonesian language is required by law to be used in: However, other languages may be used in dual-language setting to accompany but not to replace Indonesian language in: agreements, information regarding goods / services, scientific papers, information through the mass media, geographical names, public signs, road signs, public facilities, banners, and other information of public services in public area. While there are no sanctions of the uses of other languages, for Indonesian courts, any agreements made in Indonesia but not drafted in the Indonesian language, are null and void. In the case of divergent interpretations in dual-language agreements settings, the Indonesian language version shall prevail. Phonology Indonesian has six vowel phonemes as shown in the table below. In standard Indonesian orthography, the Latin alphabet is used, and five vowels are distinguished: a, i, u, e, o. In materials for learners, the mid-front vowel /e/ is sometimes represented with a diacritic as ⟨é⟩ to distinguish it from the mid-central vowel ⟨ê⟩ /ə/. Since 2015, the auxiliary graphemes ⟨é⟩ and ⟨è⟩ are used respectively for phonetic [e] and [ɛ] in Indonesian, while Standard Malay has rendered both of them as ⟨é⟩. The phonetic realization of the mid vowels /e/ and /o/ ranges from close-mid ([e]/[o]) to open-mid ([ɛ]/[ɔ]) allophones. Some analyses set up a system which treats the open-mid vowels /ɛ/ and /ɔ/ as distinct phonemes. Poedjosoedarmo argued the split of the front mid vowels in Indonesian is due to Javanese influence which exhibits a difference between ⟨i⟩ [i], ⟨é⟩ [e] and è [ɛ]. Another example of Javanese influence in Indonesian is the split of back mid vowels into two allophones of [o] and [ɔ]. These splits (and loanwords) increase instances of doublets in Indonesian, such as ⟨satai⟩ and ⟨saté⟩. Javanese words adopted into Indonesian have greatly increased the frequency of Indonesian ⟨é⟩ and ⟨o⟩. In traditional Malay, high vowels (⟨i⟩, ⟨u⟩) could not appear in a final syllable if a mid-vowel (⟨e⟩, ⟨o⟩) appeared in the previous syllable, and conversely, mid-vowels (⟨e⟩, ⟨o⟩) could not appear in the final syllable if a high vowel (⟨i⟩, ⟨u⟩) appeared in the previous syllable. Traditional Malay does not allow the mid-central schwa vowel to occur in consonant open or closed word-final syllables. The schwa vowel was introduced in closed syllables under the influence of Javanese and Jakarta Malay, but Dutch borrowings made it more acceptable. Although Alisjahbana argued against it, insisting on writing ⟨a⟩ instead of an ⟨ê⟩ in final syllables such as koda (vs kode 'code') and nasionalisma (vs nasionalisme 'nationalism'), he was unsuccessful. This spelling convention was instead survived in Balinese orthography[clarification needed]. Indonesian has four diphthong phonemes only in open syllables. They are: Some analyses assume that these diphthongs are actually a monophthong followed by an approximant, so ⟨ai⟩ represents /aj/, ⟨au⟩ represents /aw/, and ⟨oi⟩ represents /oj/. On this basis, there are no phonological diphthongs in Indonesian. Diphthongs are differentiated from two vowels in two syllables[how?], such as: The consonants of Indonesian are shown above. Non-native consonants that only occur in borrowed words, principally from Arabic and English, are shown in parentheses. Some analyses list 19 "primary consonants" for Indonesian as the 18 symbols that are not in parentheses in the table as well as the glottal stop [ʔ]. The secondary consonants /f/, /v/, /z/, /ʃ/ and /x/ only appear in loanwords. Only small amounts of speakers pronounce /v/ in loanwords as [v], most of them pronounce them as [f]. Likewise, /x/ is mostly replaced with [h] or [k] by some speakers. /ʃ/ is sometimes replaced with /s/, which was traditionally used as a substitute for /ʃ/ in older borrowings from Sanskrit, and /f/ is rarely replaced, though /p/ was substituted for /f/ in older borrowings such as kopi "coffee" from Dutch koffie. /z/ may occasionally be replaced with /s/ or /d͡ʒ/. [z] can also be an allophone of /s/ before voiced consonants. According to some analyses, postalveolar affricates /tʃ/ and /dʒ/ are instead palatals [c] and [ɟ] in Indonesian. The consonants in Indonesian are influenced by other important languages in Indonesian history. The influences included schwa in final closed syllable (e.g. Indonesian pəcəl vs Malay pəcal), initial homorganic nasal stop clusters of ⟨mb⟩, ⟨nd⟩, and ⟨nj⟩ (e.g. Indonesian mbolos 'to malinger'), the consonant-semivowel clusters (e.g. Indonesian pria vs Malay pəria 'male'),[clarification needed] introduction of consonant clusters ⟨-ry-⟩ and ⟨-ly-⟩ (e.g. Indonesian gərilya vs Malay gərila 'guerrilla'), increased usage of initial ⟨w-⟩ (e.g. warta and bərita 'news') and intervocalic ⟨w-⟩, and increase of initial and post-consonant ⟨y⟩ [j]. These changes resulted from influences of local languages in Indonesia, such as Balinese, Madurese, Sundanese and especially Javanese, and foreign languages such as Arabic and Dutch. Orthographic note: The sounds are represented orthographically by their symbols as above, except: Indonesian has light stress that falls on either the final or penultimate syllable, depending on regional variations as well as the presence of the schwa (/ə/) in a word. It is generally the penultimate syllable that is stressed, unless its vowel is a schwa /ə/. If the penult has a schwa, then stress usually moves to the final syllable. However, there is some disagreement among linguists over whether stress is phonemic (unpredictable), with some analyses suggesting that there is no underlying stress in Indonesian. The classification of languages based on rhythm can be problematic. Nevertheless, acoustic measurements suggest that Indonesian has more syllable-based rhythm than British English, even though doubts remain about whether the syllable is the appropriate unit for the study of Malay prosody. Grammar Word order in Indonesian is generally subject-verb-object (SVO), similar to that of most modern European languages including English. However, considerable flexibility in word ordering exists, in contrast with languages such as Japanese or Korean, for instance, which always end clauses with verbs. Indonesian, while allowing for relatively flexible word orderings, does not mark for grammatical case, nor does it make use of grammatical gender. Indonesian words are composed of a root or a root plus derivational affixes. The root is the primary lexical unit of a word and is usually bisyllabic, of the shape CV(C)CV(C). Affixes are "glued" onto roots (which are either nouns or verbs) to alter or expand the primary meaning associated with a given root, effectively generating new words, for example, masak (to cook) may become memasak (cooking), memasakkan (cook for), dimasak (be cooked), pemasak (a cook), masakan (a meal, cookery), termasak (accidentally cooked). There are four types of affixes: prefixes (awalan), suffixes (akhiran), circumfixes (apitan) and infixes (sisipan). Affixes are categorized into noun, verb, and adjective affixes. Many initial consonants alternate in the presence of prefixes: sapu (to sweep) becomes menyapu (sweeps/sweeping); panggil (to call) becomes memanggil (calls/calling), tapis (to sieve) becomes menapis (sieves). Other examples of the use of affixes to change the meaning of a word can be seen with the word ajar (to teach): -Kan and -i both increase the valency of verbs, but -i should be used "if [the verb] is directly followed by an animate object." Noun affixes are affixes that form nouns upon addition to root words. The following are examples of noun affixes: The prefix per- drops its r before r, l and frequently before p, t, k. In some words it is peng-; though formally distinct, these are treated as variants of the same prefix in Indonesian grammar books. Similarly, verb affixes in Indonesian are attached to root words to form verbs. In Indonesian, there are: Adjective affixes are attached to root words to form adjectives: In addition to these affixes, Indonesian also has a lot of borrowed affixes from other languages such as Sanskrit, Arabic and English. For example, maha-, pasca-, eka-, bi-, anti-, pro- etc. Common derivational affixes for nouns are peng-/per-/juru- (actor, instrument, or someone characterized by the root), -an (collectivity, similarity, object, place, instrument), ke-...-an (abstractions and qualities, collectivities), per-/peng-...-an (abstraction, place, goal or result). Indonesian does not make use of grammatical gender, and there are only selected words that use natural gender. For instance, the same word is used for he/him and she/her (dia or ia) or for his and her (dia, ia or -nya). No real distinction is made between "girlfriend" and "boyfriend", both of which can be referred to as pacar (although more colloquial terms as cewek girl/girlfriend and cowok boy/boyfriend can also be found). A majority of Indonesian words that refer to people generally have a form that does not distinguish between the natural genders. However, unlike English, distinction is made between older or younger. There are some words that have gender: for instance, putri means "daughter" while putra means "son"; pramugara means "male flight attendant" while pramugari means "female flight attendant". Another example is olahragawan, which means "sportsman", versus olahragawati, meaning "sportswoman". Often, words like these (or certain suffixes such as "-a" and "-i" or "-wan" and "wati") are absorbed from other languages (in these cases, from Sanskrit). In some regions of Indonesia such as Sumatra and Jakarta, abang (a gender-specific term meaning "older brother") is commonly used as a form of address for older siblings/males, while kakak (a non-gender specific term meaning "older sibling") is often used to mean "older sister". Similarly, more direct influences from other languages, such as Javanese and Chinese, have also seen further use of other gendered words in Indonesian. For example: mas ("older brother"), mbak ("older sister"), koko ("older brother") and cici ("older sister"). Indonesian grammar does not regularly mark plurals. In Indonesian, to change a singular into a plural one either repeats the word or adds para before it (the latter for living things only); for example, "students" can be either murid-murid or para murid. Plurals are rarely used in Indonesian, especially in informal parlance. Reduplication is often mentioned as the formal way to express the plural form of nouns in Indonesian; however, in informal daily discourse, speakers of Indonesian usually use other methods to indicate the concept of something being "more than one". Reduplication may also indicate the conditions of variety and diversity as well, and not simply plurality. Reduplication is commonly used to emphasise plurality; however, reduplication has many other functions. For example, orang-orang means "(all the) people", but orang-orangan means "scarecrow". Similarly, while hati means "heart" or "liver", hati-hati is a verb meaning "to be careful". Also, not all reduplicated words are inherently plural, such as orang-orangan "scarecrow/scarecrows", biri-biri "a/some sheep" and kupu-kupu "butterfly/butterflies". Some reduplication is rhyming rather than exact, as in sayur-mayur "(all sorts of) vegetables". Distributive affixes derive mass nouns that are effectively plural: pohon "tree", pepohonan "flora, trees"; rumah "house", perumahan "housing, houses"; gunung "mountain", pegunungan "mountain range, mountains". Quantity words come before the noun: seribu orang "a thousand people", beberapa pegunungan "a series of mountain ranges", beberapa kupu-kupu "some butterflies". Plural in Indonesian serves just to explicitly mention the number of objects in sentence. For example, Ani membeli satu kilo mangga (Ani buys one kilogram of mangoes). In this case, "mangoes", which is plural, is not said as mangga-mangga because the plurality is implicit: the amount a kilogram means more than one mango rather than one giant mango. So, as it is logically, one does not change the singular into the plural form, because it is not necessary and considered a pleonasm (in Indonesian often called pemborosan kata). Personal pronouns are not a separate part of speech, but a subset of nouns. They are frequently omitted, and there are numerous ways to say "you". Commonly the person's name, title, title with name, or occupation is used ("does Johnny want to go?", "would Madam like to go?"); kin terms, including fictive kinship, are extremely common. However, there are also dedicated personal pronouns, as well as the demonstrative pronouns ini "this, the" and itu "that, the". From the perspective of a European language, Indonesian boasts a wide range of different pronouns, especially to refer to the addressee (the so-called second person pronouns). These are used to differentiate several parameters of the person they are referred to, such as the social rank and the relationship between the addressee and the speaker. Indonesian also exhibits pronoun avoidance, often preferring kinship terms and titles over pronouns, particularly for respectful forms of address. The table below provides an overview of the most commonly and widely used pronouns in the Indonesian language: Notable among the personal-pronoun system is a distinction between two forms of "we": kita (you and me, you and us) and kami (us, but not you). The distinction is not always followed in colloquial Indonesian. Saya and aku are the two major forms of "I". Saya is the more formal form, whereas aku is used with family, friends, and between lovers. Colloquially, gue or gua (derived from Hokkien) is often used. However, this is only used when talking with close friends, and not used in family context as it is considered not polite. Sahaya is an old or literary form of saya. Sa(ha)ya may also be used for "we", but in such cases it is usually used with sekalian or semua "all"; this form is ambiguous as to whether it corresponds with inclusive kami or exclusive kita. Less common are hamba "slave", hamba tuan, hamba datuk (all extremely humble), beta (a royal addressing oneselves), patik (a commoner addressing a royal), kami (royal or editorial "we"), kita, təman, and kawan. There are three common forms of "you", Anda (polite), kamu (familiar), and kalian "all" (commonly used as a plural form of you, slightly informal). Anda is used with strangers, recent acquaintances, in advertisements, in business, and when you wish to show distance, while kamu is used in situations where the speaker would use aku for "I". Colloquially, lu (derived from Hokkien) is often used among close friends, just like how gue or gua is used when referring to "I". Anda sekalian is polite plural. Particularly in conversation, respectful titles like Bapak/Pak "father" (used for any older male), Ibu/Bu "mother" (any older woman), and tuan "sir" are often used instead of pronouns.[better source needed] Engkau (əngkau), commonly shortened to kau. The common word for "s/he" and "they" is ia, which has the object and emphatic/focused form dia. Bəliau "his/her Honour" is respectful. As with "you", names and kin terms are extremely common. Mereka "someone", mereka itu, or orang itu "those people" are used for "they". There are a large number of other words for "I" and "you", many regional, dialectical, or borrowed from local languages. Saudara "you" (male) and saudari (female) (plural saudara-saudara or saudari-saudari) show utmost respect. Daku "I" and dikau "you" are poetic or romantic. Indonesian gua "I" (from Hokkien Chinese: 我; Pe̍h-ōe-jī: góa) and lu "you" (Chinese: 汝; Pe̍h-ōe-jī: lú) are slang and extremely informal. The pronouns aku, kamu, engkau, ia, kami, and kita are indigenous to Indonesian. Aku, kamu, engkau, and ia have short possessive enclitic forms. All others retain their full forms like other nouns, as does emphatic dia: meja saya, meja kita, meja anda, meja dia "my table, our table, your table, his/her table". There are also proclitic forms of aku, ku- and kau-. These are used when there is no emphasis on the pronoun: Here ku-verb is used for a general report, aku verb is used for a factual statement, and emphatic aku-lah meng-verb (≈ "I am the one who...") for focus on the pronoun. The suffix -nya is a special case: it can be also used to mark definiteness, or to link two nouns in possession (his genitive). It is also even extended to pronouns and names. However, this usage has been occasionally criticized. There are two demonstrative pronouns in Indonesian. Ini "this, these" is used for a noun which is generally near to the speaker. Itu "that, those" is used for a noun which is generally far from the speaker. Either may sometimes be equivalent to English "the". There is no difference between singular and plural. However, plural can be indicated through duplication of a noun followed by a ini or itu. The word yang "which" is often placed before demonstrative pronouns to give emphasis and a sense of certainty, particularly when making references or enquiries about something/ someone, like English "this one" or "that one". A: Saya mau yang ini. A: I would like this one. A: Yang itu! A: That one! Verbs are not inflected for person or number, and they are not marked for tense; tense is instead denoted by time adverbs (such as "yesterday") or by other tense indicators, such as sudah "already" and belum "not yet". On the other hand, there is a complex system of verb affixes to render nuances of meaning and to denote voice or intentional and accidental moods. Some of these affixes are ignored in colloquial speech. Examples of these are the prefixes di- (patient focus, traditionally called "passive voice", with OVA word order in the third person, and OAV in the first or second persons), meng- (agent focus, traditionally called "active voice", with AVO word order), memper- and diper- (causative, agent and patient focus), ber- (stative or habitual; intransitive VS order), and ter- (agentless actions, such as those which are involuntary, sudden, stative or accidental, for VA = VO order); the suffixes -kan (causative or benefactive) and -i (locative, repetitive, or exhaustive); and the circumfixes ber-...-an (plural subject, diffuse action) and ke-...-an (unintentional or potential action or state). Forms in ter- and ke-...-an are often equivalent to adjectives in English. Four words are used for negation in Indonesian, namely tidak, bukan, jangan, and belum. For example: For negating imperatives or advising against certain actions in Indonesian, the word jangan (do not) is used before the verb. For example, There are grammatical adjectives in Indonesian. Stative verbs are often used for this purpose as well. Adjectives are always placed after the noun that they modify. To say that something "is" an adjective, the determiners "itu" and "ini" ("that" and "this") are often used. For example, in the sentence "anjing itu galak", the use of "itu" gives a meaning of "the/that dog is ferocious", while "anjing ini galak", gives a meaning of "this dog is ferocious". However, if "itu" or "ini" were not to be used, then "anjing galak" would only mean "ferocious dog", a plain adjective without any stative implications. The all-purpose determiner, "yang", is also often used before adjectives, hence "anjing yang galak" also means "ferocious dog" or more literally "dog which is ferocious"; "yang" will often be used for clarity. Hence, in a sentence such as "saya didekati oleh anjing galak" which means "I was approached by a ferocious dog", the use of the adjective "galak" is not stative at all. Often the "ber-" intransitive verb prefix, or the "ter-" stative prefix is used to express the meaning of "to be...". For example, "beda" means "different", hence "berbeda" means "to be different"; "awan" means "cloud", hence "berawan" means "cloudy". Using the "ter-" prefix, implies a state of being. For example, "buka" means "open", hence "terbuka" means "is opened"; "tutup" means "closed/shut", hence "tertutup" means "is closed/shut". Adjectives, demonstrative determiners, and possessive determiners follow the noun they modify. Indonesian does not have a grammatical subject in the sense that English does.[citation needed] In intransitive clauses, the noun comes before the verb. When there is both an agent and an object, these are separated by the verb (OVA or AVO), with the difference encoded in the voice of the verb. OVA, commonly but inaccurately called "passive", is the basic and most common word order. Either the agent or object or both may be omitted. This is commonly done to accomplish one of two things: For example, a polite shop assistant in a store may avoid the use of pronouns altogether and ask: For example, a friend may enquire as to when you bought your property, to which you may respond: Ultimately, the choice of voice and therefore word order is a choice between actor and patient and depends quite heavily on the language style and context. Word order is frequently modified for focus or emphasis, with the focused word usually placed at the beginning of the clause and followed by a slight pause (a break in intonation): The last two are more likely to be encountered in speech than in writing. Another distinguishing feature of Indonesian is its use of measure words, also called classifiers (kata penggolong). In this way, it is similar to many other languages of Asia, including Chinese, Japanese, Vietnamese, Thai, Burmese, and Bengali. Measure words are also found in English such as two head of cattle or a loaf of bread, where *two cattle and a bread[a] would be ungrammatical. The word satu reduces to se- /sə/, as it does in other compounds: Example: Measure words are not necessary just to say "a": burung "a bird, birds". Using se- plus a measure word is closer to English "one" or "a certain": Writing system Indonesian is written with the Latin script. It was originally based on the Dutch spelling and still bears some similarities to it. Consonants are represented in a way similar to Italian, although ⟨c⟩ is always /tʃ/ (like English ⟨ch⟩), ⟨g⟩ is always /ɡ/ ("hard") and ⟨j⟩ represents /dʒ/ as it does in English. In addition, ⟨ny⟩ represents the palatal nasal /ɲ/, ⟨ng⟩ is used for the velar nasal /ŋ/ (which can occur word-initially), ⟨sy⟩ for /ʃ/ (English ⟨sh⟩) and ⟨kh⟩ for the voiceless velar fricative /x/. Both /e/ and /ə/ are represented with ⟨e⟩. Spelling changes in the language that have occurred since Indonesian independence include: Introduced in 1901, the van Ophuijsen system (named from the advisor of the system, Charles Adriaan van Ophuijsen) was the first standardization of romanized spelling. It was most influenced by the then current Dutch spelling system and based on the dialect of Malay spoken in Johor.: 92 In 1947, the spelling was changed into Republican Spelling or Soewandi Spelling (named by at the time Minister of Education, Soewandi). This spelling changed formerly spelled oe into u (however, the spelling influenced other aspects in orthography, for example writing reduplicated words). All of the other changes were a part of the Perfected Spelling System, an officially mandated spelling reform in 1972. Some of the old spellings (which were derived from Dutch orthography) do survive in proper names; for example, the name of a former president of Indonesia is still sometimes written Soeharto, and the central Java city of Yogyakarta is sometimes written Jogjakarta. In time, the spelling system is further updated and the latest update of Indonesian spelling system issued on 16 August 2022 by Head of Language Development and Fostering Agency decree No 0424/I/BS.00.01/2022. The Indonesian alphabet is exactly the same as in ISO basic Latin alphabet. Indonesian follows the letter names of the Dutch alphabet. Indonesian alphabet has a phonemic orthography; words are spelled the way they are pronounced, with few exceptions. The letters Q, V and X are rarely encountered, being chiefly used for writing loanwords. In addition, there are digraphs that are not considered separate letters of the alphabet: Vocabulary As a modern variety of Malay, Indonesian has been influenced by other languages, including Dutch, English, Greek (where the name of the country, Indonesia, comes from), Arabic, Chinese, Portuguese, Sanskrit, Tamil, Hindi, and Persian. The vast majority of Indonesian words, however, come from the root lexical stock of Austronesian (including Old Malay). The study of Indonesian etymology and loan words reveals both its historical and social contexts. Examples are the early Sanskrit borrowings from the 7th century during the trading era, the borrowings from Arabic and Persian during the time of the establishment of Islam in particular, and those from Dutch during the colonial period. Linguistic history and cultural history are clearly linked. List of loan words of Indonesian language published by the Badan Pengembangan Bahasa dan Perbukuan (The Language Center) under the Ministry of Education and Culture: Note: This list only lists foreign languages, thus omitting numerous local languages of Indonesia that have also been major lexical donors, such as Javanese, Sundanese, Betawi, etc. The Sanskrit influence came from contacts with India since ancient times. The words were either borrowed directly from India or with the intermediary of the Old Javanese language. Although Hinduism and Buddhism are no longer the major religions of Indonesia, Sanskrit, which was the language vehicle for these religions, is still held in high esteem and is comparable with the status of Latin in English and other Western European languages. Sanskrit is also the main source for neologisms, which are usually formed from Sanskrit roots. The loanwords from Sanskrit cover many aspects of religion, art and everyday life. From Sanskrit came such words as स्वर्ग surga (heaven), भाषा bahasa (language), काच kaca (glass, mirror), राज- raja (king), मनुष्य manusia (mankind), चिन्ता cinta (love), भूमि bumi (earth), भुवन buana (world), आगम agama (religion), स्त्री Istri (wife/woman), जय Jaya (victory/victorious), पुर Pura (city/temple/place) राक्षस Raksasa (giant/monster), धर्म Dharma (rule/regulations), मन्त्र Mantra (words/poet/spiritual prayers), क्षत्रिय Satria (warrior/brave/soldier), विजय Wijaya (greatly victorious/great victory), etc. Sanskrit words and sentences are also used in names, titles, and mottos of the Indonesian National Police and Indonesian Armed Forces such as: Bhayangkara, Laksamana, Jatayu, Garuda, Dharmakerta Marga Reksyaka, Jalesveva Jayamahe, Kartika Eka Paksi, Swa Bhuwana Paksa, Rastra Sewakottama, Yudha Siaga, etc. Because Sanskrit has long been known in the Indonesian archipelago, Sanskrit loanwords, unlike those from other languages, have entered the basic vocabulary of Indonesian to such an extent that, for many, they are no longer perceived to be foreign. Therefore, one could write a short story using mostly Sanskrit-derived words. The short story below consists of approximately 80 words in Indonesian that are all derived from Sanskrit, as well as a few native function words and affixes. The relationship with China has been going since the 7th century when Chinese merchants traded in some areas of the archipelago such as Riau, West Borneo, East Kalimantan, and North Maluku. As the kingdom of Srivijaya appeared and flourished, China opened diplomatic relations with the kingdom in order to secure trade and seafaring. In 922, Chinese travelers visited Kahuripan in East Java. Since the 11th century, hundreds of thousands of Chinese migrants left Mainland China and settled in many parts of Nusantara (now called Indonesia). The Chinese loanwords are usually concerned with cuisine, trade or often just things exclusively Chinese. Words of Chinese origin (presented here with accompanying Hokkien/ Mandarin pronunciation derivatives as well as traditional and simplified characters) include loteng, (樓/層 = lóu/céng – [upper] floor/ level), mie (麵 > 面 Hokkien mī – noodles), lumpia (潤餅 (Hokkien = lūn-piáⁿ) – springroll), cawan (茶碗 cháwǎn – teacup), teko (茶壺 > 茶壶 = cháhú [Mandarin], teh-ko [Hokkien] = teapot), 苦力 kuli (= 苦 khu (hard) and 力 li (energy) – coolie) and even the widely used slang terms gua and lu (from the Hokkien 'goa' 我 and 'lu/li' 汝 – meaning 'I/ me' and 'you'). Many Arabic words were brought and spread by merchants from Arab Peninsula like Arabian, Persian, and from the western part of India, Gujarat where many Muslims lived. As a result, many Indonesian words come from the Arabic language. Especially since the late 12th century, Old Malay was heavily influenced by the language and produced many great literary works such as Syair, Babad, Hikayat, and Suluk. This century is known as The Golden Age of Indonesian Literature. Many loanwords from Arabic are mainly concerned with religion, in particular with Islam, and by extension, with greetings such as the word, "selamat" (from Arabic: سلامة salāma = health, soundness) means "safe" or "lucky". Words of Arabic origin include dunia (from Arabic: دنيا dunyā = the present world), names of days (except Minggu), such as Sabtu (from Arabic: سبت sabt-u = Saturday), iklan (آعلان iʻlan = advertisement), kabar (خبر khabar = news), Kursi (كرسي kursī = a chair), ijazah (إجازة ijāza = 'permission', certificate of authority, e.g. a school diploma certificate), kitab (كتاب kitāb = book), tertib (ترتيب tartīb = order/arrangement) and kamus (قاموس qāmūs = dictionary). Allah (Arabic: الله), as is mostly the case for Arabic speakers, this is the word for God even in Christian Bible translations. Many early Bible translators, when they came across some unusual Hebrew words or proper names, used the Arabic cognates. In the newer translations this practice is discontinued. They now turn to Greek names or use the original Hebrew Word. For example, the name Jesus was initially translated as 'Isa (Arabic: عيسى), but is now spelt as Yesus. Several ecclesiastical terms derived from Arabic still exist in Indonesian language. Indonesian word for bishop is uskup (from Arabic: أسقف usquf = bishop). This in turn makes the Indonesian term for archbishop uskup agung (lit. 'great bishop'), which is combining the Arabic word with an Old Javanese word. The term imam (from Arabic: إمام imām = leader, prayer leader) is used to translate a Catholic priest, beside its more common association with an Islamic prayer leader. Some Protestant denominations refer to their congregation jemaat (from Arabic: جماعة jamāʻa = group, a community). Even the name of the Bible in Indonesian translation is Alkitab (from Arabic: الكتاب al-kitāb = the book), which literally means "the Book". Alongside Malay, Portuguese was the lingua franca for trade throughout the archipelago from the sixteenth century through to the early nineteenth century. The Portuguese were among the first westerners to sail eastwards to the "Spice Islands". Loanwords from Portuguese were mainly connected with articles that the early European traders and explorers brought to Southeast Asia. Indonesian words derived from Portuguese include meja (from mesa = table), bangku (from banco = bench), lemari/almari (from armário = closet), boneka (from boneca = doll), jendela (from janela = window), gereja (from igreja = church), misa (from missa = mass), Natal (from Natal = Christmas), Paskah (from Páscoa = Easter), pesta (from festa = party), dansa (from dança = dance), pesiar (from passear = cruise), bendera (from bandeira = flag), sepatu (from sapato = shoes), garpu (from garfo = fork), kemeja (from camisa = shirt), kereta (from carreta = chariot), pompa (from bomba hidráulica = pump), pigura (from figura = picture), roda (from roda = wheel), nona (from dona = young woman), sekolah (from escola = school), lentera (from lanterna = lantern), paderi (from padre = priest), Santo, Santa (from Santo, Santa = Saint), puisi (from poesia = poetry), keju (from queijo = cheese), mentega (from manteiga = butter), serdadu (from soldado = soldier), meski (from mas que = although), kamar (from câmara = room), laguna (from laguna = lagoon), lelang (from leilão = auction), persero (from parceiro = company), markisa (from maracujá = passion fruit), limau (from limão = lemon), kartu (from cartão = card), Inggris (from inglês = English), Sabtu (from sábado = Saturday), Minggu (from domingo = Sunday), etc. The former colonial power, the Netherlands, left a sizeable amount of vocabulary that can be seen in words such as polisi (from politie = police), kualitas (from kwaliteit = quality), aktual (from actueel = current), rokok (from roken = smoking cigarettes), korupsi (from corruptie = corruption), kantor (from kantoor = office), resleting (from ritssluiting = zipper), pelopor (from voorloper = frontrunner), persneling (from versnelling = transmission gear), setrum (from stroom = electricity current), maskapai (from maatschappij = company), apotek (from apotheek = pharmacy), handuk (from handdoek = towel), setrika (from strijkijzer = clothes iron), bioskop (from bioscoop = movie theater), spanduk (from spandoeken = banner), korsleting (from kortsluiting = short circuit), om (from oom = uncle), tante (from tante = aunt), traktir (from trakteer = treat) and gratis (from gratis = free). These Dutch loanwords, and many other non-Ibero-Romance, European language loanwords that came via Dutch, cover all aspects of life. Some Dutch loanwords, having clusters of several consonants, pose difficulties to speakers of Indonesian. This problem is usually solved by insertion of the schwa. For example, Dutch schroef [ˈsxruf] > sekrup [səˈkrup] (screw (n.)). One scholar argues that 25% of Indonesian words are inspired by the Dutch language. Before the standardization of the language, many Indonesian words follow standard Dutch alphabet and pronunciation such as "oe" for vowel "u" or "dj" for consonant "j" [dʒ]. As a result, Malay words are written with that orthography such as: passer for the word Pasar or djalan for the word jalan, older Indonesian generation tend to have their name written in such order as well. Many English words were incorporated into Indonesian through globalization. Many Indonesians, however, mistake words already adopted from Dutch as words borrowed from English. Indonesian adopts English words with standardization. For example: aksesori from accessory. However, there are several words that directly borrowed without standardization that have same meanings in English such as: bus, data, domain, detail, internet, film, golf, lift, monitor, radio, radar, unit, safari, sonar, video, and riil as real. Modern Indonesian draws many of its words from foreign sources; there are many synonyms. For example, Indonesian has three words for "book", i.e. pustaka (from Sanskrit), kitab (from Arabic) and buku (from Dutch boek); however, each has a slightly different meaning. A pustaka is often connected with ancient wisdom or sometimes with esoteric knowledge. A derived form, perpustakaan means a library. A kitab is usually a religious scripture or a book containing moral guidance. The Indonesian words for the Bible and Gospel are Alkitab and Injil, both directly derived from Arabic. The book containing the penal code is also called the kitab. Buku is the most common word for books. There are direct borrowings from various other languages of the world, such as karaoke (from カラオケ) from Japanese, and ebi (from えび) which means dried shrimp. Many words that originally are adopted through the Dutch language today however often are mistaken as English due to the similarity in the Germanic nature of both languages. In some cases the words are replaced by English language through globalization: although the word arbei (Dutch: aardbei) still literally means strawberry in Indonesian, today the usage of the word stroberi is more common. Greek words such as demokrasi (from δημοκρατία dēmokratía), filosofi, filsafat (both from φιλοσοφία philosophia), mitos (from μῦθος mythos) came through Dutch, Arabic and Portuguese respectively. It is notable that some of the loanwords that exist in both Indonesian and Malaysian languages are different in spelling and pronunciation mainly due to how they derived their origins: Malaysian utilises words that reflect the English usage (as used by its former colonial power, the British), while Indonesian uses a Latinate form (e.g. aktiviti (Malaysian) vs. aktivitas (Indonesian), universiti (Malaysian) vs. universitas (Indonesian)). Since the time of the independence of Indonesia, Indonesian has seen a surge of neologisms which are formed as acronyms (less commonly also initialisms) or blend words. Common acronyms are ABRI (pronounced [ˈabri], from Angkatan Bersenjata Republik Indonesia 'Indonesian National Armed Forces'), SIM (pronounced [sim], from surat izin mengemudi 'driving licence'), SARA (pronounced [ˈsara], from suku, agama, ras, antargolongan 'ethnic group, religion, race, inter-group [matters]', used when referring to the background of intercommunal conflicts), HAM (pronounced [ham], from hak asasi manusia 'human rights'). Blend words/portmanteau are very common in Indonesian, and have become a productive tool of word formation in both formal and colloquial Indonesian. Examples from official usage include departments and officeholders (e.g. Menlu < Mentri Luar Negeri 'Foreign Minister', Kapolda < Kepala kepolisian daerah 'Head of Regional Police') or names of provinces and districts (Sulut < Sulawesi Utara 'North Sulawesi', Jabar < Jawa Barat 'West Java'. Other commonly used portmanteau include puskesmas < pusat kesehatan masyarakat 'community health center', sembako < sembilan bahan pokok 'basic commodities' (lit. 'nine basic commodities').: 145–149 Literature Indonesia hosts a variety of traditional verbal arts such as poetry, historical narratives, romances, and drama, which are expressed in local languages, but modern genres are expressed mainly in Indonesian. Some of the classic Indonesian stories include Sitti Nurbaya by Marah Rusli, Azab dan Sengsara by Merari Siregar, and Sengsara Membawa Nikmat by Tulis Sutan Sati. Modern literature like novels, short stories, stage plays, and free-form poetry has developed since the late years of the 19th century and has produced figures such as novelist Pramoedya Ananta Toer, dramatist W.S. Rendra, poet Chairil Anwar, and cinematographer Garin Nugroho. Indonesia's classic novels themselves offer insight into the local culture and traditions and the historical background before and immediately after the country gained independence. One notable example is Shackles, which was written by Armijn Pane in 1940. Originally titled Belenggu, it has been translated into many languages, including English and German. As speakers of other languages Over the past few years, interest in learning Indonesian has grown among non-Indonesians. Various universities have started to offer courses that emphasise the teaching of the language to non-Indonesians. In addition to national universities, private institutions have also started to offer courses, like the Indonesia Australia Language Foundation and the Lembaga Indonesia Amerika. As early as 1988, teachers of the language have expressed the importance of a standardized Bahasa Indonesia bagi Penutur Asing (also called BIPA, literally Indonesian Language for Foreign Speaker) materials (mostly books), and this need became more evident during the 4th International Congress on the Teaching of Indonesian to Speakers of Other Languages held in 2001. Since 2013, the Indonesian embassy in the Philippines has given basic Indonesian language courses to 16 batches of Filipino students, as well as training to members of the Armed Forces of the Philippines. Due to increasing demand among students, the embassy will open an intermediate Indonesian language course later in the year.[needs update] In an interview, Department of Education Secretary Armin Luistro said that the country's government should promote Indonesian or Malay, which are related to Filipino. Thus, the possibility of offering it as an optional subject in public schools is being studied. The Indonesian embassy in Washington, D.C., United States, also began offering free Indonesian language courses at the beginner and intermediate level. Words The following texts are excerpts from the official translations of the Universal Declaration of Human Rights in Indonesian along with the original declaration in English. English: Universal Declaration of Human Rights All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood. Indonesian: Pernyataan Umum tentang Hak Asasi Manusia Semua orang dilahirkan merdeka dan mempunyai martabat dan hak-hak yang sama. Mereka dikaruniai akal dan hati nurani dan hendaknya bergaul satu sama lain dalam semangat persaudaraan. See also Notes References Bibliography External links |
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[SOURCE: https://en.wikipedia.org/wiki/Internet_Protocol] | [TOKENS: 1742] |
Contents Internet Protocol The Internet Protocol (IP) is the network layer communications protocol in the Internet protocol suite for relaying datagrams across network boundaries. Its routing function enables internetworking, and essentially establishes the Internet. IP has the task of delivering packets from the source host to the destination host solely based on the IP addresses in the packet headers. For this purpose, IP defines packet structures that encapsulate the data to be delivered. It also defines addressing methods that are used to label the datagram with source and destination information. IP was the connectionless datagram service in the original Transmission Control Program introduced by Vint Cerf and Bob Kahn in 1974, which was complemented by a connection-oriented service that became the basis for the Transmission Control Protocol (TCP). The Internet protocol suite is therefore often referred to as TCP/IP. The first major version of IP, Internet Protocol version 4 (IPv4), is the dominant protocol of the Internet. Its successor is Internet Protocol version 6 (IPv6), which has been in increasing deployment on the public Internet since around 2006. Function The Internet Protocol is responsible for addressing host interfaces, encapsulating data into datagrams (including fragmentation and reassembly) and routing datagrams from a source host interface to a destination host interface across one or more IP networks. For these purposes, the Internet Protocol defines the format of packets and provides an addressing system. Each datagram has two components: a header and a payload. The IP header includes a source IP address, a destination IP address, and other metadata needed to route and deliver the datagram. The payload is the data that is transported. This method of nesting the data payload in a packet with a header is called encapsulation. IP addressing entails the assignment of IP addresses and associated parameters to host interfaces. The address space is divided into subnets, involving the designation of network prefixes. IP routing is performed by all hosts, as well as routers, whose main function is to transport packets across network boundaries. Routers communicate with one another via specially designed routing protocols, either interior gateway protocols or exterior gateway protocols, as needed for the topology of the network. Addressing methods There are four principal addressing methods in the Internet Protocol: Version history In May 1974, the Institute of Electrical and Electronics Engineers (IEEE) published a paper entitled "A Protocol for Packet Network Intercommunication". The paper's authors, Vint Cerf and Bob Kahn, described an internetworking protocol for sharing resources using packet switching among network nodes. A central control component of this model was the Transmission Control Program that incorporated both connection-oriented links and datagram services between hosts. The monolithic Transmission Control Program was later divided into a modular architecture consisting of the Transmission Control Protocol and User Datagram Protocol at the transport layer and the Internet Protocol at the internet layer. The model became known as the Department of Defense (DoD) Internet Model and Internet protocol suite, and informally as TCP/IP. The following Internet Experiment Note (IEN) documents describe the evolution of the Internet Protocol into the modern version of IPv4: IP versions 1 to 3 were experimental versions, designed between 1973 and 1978. Versions 2 and 3 supported variable-length addresses ranging between 1 and 16 octets (between 8 and 128 bits). An early draft of version 4 supported variable-length addresses of up to 256 octets (up to 2048 bits) but this was later abandoned in favor of a fixed-size 32-bit address in the final version of IPv4. This remains the dominant internetworking protocol in use in the Internet Layer; the number 4 identifies the protocol version, carried in every IP datagram. IPv4 is defined in RFC 791 (1981). Version number 5 was used by the Internet Stream Protocol, an experimental streaming protocol that was not adopted. The successor to IPv4 is IPv6. IPv6 was a result of several years of experimentation and dialog during which various protocol models were proposed, such as TP/IX (RFC 1475), PIP (RFC 1621) and TUBA (TCP and UDP with Bigger Addresses, RFC 1347). Its most prominent difference from version 4 is the size of the addresses. While IPv4 uses 32 bits for addressing, yielding c. 4.3 billion (4.3×109) addresses, IPv6 uses 128-bit addresses providing c. 3.4×1038 addresses. Although adoption of IPv6 has been slow, as of January 2023[update], most countries in the world show significant adoption of IPv6, with over 41% of Google's traffic being carried over IPv6 connections. The assignment of the new protocol as IPv6 was uncertain until due diligence assured that IPv6 had not been used previously. Other Internet Layer protocols have been assigned version numbers, such as 7 (IP/TX), 8 and 9 (historic). Notably, on April 1, 1994, the IETF published an April Fools' Day RfC about IPv9. IPv9 was also used in an alternate proposed address space expansion called TUBA. A 2004 Chinese proposal for an IPv9 protocol appears to be unrelated to all of these, and is not endorsed by the IETF. As the version number is carried in a 4-bit field, only numbers 0–15 can be assigned. Reliability The design of the Internet protocol suite adheres to the end-to-end principle, a concept adapted from the CYCLADES project. Under the end-to-end principle, the network infrastructure is considered inherently unreliable at any single network element or transmission medium and is dynamic in terms of the availability of links and nodes. No central monitoring or performance measurement facility exists that tracks or maintains the state of the network. For the benefit of reducing network complexity, the intelligence in the network is located in the end nodes. As a consequence of this design, the Internet Protocol only provides best-effort delivery and its service is characterized as unreliable. In network architectural parlance, it is a connectionless protocol, in contrast to connection-oriented communication. Various fault conditions may occur, such as data corruption, packet loss and duplication. Because routing is dynamic, meaning every packet is treated independently, and because the network maintains no state based on the path of prior packets, different packets may be routed to the same destination via different paths, resulting in out-of-order delivery to the receiver. All fault conditions in the network must be detected and compensated for by the participating end nodes. The upper layer protocols of the Internet protocol suite are responsible for resolving reliability issues. For example, a host may buffer network data to ensure correct ordering before the data is delivered to an application. IPv4 provides safeguards to ensure that the header of an IP packet is error-free. A routing node discards packets that fail a header checksum test. Although the Internet Control Message Protocol (ICMP) provides notification of errors, a routing node is not required to notify either end node of errors. IPv6, by contrast, operates without header checksums, since current link layer technology is assumed to provide sufficient error detection.: §6.2 Link capacity and capability The dynamic nature of the Internet and the diversity of its components provide no guarantee that any particular path is actually capable of, or suitable for, performing the data transmission requested. One of the technical constraints is the size of data packets possible on a given link. Facilities exist to examine the maximum transmission unit (MTU) size of the local link and Path MTU Discovery can be used for the entire intended path to the destination. The IPv4 internetworking layer automatically fragments a datagram into smaller units for transmission when the link MTU is exceeded. IP provides re-ordering of fragments received out of order. An IPv6 network does not perform fragmentation in network elements, but requires end hosts and higher-layer protocols to avoid exceeding the path MTU. The Transmission Control Protocol (TCP) is an example of a protocol that adjusts its segment size to be smaller than the MTU. The User Datagram Protocol (UDP) and ICMP disregard MTU size, thereby forcing IP to fragment oversized datagrams. Security During the design phase of the ARPANET and the early Internet, the security aspects and needs of a public, international network were not adequately anticipated. Consequently, many Internet protocols exhibited vulnerabilities highlighted by network attacks and later security assessments. In 2008, a thorough security assessment and proposed mitigation of problems was published. The IETF has been pursuing further studies. See also References External links |
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[SOURCE: https://he.wikipedia.org/wiki/1986] | [TOKENS: 591] |
תוכן עניינים 1986 שנת 1986 היא השנה ה-86 במאה ה-20. זוהי שנה רגילה, שאורכה 365 ימים. 1 בינואר 1986 לפי הלוח הגרגוריאני מקדים את 1 בינואר לפי הלוח היוליאני ב-13 ימים. כל התאריכים שלהלן הם לפי הלוח הגרגוריאני. אירועים בולטים בעולם ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר נולדו ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר נפטרו ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר לוח שנה להלן לוח שנה גרגוריאני – עברי משולב עם ימים בינלאומיים. חגים ומועדים עבריים: Nothing. ראו גם קישורים חיצוניים 1981 • 1982 • 1983 • 1984 • 1985 • 1986 • 1987 • 1988 • 1989 • 1990 • 1991 |
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[SOURCE: https://en.wikipedia.org/wiki/Dual_Analog_Controller] | [TOKENS: 1311] |
Contents Dual Analog Controller The Dual Analog Controller (SCPH-1150 in Japan, SCPH-1180 in the United States, and SCPH-1180e in Europe) is Sony's first handheld analog controller for the PlayStation, and the predecessor to the DualShock; the first analog controller was the PlayStation Analog Joystick (SCPH-1110). It was also the first controller in the PlayStation family of video game consoles to support force feedback in games, but only on the Japanese-market controller; this functionality was later implemented in the DualShock, which was released internationally. History The Dual Analog Controller was first displayed under glass at the PlayStation Expo 96–97, which was held from 1 November to 4 November 1996. It was released in Japan on 25 April 1997, coincident with the Japanese release of vibration and analog-capable title Tobal 2. Bushido Blade, another title fully compatible with the controller, had been released previously in March. Before its release in the United States, Sony decided that vibration feedback would be removed from the European and American versions of the controller. According to a Sony spokesperson, "We evaluated all the features and decided, for manufacturing reasons, that what was most important to gamers was the analog feature." Reasons for dropping the vibration feedback reportedly included it being linked to premature malfunction of the controllers. There were rumors that Nintendo had attempted to legally block the release of the controller in North America due to the vibration feature's similarity to Nintendo's Rumble Pak, but Nintendo firmly denied it had taken any form of legal action over Sony's controllers. Moreover, according to the United States Patent Office, two employees of Atari Games have held a patent on vibrating game controller technology since March 1991. Another theory for the vibration feedback being dropped was that Sony simply wanted to keep the price of the controller down in order to maximize user adoption. It was released in the United States on 27 August 1997, and in Europe in September 1997 with little promotion.[citation needed] A few months later, the first DualShock controller was released in Japan on 20 November 1997. Namco had already released an analog controller for PlayStation called NeGcon. Sony's Dual Analog Controller's analog mode was not compatible with the NeGcon-compatible games like Wipeout and Ridge Racer. However, Need for Speed II, Gran Turismo, and Gran Turismo 2 feature compatibility with both NeGcon and Dual Analog control schemes. Fans of a smaller form factor, Japanese players complained the very long hand grips made the controller too large to be held properly and the lack of a rumble feature in the U.S. and European models are the most commonly cited reasons that Sony decided to end production of this controller and redesign it. This redesign eventually became the DualShock.[citation needed] The Dual Analog controller was discontinued in all three markets in 1998, to be replaced by the DualShock. Features The Dual Analog controller has three modes of operation: Digital, which disables the Analog sticks, Analog (as also found on DualShock/DualShock 2 controllers) and an Analog Flightstick mode emulating the PlayStation Analog Joystick that is not available on the DualShock or DualShock 2. If a PlayStation game is DualShock or Dual Analog compatible, the player may press the Analog button located between the two analog sticks to activate the analog mode. This is indicated by a red LED. If the Dual Analog controller is switched to analog mode while using a game which is not analog-compatible, the game will not register any button presses or, in some cases, the game will consider the controller to be detached. This is due to the fact the controller's type ID that is reported to the game is changed when the button is pressed. The ability to emulate Sony's own PlayStation Analog Joystick by pressing the "Analog" button a second time to reveal a green LED (this was commonly referred to as "Flightstick Mode") provided a less expensive alternative to the FlightStick Analog Joystick and retailed for an average of US$35 compared to the Flightstick's retail price of US$70.[clarification needed] Similarly to the Nintendo 64 controller, the Dual Analog Controller was designed to be held in four different ways: standard control, in which the left thumb uses the directional buttons and the right thumb uses the action buttons; analog control, in which the left thumb uses the left analog stick and the right thumb uses the action buttons; dual analog control, which imitates the Dual Analog Joystick, with both thumbs positioned over the analog sticks, and the shoulder buttons used instead of the action buttons; and analog-digital control, in which the left thumb uses the directional buttons, the right thumb uses the right analog stick, and the shoulder buttons are again used for actions. MechWarrior 2, Ace Combat 2, Descent Maximum, and Colony Wars were among the shortlist of 27 PlayStation Flightstick compatible games. The Japanese version of the controller (SCPH-1150) includes a vibration feedback feature, making it the first controller under the PlayStation brand to support force feedback technology, however this feature is absent on all controllers released overseas, including those from North America and Europe (SCPH-1180 and SCPH-1180e respectively). It has a single vibration motor, similar to that of the Rumble Pak for the Nintendo 64, and is located on the left-hand side of the controller. Unlike the Rumble Pak which is powered by a battery, the vibration motor is powered directly by the PlayStation. The DualShock, which was the first internationally-released controller in the PlayStation brand to support force feedback, adds a larger vibration motor in addition to the standard one (which has been moved to the right-hand side of the controller as the larger motor is placed in the location where the Dual Analog's vibration motor would go) for a total of two, allowing for vibration effects in stereo; this can however result in compatibility issues with the Dual Analog Controller when used on DualShock-compatible games as well as on all PlayStation 2 games. On the other hand, games that are compatible with the Dual Analog's vibration capabilities will work with the DualShock. The following games supported the vibration feature of the Dual Analog Controller: Differences from DualShock The Dual Analog controller features several aspects that remain exclusive to it, and were scrapped or redesigned for the release of the DualShock controller. Notes References External links |
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