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[SOURCE: https://en.wikipedia.org/wiki/Ficus] | [TOKENS: 3994]
Contents Ficus About 800, see List of Ficus species Ficus (/ˈfaɪkəs/ or /ˈfiːkəs/) is a genus of about 850 species of woody trees, shrubs, vines, epiphytes and hemiepiphytes in the family Moraceae. Collectively known as fig trees or figs, they are native throughout the tropics with a few species extending into the semi-warm temperate zone. The common fig (F. carica) is a temperate species native to southwest Asia and the Mediterranean region (from Afghanistan to Portugal), which has been widely cultivated from ancient times for its fruit, also referred to as figs. The fruit of most other species are also edible though they are usually of only local economic importance or eaten as bushfood. However, they are extremely important food resources for wildlife. Figs are also of considerable cultural importance throughout the tropics, both as objects of worship and for their many practical uses. Description Ficus is a pantropical genus of trees, shrubs, and vines occupying a wide variety of ecological niches; most are evergreen, but some deciduous species are found in areas outside of the tropics and to higher elevations. Fig species are characterized by their unique inflorescence and distinctive pollination syndrome, which uses wasp species belonging to the family Agaonidae for pollination. Adult plants vary in size from Ficus benghalensis (the Indian banyan), a tall and speading tree with many adventitious roots which may cover a hectare (2.5 acres) or more of ground to Ficus nana of New Guinea which never exceeds one meter (forty inches) in height and width. Specific identification of many of the species can be difficult, but members of the genus Ficus are relatively easy to recognize. Many have aerial roots and a distinctive shape or habit, and their fruits distinguish them from other plants. The aerial roots according to Adrian Forsyth can hang down freely as much as 50 m (160 ft). The fruit of Ficus is an inflorescence enclosed in an urn-like structure called a syconium, which is lined on the inside with the fig's tiny flowers that develop into multiple ovaries on the inside surface. In essence, the fig fruit is a fleshy stem with multiple tiny flowers that fruit and coalesce. Notably, three vegetative traits together are unique to figs. All figs present a white to yellowish latex, some in copious quantities; the twig shows paired stipules or stipular scars; the lateral veins at the base of the leaf are steep, forming a tighter angle with the midrib than the other lateral veins, a feature referred to as "triveined". Current molecular clock estimates indicate that Ficus is a relatively ancient genus, being at least 60 million years old, and possibly as old as 80 million years. The main radiation of extant species, however, may have taken place more recently, between 20 and 40 million years ago. Some better-known species that represent the diversity of the genus include, alongside the common fig, whose fingered fig leaf is well known in art and iconography: the weeping fig (F. benjamina), a hemiepiphyte with thin, tough leaves on pendulous stalks adapted to its rain forest habitat; the rough-leaved sandpaper figs from Australia; and the creeping fig (F. pumila), a vine whose small, hard leaves form a dense carpet of foliage over rocks or garden walls. Moreover, figs with different plant habits have undergone adaptive radiation in different biogeographic regions, leading to very high levels of alpha diversity. In the tropics, Ficus commonly is the most species-rich plant genus in a particular forest. In Asia, as many as 70 or more species can co-exist. Ficus species richness declines with an increase in latitude in both hemispheres. A description of fig tree cultivation is set out in Ibn al-'Awwam's 12th-century agricultural work titled, Book on Agriculture. Ecology Figs are keystone species in many tropical forest ecosystems. Their fruit are a key resource for frugivores including fruit bats, capuchin monkeys, langurs, gibbons, and mangabeys. They are even more important for birds such as Asian barbets, pigeons, hornbills, fig-parrots, and bulbuls, which may subsist almost entirely on figs when these are plentiful. Many Lepidoptera caterpillars feed on fig leaves, for example several Euploea species (crow butterflies), the plain tiger (Danaus chrysippus), the giant swallowtail (Papilio cresphontes), the brown awl (Badamia exclamationis), and Chrysodeixis eriosoma, Choreutidae and Copromorphidae moths. The larvae of the citrus long-horned beetle (Anoplophora chinensis), for example, feed on the wood of the fig tree; the species can become a pest in fig plantations. Similarly, the sweet potato whitefly (Bemisia tabaci) is frequently found as a pest on figs grown as potted plants and can be spread through the export of these plants to other localities. For a list of other diseases common to fig trees, see List of foliage plant diseases (Moraceae). Many fig species are grown for their fruits, though only Ficus carica is cultivated to any extent for this purpose.[citation needed][disputed – discuss] A fig "fruit" is a type of multiple fruit known as a syconium, derived from an arrangement of many small flowers on an inverted, nearly closed receptacle. The many small flowers are unseen unless the fig is cut open. The fruit typically has a bulbous shape with a small opening (the ostiole) at the outward end that allows access to pollinators. The flowers are pollinated by very small wasps such as Pegoscapus that crawl through the opening in search of a suitable place to lay eggs. Without this pollinator service fig trees could not reproduce by seed. In turn, the flowers provide a safe haven and nourishment for the next generation of wasps. This accounts for the frequent presence of wasp larvae in the fruit, and has led to a coevolutionary relationship. Technically, a fig fruit proper would be only one of the many tiny matured, seed-bearing gynoecia found inside one fig – if you cut open a fresh fig, individual fruit will appear as fleshy "threads", each bearing a single seed inside. The genus Dorstenia, also in the fig family (Moraceae), exhibits similar tiny flowers arranged on a receptacle but in this case the receptacle is a more or less flat, open surface. Fig plants can be monoecious (hermaphrodite)[clarification needed] or gynodioecious (hermaphrodite and female). Nearly half of fig species are gynodioecious, and therefore have some plants with inflorescences (syconium) with long styled pistillate flowers, and other plants with staminate flowers mixed with short styled pistillate flowers. The long-styled flowers tend to prevent wasps from laying their eggs within the ovules, while the short-styled flowers are accessible for egg laying. All the native fig trees of the American continent are hermaphrodites, as well as species like Indian banyan (F. benghalensis), weeping fig (F. benjamina), Indian rubber plant (F. elastica), fiddle-leaved fig (F. lyrata), Moreton Bay fig (F. macrophylla), Chinese banyan (F. microcarpa), sacred fig (F. religiosa) and sycamore fig (F. sycomorus). The common fig (Ficus carica) is a gynodioecious plant, as well as lofty fig or clown fig (F. aspera), Roxburgh fig (F. auriculata), mistletoe fig (F. deltoidea), F. pseudopalma, creeping fig (F. pumila) and related species. The hermaphrodite common figs are called "inedible figs" or "caprifigs"; in traditional culture in the Mediterranean region they were considered food for goats (Capra aegagrus). In the female fig trees, the male flower parts fail to develop; they produce the "'edible figs". Fig wasps grow in common fig caprifigs but not in the female syconiums because the female flower is too long for the wasp to successfully lay her eggs in them. Nonetheless, the wasp pollinates the flower with pollen from the caprifig it grew up in. In many situations, the wasp pollinator is unable to escape and dies within the fruit. When the wasp dies, it is broken down by enzymes (Ficain) inside the fig. Fig wasps are not known to transmit any diseases harmful to humans. When a caprifig ripens, another caprifig must be ready to be pollinated. In temperate climes, wasps hibernate in figs, and there are distinct crops. Caprifigs have three crops per year; common figs have two. The first crop (breba) is larger and juicier, and usually eaten fresh. In cold climates the breba crop is often destroyed by spring frosts. Some parthenocarpic cultivars of common figs do not require pollination at all, and will produce a crop of figs (albeit sterile) in the absence of caprifigs and fig wasps. According to Ziegler and Leigh, syconia "sweat" on hot days to keep the pollinating wasps from overheating. They also state that Ficus spp are the most efficient producers of sugar "of any other tree yet known". Depending on the species, each fruit can contain hundreds or even thousand of seeds. Figs can be propagated by seeds, cuttings, air-layering or grafting. However, as with any plant, figs grown from seed are not necessarily genetically identical to the parent and are only propagated this way for breeding purposes. The unique fig pollination system involves tiny, highly specific wasps, known as fig wasps, that enter via ostiole these subclosed inflorescences to both pollinate and lay their own eggs. Each species of fig is pollinated by one or a few specialised wasp species, and therefore plantings of fig species outside of their native range results in effectively sterile individuals. For example, in Hawaii, some 60 species of figs have been introduced, but only four of the wasps that fertilize them, so only those species of figs produce viable seeds there and can become invasive species. This is an example of mutualism, in which each organism (fig plant and fig wasp) benefit each other, in this case reproductively. The intimate association between fig species and their wasp pollinators, along with the high incidence of a one-to-one plant-pollinator ratio have long led scientists to believe that figs and wasps are a clear example of coevolution. Morphological and reproductive behavior evidence, such as the correspondence between fig and wasp larvae maturation rates, have been cited as support for this hypothesis for many years. Additionally, recent genetic and molecular dating analyses have shown a very close correspondence in the character evolution and speciation phylogenies of these two clades. According to meta-analysis of molecular data for 119 fig species 35% (41) have multiple pollinator wasp species. The real proportion is higher because not all wasp species were detected. On the other hand, species of wasps pollinate multiple host fig species. Molecular techniques, like microsatellite markers and mitochondrial sequence analysis, allowed a discovery of multiple genetically distinct, cryptic wasp species. Not all these cryptic species are sister taxa and thus must have experienced a host fig shift at some point. These cryptic species lacked evidence of genetic introgression or backcrosses indicating limited fitness for hybrids and effective reproductive isolation and speciation. The existence of cryptic species suggests that neither the number of symbionts nor their evolutionary relationships are necessarily fixed ecologically. While the morphological characteristics that facilitate the fig-wasp mutualisms are likely to be shared more fully in closer relatives, the absence of unique pairings would make it impossible to do a one-to-one tree comparison and difficult to determine cospeciation.[citation needed] Several species of Ficus have been observed to sequester atmospheric CO2 as calcium oxalate in the presence of oxalotrophic bacteria and fungi, which catabolize the oxalate, which produces calcium carbonate. The calcium carbonate is precipitated throughout the tree, which also alkanalizes the surrounding soil. This process was first observed in the Iroko tree, which can sequester up to a ton of calcium carbonate in the soil over its lifespan. These species are current candidates for carbon sequestration agroforestry. Systematics With over 800 species, Ficus is by far the largest genus in the Moraceae, and is one of the largest genera of flowering plants currently described. The species currently classified within Ficus were originally split into several genera in the mid-1800s, providing the basis for a subgeneric classification when reunited into one genus in 1867. This classification put functionally dioecious species into four subgenera based on floral characters. In 1965, E. J. H. Corner reorganized the genus on the basis of breeding system, uniting these four dioecious subgenera into a single dioecious subgenus Ficus. Monoecious figs were classified within the subgenera Urostigma, Pharmacosycea and Sycomorus. This traditional classification has been called into question by recent phylogenetic studies employing genetic methods to investigate the relationships between representative members of the various sections of each subgenus. Of Corner's original subgeneric divisions of the genus, only Sycomorus is supported as monophyletic in the majority of phylogenetic studies. Notably, there is no clear split between dioecious and monoecious lineages. One of the two sections of Pharmacosycea, a monoecious group, form a monophyletic clade basal to the rest of the genus, which includes the other section of Pharmacosycea, the rest of the monoecious species, and all of the dioecious species. These remaining species are divided into two main monophyletic lineages (though the statistical support for these lineages is not as strong as for the monophyly of the more derived clades within them). One consists of all sections of Urostigma except for section Urostigma s. s.. The other includes section Urostigma s. s., subgenus Sycomorus, and the species of subgenus Ficus, though the relationships of the sections of these groups to one another are not well resolved. Selected species As of July 2025[update], there are 881 accepted Ficus species according to Plants of the World Online. The following species are typically spreading or climbing lianas: Uses The wood of fig trees is often soft and the latex precludes its use for many purposes. It was used to make mummy caskets in Ancient Egypt. Certain fig species (mainly F. cotinifolia, F. insipida and F. padifolia) are traditionally used in Mesoamerica to produce papel amate (Nahuatl: āmatl). Mutuba (F. natalensis) is used to produce barkcloth in Uganda. One of the standard kbach rachana decorative elements in Cambodian architecture was inspired by the shapes of the leaves of Pou (F. religiosa). Indian banyan (F. benghalensis) and the Indian rubber plant, as well as other species, have use in herbalism.[citation needed] The inner bark of an unknown type of wild fig, locally known as urú, was once used by the Moré people [es] of Bolivia to produce a fibrous cloth used for clothing. Figs have figured prominently in some human cultures. There is evidence that figs, specifically the common fig (F. carica) and sycamore fig (Ficus sycomorus), were among the first plant species that were deliberately bred for agriculture in the Middle East, starting more than 11,000 years ago. Nine subfossil F. carica figs dated to about 9400–9200 BCE were found in the early Neolithic village Gilgal I (in the Jordan Valley, 13 km, or 8.1 mi, north of Jericho). These were a parthenogenetic type and thus apparently an early cultivar. This find predates the first known cultivation of grain in the Middle East by many hundreds of years. Numerous species of fig are found in cultivation in domestic and office environments, including: Fig trees have profoundly influenced culture through several religious traditions. Among the more famous species are the sacred fig tree (Pipal, bodhi, bo, or po, Ficus religiosa) and other banyan figs such as Ficus benghalensis. The oldest living plant of known planting date is a Ficus religiosa tree known as the Sri Maha Bodhi planted in the temple at Anuradhapura, Sri Lanka by King Tissa in 288 BCE. In Asia, figs are important in Buddhism and Hinduism. The Buddha is traditionally held to have found bodhi (enlightenment) while meditating for 49 days under a sacred fig. The same species was Ashvattha, the "world tree" of Hinduism. The Plaksa Pra-sravana was said to be a fig tree between the roots of which the Sarasvati River sprang forth; it is usually held to be a sacred fig but more probably is Ficus virens. In Jainism, the consumption of any fruit belonging to this genus is prohibited. The common fig is one of two significant trees in Islam, and there is a sura in Quran named "The Fig" or At-Tin (سوره تین). The common fig tree is first mentioned in the Bible when Adam and Eve, after gaining knowledge of their nakedness, sew fig leaves together for coverings. Throughout the Hebrew Bible, the fig tree symbolizes peace, prosperity, and divine blessing. It is often paired with the grapevine as a key agricultural product of ancient Israel and is listed among the Seven Species with which the land was blessed. Its sweet fruit was highly valued, and the tree appears in parables and prophetic texts, sometimes as a symbol of abundance, and at other times, when withered or destroyed, as a metaphor for judgment and desolation. The fig tree was sacred in ancient Greece and Cyprus, where it was a symbol of fertility.[citation needed] Famous fig trees Citations General references External links Video
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[SOURCE: https://en.wikipedia.org/wiki/Folivore] | [TOKENS: 530]
Contents Folivore In zoology, a folivore is a herbivore that specializes in eating leaves. Mature leaves contain a high proportion of hard-to-digest cellulose, less energy than other types of foods, and often toxic compounds. For this reason, folivorous animals tend to have long digestive tracts and slow metabolisms. Many enlist the help of symbiotic bacteria to release the nutrients in their diet. Additionally, as has been observed in folivorous primates, they exhibit a strong preference for immature leaves which tend to be easier to masticate, are higher in energy and protein, and lower in fibre and poisons than more mature fibrous leaves. Folivory and flight It has been observed that folivory is extremely rare among flying vertebrates. Morton (1978) attributed this to the fact that leaves are heavy, slow to digest, and contain little energy relative to other foods. The hoatzin is an example of a flighted, folivorous bird, but it is a weak flier, due to the well-developed foregut (used to digest its food) reducing the area available for flight muscles to attach. There are, however, many species of folivorous flying insects. Some bats are partially folivorous; their method of deriving nourishment from leaves, according to Lowry (1989), is to chew up the leaves, swallowing the sap and spitting out the remainder. Arboreal folivores Arboreal mammalian folivores, such as sloths, koalas, and some species of monkeys and lemurs, tend to be large and climb cautiously. Similarities in body shape and head- and tooth-structure between early hominoids and various families of arboreal folivores have been advanced as evidence that early hominoids were also folivorous. Primates Standard ecological theory predicts relatively large group sizes for folivorous primates, as large groups offer better collective defense against predators and they face little competition for food among each other. It has been observed that these animals nevertheless frequently live in small groups. Explanations offered for this apparent paradox include social factors such as increased incidence of infanticide in large groups. Folivorous primates are relatively rare in the New World, the primary exception being howler monkeys. One explanation that has been offered is that fruiting and leafing occur simultaneously among New World plants. However a 2001 study found no evidence for simultaneous fruiting and leafing at most sites, apparently disproving this hypothesis. Examples Examples of folivorous animals include: See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Chinese_alcohol] | [TOKENS: 2833]
Contents Alcohol in China There is a long history of alcohol in China. They include rice and grape wine, beer, whisky and various liquors including baijiu, the most-consumed distilled spirit in the world. Name 酒 (jiǔ) is the Chinese character referring to any drink containing appreciable quantities of ethanol. Its Old Chinese pronunciation has been reconstructed as *tsuʔ, at which point it was generally applied to drinks made from fermented millet. By the time of the first certain use of distillation during the Jin and Southern Song dynasties, the Middle Chinese pronunciation was tsjuw. It is often translated in English as "wine", which misrepresents its current usage. In present-day Mandarin, jiǔ most commonly refers to pure alcohol, hard liquors, and strong rice wine, while wine and beer are distinguished as pútáojiǔ (葡萄酒, lit. "grape jiu") and píjiǔ (啤酒, "'beer' jiu"), respectively. Nonetheless, there are many cultural parallels with the use of wine in European culture. Chinese food employs jiǔ in its recipes and formal dining in an analogous manner; likewise, there are many parallels in upper-class etiquette and religious observance. It appears prominently in all of the Chinese classics, including the Rites of Zhou and the Record of Rites, and has been a constant theme of Chinese poetry since its origins, all similar to the treatment of wine in Europe. History Chinese alcohol predates recorded history. Dried residue extracted from 9,000-year-old pottery implies that early beers were already being consumed by the Neolithic peoples in the area of modern China. Made from rice, honey, grapes, and hawthorn, it seems to have been produced similarly to that of Mesopotamia and Ancient Egypt. Within the Yellow River area which gave rise to the Chinese culture, numerous bronze vessels preserved from the later Shang dynasty (whose oracle bones contained the first surviving Chinese characters) include many which were apparently used to warm alcohol. At the time, millet was the area's staple grain and these drinks may have been similar to modern huangjiu. Traditional Chinese historical accounts such as Sima Qian's Records of the Grand Historian relate various legends and myths concerning the origin of alcohol in China. One account says that the brewer Yidi presented the first alcoholic beverage as a gift to the emperor Yu the Great c. 2100 BC. Another credits its invention to Du Kang. Chinese alcohol figured prominently in Zhou-era accounts of the removal of the Mandate of Heaven. The final ruler of the Xia dynasty, the emperor Jie, was said to have shown his decadence by constructing an entire lake of jiu to please one of his concubines. The pool was said to have been large enough to navigate with a boat. The story was repeated in accounts of Di Xin, the last emperor of the Shang. Alcoholism was said to have been so rampant among Shang culture that reducing it presented one of the principal difficulties for the new Zhou dynasty. In the far northwest of modern China, the introduction of the irrigation and grape vines responsible for Xinjiang's raisin and wine production are generally credited to settlers from 4th-century BC Bactria, one of the successor states to the empire of Alexander the Great.[citation needed] However, new research has refuted the notions of a foreign origin for Chinese grape wine and grape vines, because the history of Chinese grape wine has been confirmed and proven to date back 9000 years (7000 BC), including the "(earliest attested use)" of wild grapes in wine as well as "earliest chemically confirmed alcoholic beverage in the world", according to Adjunct Professor of Anthropology Patrick McGovern, the Scientific Director of the Biomolecular Archaeology Project for Cuisine, Fermented Beverages, and Health at the University of Pennsylvania Museum in Philadelphia. Professor McGovern explains: The earliest chemically confirmed alcoholic beverage in the world was discovered at Jiahu in the Yellow River Valley of China (Henan province), ca. 7000-6600 B.C. (Early Neolithic Period). It was an extreme fermented beverage made of wild grapes (the earliest attested use), hawthorn, rice, and honey. The Jiahu discovery illustrates how you should never give up hope in finding chemical evidence for a fermented beverage from the Palaeolithic period. Research very often has big surprises in store. You might think, as I did too, that the grape wines of Hajji Firuz, the Caucasus, and eastern Anatolia would prove to be the earliest alcoholic beverages in the world, coming from the so-called "Cradle of Civilization" in the Near East as they do. But then I was invited to go to China on the other side of Asia, and came back with samples that proved to be even earlier–from around 7000 BC." Following the Yangtze's incorporation into the Chinese state during the Qin dynasty, beer progressively disappeared from use over the course of the Han dynasty in favor of the stronger huangjiu and the rice wines of the southern Chinese. By the Tang dynasty, home brewing seems to have been a familiar domestic chore, although the poor had to make do with poorly filtered mash (醅, pēi). The sticky rice-based choujiu dates to at least the Tang and was specially praised by the Chinese poet Li Bai. The Dutch historian Frank Dikötter describes the period between the Han and Tang dynasties as a "golden age" for alcohol, when it was commonly consumed in conjunction with mineral drugs, notably Cold-Food Powder, until the "rise of a tea culture during the Tang was a significant shift away from heavier patterns of intoxication". As noted in Shen Kuo's 11th-century Dream Pool Essays, much of the socializing among the gentry concerned "drinking guests" (jiuke). A symposium beginning with drinking huangjiu might involve playing the zither and chess, Zen meditation, calligraphy and painting, drinking tea, alchemy, and reciting poetry, as well as general conversation. Distillation may have been practiced in China as early as the later Han but the earliest evidence so far discovered has been dated to the Jin and Southern Song. A still dating to the 12th century was found during an archaeological dig at Qinglong in Hebei. Despite the popularity of Islam in the Mongol Empire and its growth within China during the Mongolian Yuan dynasty, the common consumption of distilled spirits such as baijiu dates to the same era. Wine was reintroduced to China at Macao by Portuguese traders and missionaries, who produced small batches for communion.[citation needed] This connection is retained in the Chinese transcription of the name Portugal, 葡萄牙 or pútáoyá, lit. 'grape teeth'.[citation needed] The production and its effect was minor, prior to the opening of the country by the 19th-century First and Second Opium Wars, after which European alcoholic beverages and methods of alcohol production were introduced throughout China. This European influence is particularly marked in the case of beer, whose modern Chinese name pijiu is a Qing-era transcription of the English beer and German Bier. Two of the principal brewers in modern China, Tsingtao and Harbin, are named for the sites of the former major German and Russian breweries. Other establishments such as the EWO Brewery Ltd., (now owned by Suntory), grew up to serve demand for western beer in the Shanghai International Settlement. Wine remained unfamiliar in China until Deng Xiaoping's post-1978 reforms brought the country greater prosperity and greater integration into the world markets. From practically no consumption, it has already grown to either the fifth- or seventh-largest market for wine in the world with sales of 1.6 billion bottles during 2011, annualized growth rates of 20% between 2006 and 2011, and high future growth forecast. 28th Concours Mondial de Bruxelles, which is a global wine competition is scheduled to held during May 2021, at Yinchuan, China.[needs update] China ranked 7th in the last competition in organic wine segment, which held in 2019. Types Huangjiu or "yellow wine" is a fermented alcoholic beverage brewed directly from grains such as millet, rice, and wheat. It is not distilled but typically has an alcohol content around 15-20%. It is usually pasteurized, aged, and filtered prior to bottling. Despite its name, huangjiu may be clear, beige, or reddish as well as yellow. The Chinese mijiu, the predecessor of Japanese sake, is generally considered a form of huangjiu within China. Huangjiu is further classified into various types, based on several factors. Among them are the drink's "dryness", the starter used in its production, and the production method. Baijiu or shaojiu is a Chinese liquor. It is usually sorghum-based, but some varieties are distilled from huangjiu or other rice-based drinks. All typically have an alcohol content greater than 30% and are so similar in color and feel to vodka that baijiu is sometimes known as "Chinese vodka". There are many varieties, classified by their fragrance, but most are only distilled once, permitting stronger flavors and scent than vodka. The prestige brand within China is the "sauce-scented" Moutai or Mao-t'ai, produced in the southern city of Maotai in Guizhou. More common brands include Luzhou Laojiao, Wuliangye and varieties of erguotou. Modern Chinese beers derive from the Russian and German breweries established at Harbin and Qingdao. Most are pale lagers, although other styles are available, particularly in brewpubs catering to the expatriate communities in Beijing and Shanghai. The principal Chinese brands are Tsingtao, Harbin, and Snow. Other major brewers include Yanjing, San Miguel, Zhujiang, and Reeb. Domestic production within China is dominated by a few large vineyards, including Changyu Pioneer Wine, China Great Wall Wine, and Dynasty Wine Notable regions include Yantai, Beijing, Zhangjiakou in Hebei, Yibin in Sichuan, Tonghua in Jilin, Taiyuan in Shanxi, and Ningxia. Yantai alone holds over 140 wineries and produces 40% of the country's wine. Traditional Uyghur wine from Xinjiang is known as museles (Arabic: المثلث, lit. "the triangle"). Its production requires crushing the grapes by hand, then straining them through atlas silk and boiling the juice with an equal volume of water, as well as added sugar. This is cooked until the original volume of the juice is reached and then stored in clay urns along with various flavorings. A controversial drink that is still nowadays sold in the black market of the country is Tiger Bone Wine: this tonic is created crushing and mixing the bones with rice wine, in a long process that lasts for at least eight years. The drink has a high alcohol concentration, of about 58% and is used in both traditional Chinese Medicine and Martial Arts, and has been on the market for centuries. Other fermented beverages include choujiu (made from sticky rice), lychee wine, gouqi jiu (made from wolfberries), Qingke jiu (made from Tibetan highland barley), and kumis (made from mare or yak milk). The peach-scented Luzhou Laojiao prides itself on continuous production since 1573 during the Ming dynasty. The ginger-flavored liqueur Canton is no longer produced in China but is instead imported for consumption in the United States from a distillery in France unrelated to its original production. Whisky demand is on the rise in China, but domestically produced whisky is limited. Culture Chinese alcoholic beverages have a long history both as a part of diet and ceremonies (both secular and religious), as well as being a part of the productive activities of many households and commercial establishments. Chinese alcoholic beverages were traditionally warmed before being consumed, a practice going back to the early dynastic period. The temperature to which the liquor may be warmed ranges between approximately 35 and 55 °C, well below the boiling point of ethanol. Warming the liquor allows its aromas to be better appreciated by the drinker without losing too much alcohol. The optimal temperature for warming depends on the type of beverage as well as the preference of the drinker. Traditionally, also, the drinks are consumed together with food rather than on their own. Neither practice is binding in modern China. In addition to being used to brew liquor, the seed mash described above can also be made to be eaten or drunk as a sweet dessert. Traditional Chinese medicine frequently employed alcoholic drinks (associated with yin) and alcoholic drinks were likewise used as medicine. Alcohol including extracts of plants, herbs, animal parts, or minerals are not as common as they once were but may still be encountered. One example of such a medicinal alcoholic drink is realgar wine: consumed during the Dragon Boat Festival, realgar wine consisted of huangjiu mixed with realgar, an arsenic sulfide also used as an insecticide. It appears in the Chinese legend of the White Snake as the substance which forces the snake to reveal her true form. The drink was thought to prevent disease and misfortune (particularly snake bites and digestive worms) and to promote health; although modern Chinese authorities discourage the practice, it is still legally available for consumption. See also References External links
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[SOURCE: https://en.wikipedia.org/w/index.php?title=List_of_programming_languages&action=edit&section=7] | [TOKENS: 1432]
Editing List of programming languages (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} This page is a member of 2 hidden categories (help):
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[SOURCE: https://en.wikipedia.org/w/index.php?title=PlayStation_(console)&action=edit&section=4] | [TOKENS: 1432]
Editing PlayStation (console) (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} This page is a member of 10 hidden categories (help):
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[SOURCE: https://github.com/accelerator] | [TOKENS: 1244]
Navigation Menu Search code, repositories, users, issues, pull requests... Provide feedback We read every piece of feedback, and take your input very seriously. Saved searches Use saved searches to filter your results more quickly To see all available qualifiers, see our documentation. Powering AI advancements in the open Advancing AI This year's theme and cohort is about projects who are making AI advancements but in the open. We are looking for people and projects that are building AI-based solutions with an open source license and community to improve the world. With the GitHub Accelerator, we want to pioneer new ways for developers to simply and sustainably work in open source full-time – built on developer's terms. The Program Participants engage in a 10-week peer-based cohort program that includes instruction, workshops, and expert speakers. Participants will have the opportunity to amplify through GitHub channels, events and showcases. Participants will have a diverse community of builders to learn from within the cohort to exchange ideas, build partnerships, and accelerate project growth and adoption. The program will offer mentorship from community and Hubbers in fields of open source, AI, Security as well as topical areas like fundraising and business. 2024 Cohort AI Bending the cost curve of fine-tuning models. The testing platform for AI models bringing transparency, and accountability. Making AR/VR digital world creation accessible to anyone regardless of technical expertise. The premier hub for advanced robotics navigation. Autonomous agents and copilots for security teams. Bringing privacy, security, and performance locally with world-class UI. Raising the bar for ML and data science notebooks. Simplifying the way enterprises make RAG models, securely and sensitively. Optimizing LLMs with easy RAG deployment and management. Enhancing web security with advanced solutions. Plug-and-play APIs designed for LLM training. Powering AI Advancements in the open. GitHub Sponsors allows the developer community to financially support the open source projects they depend on, directly on GitHub GitHub Fund is partnering with M12 to help open source companies grow. We are thrilled to partner with and invest in the next generation of open source entrepreneurs. Open source software is free for you to use and explore. Get involved to perfect your craft and be part of something big. The future of open source depends on critical funding and curriculum to build durable and sustainable projects, GitHub Accelerator aims to propel new careers and companies for today and tomorrow by providing funding, mentorship, and support to help builders focus on their projects and take it to the next level. See 2023 cohort GitHub Fund is a dedicated venture capital vehicle focused on open source builders, in partnership with Microsoft’s Venture Fund, M12. The Fund invests in pre-seed and seed stage, open source projects and provides support via GitHub and M12. Anyone who is a current contributor or maintainer of an open source project on GitHub. You can also apply as a team for a given open source project (max of 3 people). Previous applicants are eligible to apply. You must also: Be age eighteen (18) or older Have an active online profile on GitHub Be located in one of the regions supported by GitHub Sponsors Not be a current employee of GitHub and/or any of its parent/subsidiary companies Clear open source license Open source first project with demonstrated community traction and adoption Clear governance structure and plan for utilizing the funds prior to kick-off Deep focus in AI, Machine Learning, and AI infrastructure Commitment from core leaders to participate in and engage in the required programming Agree to Code of Conduct and Privacy Statement We will select 10 projects for the cohort. All of our applications will be evaluated by a selection committee. You’ll be much more likely to be selected if you: Have an active and growing set of users Understand how you want to grow and maintain your project Wish to pursue open source work full-time We are interested in projects working in the open focused on: AI Developers Tools and Infrastructure and Pipeline Models and frameworks, including architectures Hardware and hardware enablement Data and data infrastructure Marketplaces and tools that democratize access to AI AI powered developer applications and tools Cyber security As a part of the program, the participants will get: $40,000 per project in non-dilutive funding 5-10 hours per week of live instruction, workshops, and homework Office Hours with GitHub team for security reviews Q+As with enterprise Sponsors, community members, and GitHub leaders Introduction to, and at least one office hour with, M12, Microsoft’s Venture Fund Free access to relevant GitHub products, including a full year of GitHub Copilot Eligible projects will receive free Azure AI infrastructure credits including preferred access to high-end GPU virtual machine clusters and white glove go-to-market support A shared slack channel with your cohort to collaborate and support each other Selected participants must be able to work on their projects full-time (40 hours/week) during the program. This time commitment is inclusive of the 5-10 hours of weekly instruction, workshops, and homework. All meetings will be hosted in Pacific Standard Time. Contribute to the open source resources we have on GitHub so other developers can learn from your experience Applications close March 5, 2024 at 12PM PST. The 2024 cohort program will kick off in April 22, 2024. The program is a 10 week virtual program with a mix of 1-to-1, group sessions, project work, and mentorship. Selected participants outline their goals and objectives at the beginning of the program and are supported to achieve those goals during the program. Participants receive mentorship and curriculum to help further their projects. When should we hear back? We will evaluate applications on a rolling basis until they close March 5. Select participants will have a virtual interview to determine next steps. If you do not hear back from us by March 16, 2024 you were not selected to participate. Yes! We want to help you expand your funding and support as you look to build a full-time career in open source. Awesome! Sign up here for updates. 2023 cohort 2024 cohort Site-wide Links Get tips, technical guides, and best practices. Twice a month.
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[SOURCE: https://en.wikipedia.org/wiki/Degree_distribution] | [TOKENS: 3022]
Contents Degree distribution In the study of graphs and networks, the degree of a node in a network is the number of connections it has to other nodes and the degree distribution is the probability distribution of these degrees over the whole network. Definition The degree of a node in a network (sometimes referred to incorrectly as the connectivity) is the number of connections or edges the node has to other nodes. If a network is directed, meaning that edges point in one direction from one node to another node, then nodes have two different degrees, the in-degree, which is the number of incoming edges, and the out-degree, which is the number of outgoing edges. The degree distribution P(k) of a network is then defined to be the fraction of nodes in the network with degree k. Thus if there are n nodes in total in a network and nk of them have degree k, we have The same information is also sometimes presented in the form of a cumulative degree distribution, the fraction of nodes with degree smaller than k, or even the complementary cumulative degree distribution, the fraction of nodes with degree greater than or equal to k (1 - C) if one considers C as the cumulative degree distribution; i.e. the complement of C. Observed degree distributions The degree distribution is very important in studying both real networks, such as the Internet and social networks, and theoretical networks. The simplest network model, for example, the (Erdős–Rényi model) random graph, in which each of n nodes is independently connected (or not) with probability p (or 1 − p), has a binomial distribution of degrees k: (or Poisson in the limit of large n, if the average degree ⟨ k ⟩ = p ( n − 1 ) {\displaystyle \langle k\rangle =p(n-1)} is held fixed). Most networks in the real world, however, have degree distributions very different from this. Most are highly right-skewed, meaning that a large majority of nodes have low degree but a small number, known as "hubs", have high degree. Some networks, notably the Internet, the World Wide Web, and some social networks were argued to have degree distributions that approximately follow a power law: P ( k ) ∼ k − γ {\displaystyle P(k)\sim k^{-\gamma }} , where γ is a constant. Such networks are called scale-free networks and have attracted particular attention for their structural and dynamical properties. Excess degree distribution Excess degree distribution is the probability distribution, for a node reached by following an edge, of the number of other edges attached to that node. In other words, it is the distribution of outgoing links from a node reached by following a link. Suppose a network has a degree distribution P ( k ) {\displaystyle P(k)} , by selecting one node (randomly or not) and going to one of its neighbors (assuming to have one neighbor at least), then the probability of that node to have k {\displaystyle k} neighbors is not given by P ( k ) {\displaystyle P(k)} . The reason is that, whenever some node is selected in a heterogeneous network, it is more probable to reach the hubs by following one of the existing neighbors of that node. The true probability of such nodes to have degree k {\displaystyle k} is q ( k ) {\displaystyle q(k)} which is called the excess degree of that node. In the configuration model, which correlations between the nodes have been ignored and every node is assumed to be connected to any other nodes in the network with the same probability, the excess degree distribution can be found as: q ( k ) = k + 1 ⟨ k ⟩ P ( k + 1 ) , {\displaystyle q(k)={\frac {k+1}{\langle k\rangle }}P(k+1),} where ⟨ k ⟩ {\displaystyle {\langle k\rangle }} is the mean-degree (average degree) of the model. It follows from that, that the average degree of the neighbor of any node is greater than the average degree of that node. In social networks, it mean that your friends, on average, have more friends than you. This is famous as the friendship paradox. It can be shown that a network can have a giant component, if its average excess degree is larger than one: ∑ k k q ( k ) > 1 ⇒ ⟨ k 2 ⟩ / ⟨ k ⟩ − 1 > 1 ⇒ ⟨ k 2 ⟩ − 2 ⟨ k ⟩ > 0 {\displaystyle \sum _{k}kq(k)>1\Rightarrow {\langle k^{2}\rangle }/{\langle k\rangle }-1>1\Rightarrow {\langle k^{2}\rangle }-2{\langle k\rangle }>0} Bear in mind that the last two equations are just for the configuration model and to derive the excess degree distribution of a real-word network, we should also add degree correlations into account. Generating functions method Generating functions can be used to calculate different properties of random networks. Given the degree distribution and the excess degree distribution of some network, P ( k ) {\displaystyle P(k)} and q ( k ) {\displaystyle q(k)} respectively, it is possible to write two power series in the following forms: G 0 ( x ) = ∑ k P ( k ) x k {\displaystyle G_{0}(x)=\textstyle \sum _{k}\displaystyle P(k)x^{k}} and G 1 ( x ) = ∑ k q ( k ) x k = ∑ k k ⟨ k ⟩ P ( k ) x k − 1 {\displaystyle G_{1}(x)=\textstyle \sum _{k}\displaystyle q(k)x^{k}=\textstyle \sum _{k}\displaystyle {\frac {k}{\langle k\rangle }}P(k)x^{k-1}} G 1 ( x ) {\displaystyle G_{1}(x)} can also be obtained from derivatives of G 0 ( x ) {\displaystyle G_{0}(x)} : G 1 ( x ) = G 0 ′ ( x ) G 0 ′ ( 1 ) {\displaystyle G_{1}(x)={\frac {G'_{0}(x)}{G'_{0}(1)}}} If we know the generating function for a probability distribution P ( k ) {\displaystyle P(k)} then we can recover the values of P ( k ) {\displaystyle P(k)} by differentiating: P ( k ) = 1 k ! d k G d x k | x = 0 {\displaystyle P(k)={\frac {1}{k!}}{\operatorname {d} ^{k}\!G \over \operatorname {d} \!x^{k}}{\biggl \vert }_{x=0}} Some properties, e.g. the moments, can be easily calculated from G 0 ( x ) {\displaystyle G_{0}(x)} and its derivatives: And in general: For Poisson-distributed random networks, such as the ER graph, G 1 ( x ) = G 0 ( x ) {\displaystyle G_{1}(x)=G_{0}(x)} , that is the reason why the theory of random networks of this type is especially simple. The probability distributions for the 1st and 2nd-nearest neighbors are generated by the functions G 0 ( x ) {\displaystyle G_{0}(x)} and G 0 ( G 1 ( x ) ) {\displaystyle G_{0}(G_{1}(x))} . By extension, the distribution of m {\displaystyle m} -th neighbors is generated by: G 0 ( G 1 ( . . . G 1 ( x ) . . . ) ) {\displaystyle G_{0}{\bigl (}G_{1}(...G_{1}(x)...){\bigr )}} , with m − 1 {\displaystyle m-1} iterations of the function G 1 {\displaystyle G_{1}} acting on itself. The average number of 1st neighbors, c 1 {\displaystyle c_{1}} , is ⟨ k ⟩ = d G 0 ( x ) d x | x = 1 {\displaystyle {\langle k\rangle }={dG_{0}(x) \over dx}|_{x=1}} and the average number of 2nd neighbors is: c 2 = [ d d x G 0 ( G 1 ( x ) ) ] x = 1 = G 1 ′ ( 1 ) G 0 ′ ( G 1 ( 1 ) ) = G 1 ′ ( 1 ) G 0 ′ ( 1 ) = G 0 ″ ( 1 ) {\displaystyle c_{2}={\biggl [}{d \over dx}G_{0}{\big (}G_{1}(x){\big )}{\biggl ]}_{x=1}=G_{1}'(1)G'_{0}{\big (}G_{1}(1){\big )}=G_{1}'(1)G'_{0}(1)=G''_{0}(1)} Degree distribution for directed networks In a directed network, each node has some in-degree k i n {\displaystyle k_{in}} and some out-degree k o u t {\displaystyle k_{out}} which are the number of links which have run into and out of that node respectfully. If P ( k i n , k o u t ) {\displaystyle P(k_{in},k_{out})} is the probability that a randomly chosen node has in-degree k i n {\displaystyle k_{in}} and out-degree k o u t {\displaystyle k_{out}} then the generating function assigned to this joint probability distribution can be written with two valuables x {\displaystyle x} and y {\displaystyle y} as: G ( x , y ) = ∑ k i n , k o u t P ( k i n , k o u t ) x k i n y k o u t . {\displaystyle {\mathcal {G}}(x,y)=\sum _{k_{in},k_{out}}\displaystyle P({k_{in},k_{out}})x^{k_{in}}y^{k_{out}}.} Since every link in a directed network must leave some node and enter another, the net average number of links entering a node is zero. Therefore, ⟨ k i n − k o u t ⟩ = ∑ k i n , k o u t ( k i n − k o u t ) P ( k i n , k o u t ) = 0 {\displaystyle \langle {k_{in}-k_{out}}\rangle =\sum _{k_{in},k_{out}}\displaystyle (k_{in}-k_{out})P({k_{in},k_{out}})=0} , which implies that, the generation function must satisfy: ∂ G ∂ x | x , y = 1 = ∂ G ∂ y | x , y = 1 = c , {\displaystyle {\partial {\mathcal {G}} \over \partial x}\vert _{x,y=1}={\partial {\mathcal {G}} \over \partial y}\vert _{x,y=1}=c,} where c {\displaystyle c} is the mean degree (both in and out) of the nodes in the network; ⟨ k i n ⟩ = ⟨ k o u t ⟩ = c . {\displaystyle \langle {k_{in}}\rangle =\langle {k_{out}}\rangle =c.} Using the function G ( x , y ) {\displaystyle {\mathcal {G}}(x,y)} , we can again find the generation function for the in/out-degree distribution and in/out-excess degree distribution, as before. G 0 i n ( x ) {\displaystyle G_{0}^{in}(x)} can be defined as generating functions for the number of arriving links at a randomly chosen node, and G 1 i n ( x ) {\displaystyle G_{1}^{in}(x)} can be defined as the number of arriving links at a node reached by following a randomly chosen link. We can also define generating functions G 0 o u t ( y ) {\displaystyle G_{0}^{out}(y)} and G 1 o u t ( y ) {\displaystyle G_{1}^{out}(y)} for the number leaving such a node: Here, the average number of 1st neighbors, c {\displaystyle c} , or as previously introduced as c 1 {\displaystyle c_{1}} , is ∂ G ∂ x | x , y = 1 = ∂ G ∂ y | x , y = 1 {\displaystyle {\partial {\mathcal {G}} \over \partial x}{\biggl \vert }_{x,y=1}={\partial {\mathcal {G}} \over \partial y}{\biggl \vert }_{x,y=1}} and the average number of 2nd neighbors reachable from a randomly chosen node is given by: c 2 = G 1 ′ ( 1 ) G 0 ′ ( 1 ) = ∂ 2 G ∂ x ∂ y | x , y = 1 {\displaystyle c_{2}=G_{1}'(1)G'_{0}(1)={\partial ^{2}{\mathcal {G}} \over \partial x\partial y}{\biggl \vert }_{x,y=1}} . These are also the numbers of 1st and 2nd neighbors from which a random node can be reached, since these equations are manifestly symmetric in x {\displaystyle x} and y {\displaystyle y} . Degree distribution for signed networks In a signed network, each node has a positive-degree k + {\displaystyle k_{+}} and a negative degree k − {\displaystyle k_{-}} which are the positive number of links and negative number of links connected to that node respectfully. So P ( k + ) {\displaystyle P(k_{+})} and P ( k − ) {\displaystyle P(k_{-})} denote negative degree distribution and positive degree distribution of the signed network. See also References
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[SOURCE: https://en.wikipedia.org/wiki/Crypto-Judaism] | [TOKENS: 4867]
Contents Crypto-Judaism Crypto-Judaism is the secretive adherence to Judaism while publicly professing to be of another faith. Practitioners are referred to as "crypto-Jews" (from the Greek word kryptos – κρυπτός, 'hidden'). The term is especially applied historically to Spanish and Portuguese Jews who outwardly professed Catholicism, also known as Conversos, Marranos, or the Anusim. The phenomenon is especially associated with medieval Spain, following the Massacre of 1391 and the expulsion of the Jews in 1492. After 1492 in Spain and 1497 in Portugal, officially they no longer existed. The Spanish Inquisition and the Portuguese Inquisition were established to monitor converted Jews and Muslims and their descendants for their continued adherence to Christian faith and practice, with severe penalties for those convicted of secretly continuing to practice their original beliefs. This would have involved the Inquisition paying close attention to the households of suspected converted Jews, since most of the families still practicing Judaism would have done so through the food. Information about secretly observant Jews largely survives in Inquisition cases against individuals. Spain Officially, Jews who converted in Spain during the 14th and 15th centuries were known as Cristianos Nuevos (New Christians) but were commonly called conversos (converts to Christianity). Spain and Portugal issued edicts restricting their rights in the mother countries of Spain and Portugal and Spanish and Portuguese overseas territories in the Americas. Although only Cristianos Viejos (Old Christians) who could prove limpieza de sangre ("cleanliness or purity of blood") descended from Christian Iberian European ancestry only, without "tainting" of any Jewish ancestry or Muslim Berber/Arab ancestry, were allowed to officially migrate to the New World Spanish possessions, many Christian conversos with Jewish antecedents went to the Spanish possessions, using forged limpieza de sangre documents, or they entered the Spanish possessions via Portuguese Brazil, particularly 1580–1640 when Spain and Portugal were ruled by the same monarch. The entry requirements to the Portuguese colony of Brazil were more lax and also less rigorously enforced. Despite the dangers of the Spanish Inquisition in Iberia and the Inquisitions established in Mexico City; Lima, Peru; and Cartagena de Indias in what is now Colombia, many conversos continued to secretly and discreetly practice Jewish rituals in the home. After the Alhambra decree of March 1492, which mandated conversion to Christianity or exile for Jews, numerous conversos, also called Xueta (or Chueta) in the Balearic Islands ruled by Spain, publicly professed Roman Catholicism but privately adhered to Judaism, even throughout the Spanish Inquisition. According to the Encyclopaedia Judaica, several incidents of forced conversions happened prior to 1492 and outside of Iberia. One of the earliest conversions happened a century after the Fall of Rome and was in Clermont-Ferrand. After a member of the Jewish community in Clermont-Ferrand became a Jewish Christian and was persecuted by other members of the community for doing so, the cavalcade in which he was marching persecuted his persecutors in turn: The participants in the procession then made an attack "which destroyed [the synagogue] completely, razing it to the grounds." Subsequently, Bishop *Avitus directed a letter to the Jews in which he disclaimed the use of compulsion to make them adopt Christianity, but announced at the end of the missive: "Therefore if ye be ready to believe as I do, be one flock with us, and I shall be your pastor; but if ye be not ready, depart from this place." The community hesitated for three days before making a decision. Finally the majority, some 500, accepted Christianity. The Christians in Clermont greeted the event with rejoicing: "Candles were lit, the lamps shone, the whole city radiated with the light of the snow-white flock" (i.e., the forced converts). The Jews who preferred exile left for *Marseilles (Gregory of Tours, Histories, 5:11). The poet Venantius Fortunatus composed a poem to commemorate the occasion. In 582 the Frankish king Chilperic compelled numerous Jews to adopt Christianity. Again the anusim were not wholehearted in their conversion, for "some of them, cleansed in body but not in heart, denied God, and returned to their ancient perfidy, so that they were seen keeping the Sabbath, as well as Sunday" (ibid., 6:17). The Clermont-Ferrand conversions preceded the first forced conversions in Iberia by 40 years. Forced baptisms of Jews took place in Iberia in 616 at the insistence of Visigoth monarch Sisibut: Persistent attempts to enforce conversion were made in the seventh century by the Visigoths in Spain after they had adopted the Roman Catholic faith. Comparatively mild legal measures were followed by the harsh edict issued by King Sisibut in 616, ordering the compulsory baptism of all Jews. After conversion, however, the anusim evidently maintained their Jewish cohesion and religious life. It was undoubtedly this problem that continued to occupy Spanish sovereigns at the successive Councils of Toledo representing both the ecclesiastical and secular authorities...Thus, steps were taken to secure that the children of converts had a Christian religious education as well as to prevent the older generation from continuing to observe the Jewish rites or from failing to observe the Catholic ones. A system of strict supervision by the clergy over the way of life and movements of the anusim was imposed... Portugal In 1496, King Manuel I of Portugal decreed the expulsion of Jews from the kingdom, though many were forced to convert to Christianity rather than leave. In 1536, the Portuguese Inquisition was established with the explicit purpose of persecuting those suspected of secretly adhering to Jewish customs. Some Jews continued practicing their faith secretly for centuries. For example, converted Jews ate a sausage made of poultry or game, known as Alheira, to attempt to hide the practice of not eating pork. The "Belmonte Jews" of Portugal, dating from the 12th century, maintained strong secret traditions for centuries. A whole community survived in secrecy by maintaining a tradition of endogamous marriage and hiding all external signs of their faith. They and their practices were discovered only in the 20th century. Their rich Sephardic tradition of crypto-Judaism is unique. Some now profess Orthodox Judaism, although many still retain their centuries-old traditions. In 2006, a Torah scroll, thought to have been used in secret during the Portuguese Inquisition, was discovered by a builder while demolishing a house in Covilhã, a town in central Portugal, near a 16th-century church that had been frequented by New Christians. Rest of Europe The Neofiti were a group of crypto-Jews living in the Kingdom of Sicily, which included all of Southern Italy from the 13th to the 16th centuries. The ancestral line Süß, Süßkind and Lindauer was a crypto-Jewish susitic ancestral line that settled in the Holy Roman Empire and lived as Catholic or Protestant crypto-Jews. Secondary lineages of the Lindauer are: Lindauere, Lindouer, Lindaer, Linduaer, Lindeaur, Lindeauer, Lindhauer, Linndauer, Lindayer as well as Lindaurr. There are some modern Susiti living in the United States, with two verified families: one in Mariah Hill, Indiana and another in Mid-Coast Maine. Susiti rituals from the Protestant tradition, as practiced by the Susiti in Maine, are similar to those of the Karaites and mainly consist of readings from the Psalms and Hebrew Scriptures. The prayers typically involve stepping three steps backward and then forward while reciting Psalm 84:5, followed by Psalm 3 in the morning and Psalm 4 in the evening then the Shema This is then followed by a full repetition of Psalm 145 and the which is called the “Holy Prayer” from Kings 8:22–61 the prayers conclude with a repetition of “Who is like You?”, the Song of Anna, Psalm 60, and Psalm 137, every prayer concludes with "Selah" due to the literal reading of the end of each Psalm and the false pretense that it was an equivalent to Amen. Middle East and North Africa There have been several communities of crypto-Jews in Muslim lands. The ancestors of the Daggatuns in Morocco are thought to have kept up their Jewish practices a long time after their nominal adoption of Islam. In Iran, a large community of crypto-Jews lived in Mashhad, near Khorassan, where they were known as "Jedid al-Islam"; they were mass-converted to Islam around 1839 after the Allahdad events. Most of this community left for Israel in 1946. Some converted to Islam and remained in Iran. India In 1494, after the signing of the Treaty of Tordesillas, authorized by Pope Alexander VI, Portugal was given the right to found colonies in the Eastern Hemisphere. In his lecture at the Library of Congress, Professor Sanjay Subrahmanyam, Chair in Social Sciences at University of California, Los Angeles, explains that crypto-Jews were especially attracted to India because not only was it a center of trade, but India had established ancient Jewish settlements along its Western coast. The presence of these communities meant that crypto-Jews, who had been forced to accept Catholicism but did not want to emigrate to tolerant countries (e.g. Morocco, Poland, Ottoman Empire, etc.), could operate within the Portuguese Empire with the full freedom of Catholic subjects but away from the Inquisition while collaborating with existing Jewish communities to hide their true beliefs. The presence of crypto-Jews in Goa angered the Archbishop of Goa, Dom Gaspar Jorge de Leão Pereira, and other Europeans like Francis Xavier who wrote polemics and letters to Lisbon urging that the Inquisition be brought to Goa. Crypto-Jews presented a security threat to the Kingdom of Portugal, because Sephardic Jews had an established reputation in Iberia for joining forces with Moors to overthrow Christian rulers. The Goan Inquisition commenced in 1560 and ended in 1812. It targeted crypto-Jews, crypto-Muslims, and crypto-Hindus. Of the 1,582 persons convicted between 1560 and 1623, 45.2% were convicted for offenses related to Judaism and Islam. A compilation of the auto-da-fé statistics of the Goa Inquisition reveal that a total of 57 persons were burnt in the flesh and 64 in effigy (i.e. a statue resembling the person). All the burnt were convicted as relapsed heretics or for sodomy. Latin America Crypto-Judaism was documented chiefly in Spanish-held colonial territories in northern Mexico. Numerous conversos joined Spanish and Portuguese expeditions, believing there was an economic opportunity in the new lands, and that they would have more freedom at a distance far from Iberia. Different situations developed in the early colonial period of Mexico, the frontier province of Nuevo León, the later northern frontier provinces, and the colonial experience of the Mexican Inquisition. The crypto-Jewish traditions have complex histories and are typically embedded in an amalgam of syncretic Roman Catholic and Judaic traditions. In many ways resurgent Judaic practices mirrored indigenous peoples' maintaining their traditions practiced loosely under a Roman Catholic veil. In addition, Catholicism was syncretic, absorbing other traditions and creating a new creole religion. The traditional Festival of Santa Esterica was preserved among the Conversos who migrated to the New World and is still practiced today among their descendants. Some of the Sephardic Jews expelled from Spain went to Portugal, but in 1497 that country effectively converted all remaining Jewish children, making them wards of the state unless the parents also converted. Therefore, many of the early crypto-Jewish migrants to Mexico in the early colonial days were technically first to second-generation Portuguese with Spanish roots before that. The number of such Portuguese migrants was significant enough that Spanish colonists began to use "Portuguese" as a synonym for "Jewish" for their settlers. Immigration to Mexico offered lucrative trade possibilities in a well-populated colony with nascent Spanish culture. Some migrants believed that this region would be more tolerant since the lands were overwhelmingly populated by non-Christian indigenous peoples and it was far removed from the metropole. Colonial officials believed that many crypto-Jews were going to Mexico during the 16th century and complained in written documents to Spain that Spanish society in Mexico would become significantly Jewish. Officials found and condemned clandestine synagogues in Mexico City. At this point, colonial administrators instituted the Law of the Pure Blood, which prohibited migration to Mexico for New Christians (Cristiano Nuevo), i.e. anyone who could not prove to be Old Christians for at least the last three generations. In addition, the administration initiated the Mexican Inquisition to ensure the Catholic orthodoxy of all migrants to Mexico. The Mexican Inquisition was also deployed in the traditional manner to ensure orthodoxy of converted indigenous peoples. The first victims of burnings (or autos de fé) of the Mexican Inquisition were indigenous converts convicted of heresy or crypto-Jews convicted of relapsing into their ancestral faith.[citation needed] Except for those allowed to settle the province of Nuevo Leon under an exemption from the Blood Purity Laws, the number of conversos migrating to the New World was reduced. The colonization of New Spain took place as a northward expansion over increasingly harsh geography, in regions that were occupied by tribes angered at the encroachment; they formed loose confederations of indigenous peoples to resist the settlers. Spain financed the expansion by exploiting mineral wealth, enslaving, or forcing indigenous peoples to labor in mines. It established encomiendas for raising livestock, thereby displacing the local people. The indigenous peoples of the North-Eastern quadrant of New Spain (Nueva España) proved particularly resistant to colonial pressures. The Chichimec, Apache, and other tribes resisted conversion to Christianity and avoided being impressed as laborers or slaves on Spanish ranches and in mines. The Spanish believed such peoples made the frontier (frontera) a lawless region. Luis Carvajal y de la Cueva, a royal accountant, was a Portuguese New Christian. He received a royal charter from the Spanish Crown to settle Nuevo León, a large expanse of land in the hostile frontier. Because of the dangers and difficulties of this region, Carvajal y de la Cueva received an exemption in his charter from the usual requirement that he prove that all new settlers were "Old Christians" (of at least three generations) rather than recently converted Jews or Muslims. This exemption allowed people to go to Nuevo León who were legally barred from entering New Spain elsewhere. Carvajal was authorized to bring 100 soldiers and 60 laborers to New Spain; many have been documented as crypto-Jews. With Carvajal as governor, Monterrey was established as the center (now in the state of Nuevo León). Within a few years, some people reported to authorities in Mexico City that Jewish rites were being performed in the Northern Province and efforts to convert heathen indigenous peoples were lax. The principal economic activity of Carvajal and his associates seems to have been capturing Indians and selling them into slavery. Carvajal's Lieutenant Governor, Gaspar Castaño de Sosa, led a large expedition to New Mexico in 1591 in an effort to establish a colony. Castaño was arrested for this unauthorized expedition and sentenced to exile in the Philippines. The sentence was later reversed, but he had already been killed in the Molucca Islands when the Chinese slaves on his ship mutinied. Governor Carvajal, his immediate family members, and others of his entourage were called to appear before the Inquisition in Mexico City. They were arrested and jailed. The governor subsequently died in jail, prior to a sentence of exile. The rest of the family ended up being implicated for relapsing into Judaism, so they were all executed by burning at the stake, except for one nephew who escaped arrest by fleeing to Italy, and one nephew who was a Dominican friar. His nephew, also named Luis, wrote the earliest-known writings by a Jew in the Americas. When Carvajal was in office, the city of Monterrey became a destination for other crypto-Jews who wanted to escape the Mexican Inquisition in the south of the territory. Thus, Nuevo León and the founding of Monterrey are significant as they attracted crypto-Jewish migrants from all parts of New Spain. They created one of the earliest Jewish-related communities in Mexico. (The Jewish communities in modern Mexico, which practice their Judaism openly, were not established until the late 19th and early 20th centuries, after considerable immigration of Ashkenazi Jews from eastern Europe, and Mizrahi Jews from Turkey and Syria.) The Carvajal family was an overall famous converted Hispano-Portuguese family, with very prominent male figures, but it is important to dive into the women in the family as well, specifically Isabel de Carvajal. Women like Isabel de Carvajal kept their practices close to them. These practices could have involved “bodily inscriptions” like how they ate and dressed, and putting on a front of “configuring the home” to put on a Catholic persona. Women did not have to hide their Jewish practices as common as men, since men had to be more public in society. This sense of Isabel de Carvajal keeping the practices alive in the household and for herself created a new idea of matriarchy in the household of crypto-Jewish families in New Spain. Due to the Inquisition activities in Nuevo León, many crypto-Jewish descendants migrated to frontier colonies further west, using the trade routes passing through the towns of the Sierra Madre Occidental and Chihuahua, Hermosillo and Cananea, and to the north on the trade route to Paso del Norte and Santa Fe (both cities in the colonial Santa Fe de Nuevo Mexico). Some even traveled to Alta California on the Pacific Coast. In the late 20th century, in modern-day Southwestern United States specifically New Mexico, which was a former territory of New Spain, several Hispanos of New Mexico have stated a belief that they are descended from crypto-Jews of the colonial period. While most maintain their Roman Catholic and Christian faiths, they often cite as evidence memories of older relatives practicing Jewish traditions. Since the 1990s, the crypto-Jews of New Mexico have been extensively studied and documented by several research scholars, including Stanley M. Hordes, Janet Liebman Jacobs, Schulamith Halevy, and Seth D. Kunin, who calls them Hispanos. Kunin noted that most of this group in New Mexico has not formally embraced Judaism nor joined the organized Jewish community. Though some have been sceptical, such as Folklorist Judith Neulander arguing that people could be referring to traditions of modern Ashkenazi Jews migrants and Evangelical Protestant Christians who purposely acquired and employed Jewish traditions. More recently, Evangelical Protestant Christians have opened missionary groups aimed at cultivating evangelical doctrine in Southwestern American communities where crypto-Judaism had survived. The highly influential Hordes has been charged with "single-minded speculation based on largely ephemeral or highly ambiguous evidence" for his conclusion that modern-day Hispanos who claim crypto-Jewish roots are heirs to an unbroken chain of transmission. Kunin responded to some of this criticism in his book Juggling Identities: Identity and Authenticity Among the Crypto-Jews, in the response Kunin iterated that these scholars were misunderstanding New Mexican identity which, while authentically tied to Christian and Pueblo historicity, is in line with other Spanish converso histories. In the department of Antioquia, Colombia, as well as in the greater Paisa region, some families also hold traditions and oral accounts of Jewish descent. In this population, Y-DNA genetic analysis has shown an origin of male founders predominantly from "southern Spain but also suggest that a fraction came from northern Iberia and that some possibly had a Sephardic origin". Medellín has a tradition of the marranada, where a pig is slaughtered, butchered and consumed on the streets of every neighborhood each Christmas. This custom has been interpreted as an annual affirmation of the rejection of Jewish law. A safe haven destination for Sephardic Conversos during the Spanish colonial era was Santa Cruz de la Sierra. In 1557 many crypto-Jews joined Ñuflo de Chávez and were among the pioneers who founded the city. During the 16th century more crypto-Jews that faced persecution from the Inquisition and local authorities in nearby Potosí, La Paz and La Plata moved to Santa Cruz, as it was the most isolated urban settlement and because the Inquisition did not bother the Conversos there; Some settled in the city of Santa Cruz and its adjacent towns, including Vallegrande, Postrervalle, Portachuelo, Terevinto, Pucará, and Cotoca. Several of the oldest Catholic families in Santa Cruz are of Jewish ancestry; some families still practice certain traditions of Judaism. As recently as the 1920s, several families preserved seven-branched candlesticks and served dishes cooked with kosher practices. It is still customary among certain old families to light candles on Friday at sunset and to mourn the deaths of close relatives by sitting on the floor. After almost five centuries, some of the descendants of these families acknowledge having some Jewish ancestry, but practice Catholicism. In addition to these communities, Roman Catholic-professing communities descended from male and female crypto-Jews are said to exist in the Dominican Republic, Cuba, Jamaica, Puerto Rico and in various other countries of South America, such as Brazil (see Synagogue Kahal Zur Israel in Recife), Argentina, Uruguay, Venezuela, Chile, Peru and Ecuador. From these communities comes the proverb, "Catholic by faith, Jewish by blood".[citation needed] In Jewish rabbinical law As one of the towering figures in Judaism and the author of the Mishneh Torah commentary on the Talmud, Maimonides also issued a landmark doctrinal response to the forced conversions of Jews in the Iberian peninsula by the Almohads: In his Epistle on Martyrdom, however, Maimonides suggested that the persecuted Jew should publicly adopt Islam while maintaining crypto-Judaism and not seek martyrdom unless forced to transgress Jewish commandments in public. He also excoriated one writer, who advocated martyrdom, for "long-winded foolish babbling and nonsense" and for misleading and hurting the Jews. In a sweeping view of the Jewish past, Maimonides marshals examples of heretics and sinners from the Bible to show that even oppressors of Israel were rewarded by God for a single act of piety or respect. How much greater then, he argues, will be the reward of the Jews "who despite the exigencies of forced conversion perform commandments secretly." Maimonides championed rationalism over the then-accepted practice of martyrdom when facing religious adversity. This consequently legitimized crypto-Judaism by the religion's standards and provided doctrinal backing for Jews during the centuries of the Spanish Inquisition (1478–1834). Notable crypto-Jews See also References Further reading External links
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Contents Republican Party (United States) The Republican Party, known informally as the Grand Old Party (GOP), is the major conservative and right-wing political party in the United States. It emerged as the main rival of the Democratic Party in the 1850s, and the two parties have dominated American politics since then. The Republican Party was founded in 1854 by anti-slavery activists who opposed the Kansas–Nebraska Act and the expansion of slavery into U.S. territories. It rapidly gained support in the North, drawing in former Whigs, Free Soilers, and former Know Nothings. Abraham Lincoln's election in 1860 led to the secession of Southern states and the outbreak of the American Civil War. Under Lincoln and a Republican-controlled Congress, the party led efforts to preserve the Union, defeat the Confederacy, and abolish slavery. During the Reconstruction era, Republicans sought to extend civil rights protections to freedmen, but by the late 1870s, the party shifted its focus toward business interests and industrial expansion. In the late 19th and early 20th centuries, it dominated national politics, promoting protective tariffs, infrastructure development, and laissez-faire economic policies, while navigating internal divisions between progressive and conservative factions. The party's support declined during the Great Depression, as the New Deal coalition reshaped American politics. Republicans returned to national power with the 1952 election of Dwight D. Eisenhower, whose moderate conservatism reflected a pragmatic acceptance of many New Deal-era programs. Following the civil rights era, the Republican Party's use of the Southern strategy appealed to many white voters disaffected by Democratic support for civil rights. The 1980 election of Ronald Reagan realigned national politics, consolidating a coalition of free market advocates, social conservatives and foreign policy hawks under the Republican banner. Since 2009, a shift toward right-wing populism culminated in the 2016 election of Donald Trump, whose leadership style and political agenda—often referred to as Trumpism—reshaped the party's identity. The party shifted towards illiberalism in the 2020s, with scholars noting democratic backsliding in the U.S. since Trump's second presidency began in 2025. A significant faction has begun to self-identify as white nationalist. In the 21st century, the Republican Party's strongest demographics are rural voters, White Southerners, evangelical Christians, men, senior citizens, and voters without college degrees. On economic issues, the party has maintained a pro-capital attitude since its inception. It currently supports Trump's mercantilist policies, including tariffs on imports on all countries at the highest rates in the world while opposing globalization and free trade. It also supports low income taxes and deregulation while opposing labor unions, a public health insurance option and single-payer healthcare. On social issues, it advocates for restricting abortion and supports some tough-on-crime policies such as capital punishment but is divided on the prohibition of recreational drug use. It promotes gun ownership, easing gun restrictions, and opposes transgender rights. Views on immigration within the party vary; it generally supports limited legal immigration but is strongly in favor of crackdowns on illegal immigration and the deportation of those without permanent legal status, such as undocumented immigrants and those with temporary protected status. In foreign policy, the party mostly supports U.S. aid to Israel but is divided on aid to Ukraine and improving relations with Russia, with Trump's ascent empowering more isolationist foreign policy factions. History In 1854, the Republican Party began as an antislavery party to combat the expansion of slavery into western territories after the passing of the Kansas–Nebraska Act by the Democrats under Stephan Douglas. The party was formed in the Northern and Border states, but not the South. It rapidly gained support in the North, drawing in former Whigs and Free Soil Democrats. Under the Presidency of Abraham Lincoln it led the successful war effort against the Confederacy. By 1865 it encompassed northern Protestants, factory workers, professionals, businessmen, prosperous farmers, and also black former slaves. It also included a minority of white Southerners who had opposed the Confederacy--men ridiculed by Democrats as "Scalawags" The great majority of white southerners were Democrats, as were The great majority of Irish Catholics and German Catholics. While both parties adopted pro-business policies in the 19th century, the early GOP was distinguished by its support for the national banking system, the gold standard, railroads, and high tariffs. The Republican Party largely dominated the national political scene until 1932. However it split in 1912, as former president Theodore Roosevelt formed the liberal Progressive Party to oppose the conservatives under William Howard Taft. The split allowed Democrats under Woodrow Wilson to win in 1912. The GOP lost its congressional majorities during the Great Depression (1929–1940). Under Franklin D. Roosevelt and Harry S Truman, the Democrats formed a winning New Deal coalition that was dominant from 1932 through 1952. After the Civil Rights Act of 1964, the Voting Rights Act of 1965, and the Southern strategy, the party's core base shifted with the Southern states becoming more reliably Republican in presidential politics and the Northeastern states becoming more reliably Democratic. White voters increasingly identified with the Republican Party after the 1960s. Following the Supreme Court's 1973 decision in Roe v. Wade, the Republican Party opposed abortion in its party platform and grew its support among evangelicals. The Republican Party won five of the six presidential elections from 1968 to 1988. Two-term President Ronald Reagan, who held office from 1981 to 1989, was a transformative party leader. His conservative policies called for reduced social government spending and regulation, increased military spending, lower taxes, and a strong anti-Soviet foreign policy. Reagan's influence upon the party persisted into the 21st century. Since the 1990s, the party's support has chiefly come from the South, the Great Plains, the Mountain States, and rural areas in the North. In the 2016 presidential election, Republican nominee Donald Trump defeated Democratic nominee Hillary Clinton. The result was unexpected; polls leading up to the election showed Clinton leading the race. Trump's victory was fueled by narrow victories in three states—Michigan, Pennsylvania, and Wisconsin—that had been part of the Democratic blue wall for decades. It was attributed to strong support amongst working-class white voters, who felt dismissed and disrespected by the political establishment. Trump became popular with them by abandoning Republican establishment orthodoxy in favor of a broader nationalist message. His election accelerated the Republican Party's shift towards right-wing populism and resulted in decreasing influence among its conservative factions. After the 2016 elections, Republicans maintained their majority in the Senate, the House, and governorships, and wielded newly acquired executive power with Trump's election. The Republican Party controlled 69 of 99 state legislative chambers in 2017, the most it had held in history. The Party also held 33 governorships, the most it had held since 1922. The party had total control of government in 25 states, the most since 1952. The opposing Democratic Party held full control of only five states in 2017. In the 2018 elections, Republicans lost control of the House, but strengthened their hold on the Senate. Over the course of his presidency, Trump appointed three justices to the Supreme Court. Trump lost the 2020 presidential election to Joe Biden but refused to concede the race, claiming widespread electoral fraud and attempting to overturn the results. On January 6, 2021, the United States Capitol was attacked by Trump supporters following a rally at which Trump spoke. After the attack, the House impeached Trump for a second time on the charge of incitement of insurrection, making him the only federal officeholder to be impeached twice. The Senate acquitted him in February 2021, after he had already left office. Following the 2020 election, election denial became increasingly mainstream in the party, with the majority of Republican candidates in 2022 being election deniers. The party also made efforts to restrict voting based on false claims of fraud. By the end of 2020, the Republican Party had shifted towards illiberalism, with research conducted by the V-Dem Institute concluding that it was more similar to Europe's most right-wing parties such as Law and Justice in Poland or Fidesz in Hungary. Trump easily won the nomination to be the party's candidate again in 2024, marking the third straight election of him being the GOP nominee. Trump achieved victory against Vice President Kamala Harris. He won both the electoral college and a plurality of the popular vote, becoming the first Republican to do so since George W. Bush in 2004, and improving his vote share among working class voters, particularly among young men, those without college degrees, and Hispanic voters. As of 2026, the GOP holds the presidency, and majorities in both the U.S. House of Representatives and U.S. Senate, giving them a federal government trifecta. It also holds 26 state governorships, 28 state legislatures, and 23 state government trifectas. Six of the nine current U.S. Supreme Court justices were appointed by Republican presidents. There have been 19 Republicans who have served as president, the most from any one political party; the most recent being current president Donald Trump, who became the 47th president on January 20, 2025. Trump also served as the 45th president from 2017 to 2021. Name and symbols The Republican Party's founding members chose its name as homage to the values of republicanism promoted by the Democratic-Republican Party, which its founder, Thomas Jefferson, called the "Republican Party". The idea for the name came from an editorial by the party's leading publicist, Horace Greeley, who called for "some simple name like 'Republican' [that] would more fitly designate those who had united to restore the Union to its true mission of champion and promulgator of Liberty rather than propagandist of slavery". The name was selected as it "connected voters with the original political organization of Thomas Jefferson in the 1790s, the Democratic-Republican Party". "Republican" has a variety of meanings around the world, and the Republican Party has evolved such that the meanings no longer always align. The term "Grand Old Party" is a traditional nickname for the Republican Party, and the abbreviation "GOP" is a commonly used designation. The term originated in 1875 in the Congressional Record, referring to the party associated with the successful military defense of the Union as "this gallant old party". The following year in an article in the Cincinnati Commercial, the term was modified to "grand old party". The first use of the abbreviation is dated 1884. The traditional mascot of the party is the elephant. A political cartoon by Thomas Nast, published in Harper's Weekly on November 7, 1874, is considered the first important use of the symbol. The cartoon was published during the debate over possibly run for third term from President Ulysses S. Grant. It draws imagery and text from the Aesop fable "The Ass in the Lion's Skin", combined with rumors of animals escaping from the Central Park Zoo. An alternate symbol of the Republican Party in states such as Indiana, New York, and Ohio is the bald eagle as opposed to the Democratic rooster or the Democratic five-pointed star. In Kentucky, the log cabin is a symbol of the Republican Party. Traditionally the party had no consistent color identity. After the 2000 presidential election, the color red became politically associated with Republicans. During and after the election, the major broadcast networks used the same color scheme for the electoral map: states won by Republican nominee George W. Bush were colored red and states won by Democratic nominee Al Gore were colored blue. Due to the weeks-long dispute over the election results, these color associations became firmly ingrained, persisting in subsequent years. Although the assignment of colors to political parties is unofficial and informal, the media has come to represent the respective political parties using these colors. The party and its candidates have also come to embrace the color red. Factions The Radical Republicans were a major factor in the party from its inception in 1854 until the end of the Reconstruction Era in 1877. Like the moderate Republicans the radicals strongly opposed the expansion of slavery. Unlike the moderates they were hard-line abolitionists calling for the end of slavery in the South. By 1865 Both factions advocated equal rights for the freedmen. Radicals were heavily influenced by religious ideals and evangelical Christianity. Radical Republicans pressed for abolition as a major war aim and they opposed the moderate Reconstruction plans of Abraham Lincoln as both too lenient on the Confederates and not going far enough to help former slaves. After the war's end and Lincoln's assassination, the Radicals clashed with Andrew Johnson over Reconstruction policy. Radicals led efforts to establish civil rights for former slaves and fully implement emancipation, pushing the Fourteenth Amendment for statutory protections through Congress. They opposed allowing ex-Confederate officers to retake political power in the Southern U.S., and emphasized liberty, equality, and the Fifteenth Amendment which provided voting rights for the freedmen. Many later became Stalwarts, who supported machine politics. Moderate Republicans were known for their loyal support of President Abraham Lincoln's war policies and expressed antipathy towards the more militant stances advocated by the Radical Republicans. In contrast to Radicals, Moderate Republicans were less enthusiastic on the issue of Black suffrage even while embracing civil equality and the expansive federal authority observed throughout the American Civil War. They were also skeptical of the lenient, conciliatory Reconstruction policies of President Andrew Johnson. Members of the Moderate Republicans comprised in part of the previous Radical Republicans who became disenchanted with the alleged corruption of the latter faction. They generally opposed efforts by Radical Republicans to rebuild the Southern U.S. under an economically mobile, free-market system. The 20th century saw the Republican party split into an Old Right and a moderate-liberal faction in the Northeast that eventually became known as Rockefeller Republicans. Opposition to Roosevelt's New Deal saw the formation of the conservative coalition. The 1950s saw fusionism of traditionalist and social conservatism and right-libertarianism, along with the rise of the First New Right to be followed in 1964 with a more populist Second New Right. The rise of the Reagan coalition in the 1980s began what has been called the Reagan era. Reagan's rise displaced the liberal-moderate faction of the GOP and established Reagan-style conservatism as the prevailing ideological faction of the Party for the next thirty years, until the rise of the right-wing populist faction. Reagan conservatives generally supported policies that favored limited government, individualism, traditionalism, republicanism, and limited federal governmental power in relation to the states. Republicans began the 21st century with the election of George W. Bush in the 2000 United States presidential election and saw the peak of a neoconservative faction that held significant influence over the initial American response to the September 11 attacks through the war on terror. The election of Barack Obama saw the formation of the Tea Party movement in 2009 that coincided with a global rise in right-wing populist movements from the 2010s to 2020s. The global rise in right-wing populism has been attributed to factors including economic insecurity due to financialization, a decline in organized religion, backlash to globalization, and migrant crises. Right-wing populism became an increasingly dominant ideological faction within the GOP throughout the 2010s and helped lead to the election of Donald Trump in 2016. Starting in the 1970s and accelerating in the 2000s, American right-wing interest groups invested heavily in external mobilization vehicles that led to the organizational weakening of the GOP establishment. The outsized role of conservative media, in particular Fox News, led to it being followed and trusted more by the Republican base over traditional party elites. The depletion of organizational capacity partly led to Trump's victory in the Republican primaries against the wishes of a very weak party establishment and traditional power brokers.: 27–28 Trump's election exacerbated internal schisms within the GOP,: 18 and saw the GOP move from a center coalition of moderates and conservatives to a solidly right-wing party hostile to liberal views and any deviations from the party line. The Party has since faced intense factionalism. These factions are particularly apparent in the U.S. House of Representatives, where three Republican House leaders (Eric Cantor, John Boehner, and Kevin McCarthy) have been ousted since 2009. All three of the top Republican elected officials during Trump's first term (Vice President, Speaker of the House, and Senate Republican leader) were ousted or stepped down by Trump's second term. The party's establishment conservative faction has lost all of its influence. Many conservatives critical of the Trumpist faction have also lost influence within the party, with no former Republican presidential or vice presidential nominees attending the 2024 Republican National Convention. The victory of Trump in the 2024 presidential election saw the party increasingly shift towards Trumpism, and party criticism of Trump was described as being muted to non-existent. The New York Times described it as a "hostile takeover", and a victory of right-wing populism over the old conservative establishment. Polling found that 53% of Republican voters saw loyalty to Trump as central to their political identity and what it means to be a Republican. During Trump's second presidency, Republican members of Congress were described by political commentators and news media as largely submissive to Trump, letting him dictate policies without pushback. Right-wing populism is the dominant political faction of the GOP. Sometimes referred to as the MAGA or "America First" movement, Republican populists have been described as consisting of a range of right-wing ideologies including but not limited to right-wing populism, national conservatism, neo-nationalism, mercantilism, and Trumpism. Trump has been described as one of many nationalist leaders, including Vladimir Putin of Russia, Xi Jinping of China, Recep Tayyip Erdogan of Turkey, Narendra Modi of India, Mohammed bin Salman of Saudi Arabia, Viktor Orbán of Hungary and Benjamin Netanyahu of Israel. The Republican Party's right-wing populist movements emerged in concurrence with a global increase in populist movements in the 2010s and 2020s, coupled with entrenchment and increased partisanship within the party since 2010. This included the rise of the Tea Party movement, which has also been described as far-right. This faction gained further dominance in the GOP during Joe Biden's presidency (2021–2025), including in the aftermath of the 2021–2023 inflation surge and Russian invasion of Ukraine. Businessman Elon Musk, the wealthiest individual in the world, is a notable proponent of right-wing populism. Since acquiring Twitter in 2022, Musk has shared far-right misinformation and numerous conspiracy theories, and his views are described as right-wing to far-right. However, Musk has also been described as in conflict with the populist wing of the party on some issues, particularly legal immigration, government spending, free trade, judicial reforms and relations with China. According to political scientists Matt Grossmann and David A. Hopkins, the Republican Party's gains among white voters without college degrees and corresponding losses among white voters with college degrees contributed to the rise of right-wing populism. Until 2016, white voters with college degrees were a Republican-leaning group, but have since become a Democratic-leaning group. In the 2020 presidential election, Joe Biden became the first Democratic president to win a majority of white voters with college degrees (51–48%) since 1964, while Trump won white voters without college degrees 67–32%. In the 2024 presidential election, Trump won white men without college degrees in a landslide (69-29%), and lost white women with college degrees (41-58%). Right-wing populism has broad appeal across income and wealth, and is extremely polarized with respect to educational attainment among White voters. According to a 2017 study, agreement with Trump on social issues, rather than economic pressure, increased support for Trump among White voters without college degrees. White voters without college degrees who were economically struggling were more likely to vote for Democrats and support the Democratic Party's economic agenda. Right-wing populism has appeal to Hispanic and Asian voters, but has little appeal to African American voters. According to historian Gary Gerstle, Trumpism gained support in opposition to neoliberalism, including opposition to free trade, immigration, globalization, and internationalism. Trump won the 2016 and 2024 presidential elections by winning states in the Rust Belt that had suffered from population decline and deindustrialization. Compared to other Republicans, the populist faction is more likely to oppose legal immigration, free trade, neoconservatism, and environmental protection laws. It has been described as featuring anti-intellectualism and overtly racial appeals. In international relations, populists typically support U.S. aid to Israel but not to Ukraine, though since 2025, a growing element is critical of aid to Israel as well. They are generally supportive of improving relations with Russia, and favor an isolationist "America First" foreign policy agenda. This faction has been described as closer to that of Vladimir Putin's Russia and Recep Tayyip Erdogan's Turkey than Western Europe and the Anglosphere in terms of positions on international cooperation, support for an autocratic leadership style, and trust in institutions. This faction takes nationalist and irredentist views towards other countries in North America, advocating for U.S. territorial expansion to include Canada, Greenland and the Panama Canal, the renaming of the Gulf of Mexico, and potential military action on Mexican soil. The party's far-right faction includes members of the Freedom Caucus. They generally reject compromise within the party and with the Democrats, and are willing to oust fellow Republican office holders they deem to be too moderate. According to sociologist Joe Feagin, political polarization by racially extremist Republicans as well as their increased attention from conservative media has perpetuated the near extinction of moderate Republicans and created legislative paralysis at numerous government levels in the last few decades. Julia Azari, an associate professor of political science at Marquette University, noted that not all populist Republicans are public supporters of Donald Trump, and that some Republicans such as Glenn Youngkin, a former Governor of Virginia, endorse Trump policies while distancing themselves from Trump as a person. The continued dominance of Trump within the GOP has limited the success of this strategy. In 2024, Trump led a takeover of the Republican National Committee. A FiveThirtyEight analysis found that of the 293 Republican members of Congress on January 20, 2017, just 121 (41%) were left on January 20, 2025. There were many reasons for the turnover, including retirements and deaths, losing general and primary elections, seeking other offices, etc., but the extent of the change is still stark. There were 273 Republican members of Congress on January 20, 2025. Trump also changed his vice president and both houses of Congress had changed their top leadership. Ronald Reagan's presidential election in 1980 established Reagan-style American conservatism as the dominant ideological faction of the Republican Party until the election of Donald Trump in 2016. Trump's 2016 election split both the GOP and larger conservative movement into Trumpist and anti-Trump factions, with the Trumpist faction winning. According to Nate Silver, in all three of Trump's runs for president, income had no significant correlation with support for the Republican Party, as voters across all incomes were closely divided between the two parties. Demographically, the party has lost majority support from white voters with college degrees, while continuing to gain among voters without college degrees. Higher educational attainment is strongly correlated with higher income, as well as decreased support for Trump and social conservatism. In the 2024 presidential election, Democrat Kamala Harris won a majority of voters with annual incomes over $100,000 (51–47%) and $200,000 (52–46%). Harris was also very competitive among White voters making over $100,000 (49–50%) and $200,000 a year (48–51%). A core economic belief of Reagan-style American conservatism that has been opposed by the right-wing populist faction is support for neoliberalism, including support for multilateralism and free trade while opposing tariffs. The right-wing populist faction has gained preeminence by appealing to White voters without college degrees who oppose globalization and free trade and instead support enacting tariffs, particularly in the Rust Belt states that were crucial to Donald Trump winning the presidency twice. Donald Trump and his base have supported enacting mercantilist economic policies intended to bring back the economic model that dominated the world from roughly the 16th to 19th centuries. Conventional conservatism has been in decline across the Western world, not just the United States. In the European Union's multi-party system, right-wing populist parties and European conservative parties both received support from about a quarter of voters in the early 2020s, the highest share for right-wing populist parties since the end of World War II. Trump's first vice president Mike Pence has since distanced himself from Trump and did not endorse him in the 2024 presidential election. Trump did not run with Pence again, instead choosing JD Vance. Mitch McConnell, who previously served as Senate Republican leader for 18 years (2007–2025), stepped down as leader in 2025 and will retire in 2026 due to declining health and age, as well as disagreements with Trump. McConnell was described as the last powerful member of the Republican establishment, with his retirement marking its end. The Roberts Court (2005–present), three of whose members were appointed by Trump as of 2024, has been described as the most conservative Supreme Court since the Vinson Court (1946–1953). It represents the last of the Republican establishment, with Chief Justice John Roberts the only Republican leader before Trump to have maintained office during Trump's second term. The party still maintains long-time ideologically conservative positions on many issues. Traditional modern conservatives combine support for free-market economic policies with social conservatism and a hawkish approach to foreign policy. Other parts of the conservative movement are composed of fiscal conservatives and deficit hawks. In foreign policy, neoconservatives are a small faction of the GOP that support an interventionist foreign policy and increased military spending. They previously held significant influence in the early 2000s in planning the initial response to the 9/11 attacks through the war on terror. Since the election of Trump in 2016, neoconservatism has declined and non-interventionism and isolationism have grown among elected federal Republican officeholders. Long-term shifts in conservative thinking following the elections of Trump have been described as a "new fusionism" of traditional conservative ideology and right-wing populist themes. These have resulted in shifts towards greater support for national conservatism, protectionism, cultural conservatism, a more realist foreign policy, a conspiracist sub-culture, a repudiation of neoconservatism, reduced efforts to roll back entitlement programs, and a disdain for traditional checks and balances. There are significant divisions within the party on the issues of abortion and LGBT rights. Conservative caucuses include the Republican Study Committee and Freedom Caucus. White nationalists compose a significant portion of the modern Republican Party. According to conservative writer Rod Dreher, supporters of white nationalism compose either a plurality or majority of congressional staffers, with 30 to 40 percent being supporters of Nick Fuentes and an additional amount supporting other forms of white ethnonationalism. According to a 2025 Manhattan Institute poll of current Republicans under 50, "a notable minority" self-described themselves as holding "racist" (31%) or "antisemitic" (25%) views. White nationalist beliefs in the party are rapidly growing, most pronounced among younger Republicans, and have been projected by analysts to further rise as a proportion of party leaders in coming years, as older traditional conservatives are gradually replaced by a more radical youth population. Tucker Carlson's 2025 interview with Nick Fuentes, who leads a subfaction of the movement known as Groypers, along with the assassination of Charlie Kirk in the same year, led to the breaking of the former cordon sanitaire among many leading Republicans. According to George Thomas, white nationalists now have significant influence over many historical conservative institutions, including the Heritage Foundation. Along with the Democratic Party, explicit white nationalism or other forms of explicit appeal to a white identity were not significant force in the Republican Party between the 1970s and mid-2010s. The alt-right movement rejected conservatism and was inspired by paleoconservatism, identitarianism, the Dark Enlightenment, and the French Nouvelle Droite. It came to be associated with a wide array of illiberal and white nationalist groups, including Andrew Anglin's Daily Stormer, Brad Griffin's Occidental Dissent, and Matthew Heimbach's Traditionalist Worker Party. It attracted broader mainstream attention in 2015, particularly through coverage on Steve Bannon's Breitbart News, due to alt-right support for Donald Trump's presidential campaign. Trump denounced the alt-right and other forms of white nationalism in his first term shortly after a 2017 white supremacist rally. Scholars, journalists, and academics have noted a shift since the beginning of his second term, with the White House openly supporting far-right parties and warning of white demographic decline. ICE recruitment during the second Trump administration has routinely cited white nationalist groups such as Patriot Front. Another advertisement shared by the White House featured a song produced and popularized by white nationalist group Pine Tree Riots. The ad was captioned "We'll Have Our Home Again" which was the name of the song, with "join.ice.gov" written below. Since the rise of the Christian right in the 1970s, the Republican Party has drawn significant support from evangelicals, Mormons, Christian nationalists, and traditionalist Catholics, partly due to opposition to abortion after Roe v. Wade. The Christian right faction is characterized by strong support of socially conservative and far-right Christian nationalist policies. A 2026 survey by the Public Religion Research Institute found that 56% of all Republicans identify as Christian nationalist "adherents" or "sympathizers". Christian conservatives seek to use the teachings of Christianity to influence law and public policy. Compared to other Republicans, the socially conservative Christian right faction of the party is more likely to oppose LGBT rights, marijuana legalization, and support significantly restricting the legality of abortion. The Christian right is strongest in the Bible Belt, which covers most of the Southern United States. Mike Pence, Donald Trump's vice president from 2017 to 2021, was a member of the Christian right. In October 2023, a member of the Christian right faction, Louisiana representative Mike Johnson, was elected the 56th Speaker of the United States House of Representatives. The Republican Party has a libertarian faction. This faction of the party is most popular in the Midwestern and Western United States. Libertarianism emerged from fusionism in the 1950s and 60s. Barry Goldwater had a substantial impact on the conservative-libertarian movement of the 1960s. Compared to other Republicans, they are more likely to favor the legalization of marijuana, LGBT rights such as same-sex marriage, gun rights, oppose mass surveillance, and support reforms to current laws surrounding civil asset forfeiture. Right-wing libertarians are strongly divided on the subject of abortion. Prominent libertarian conservatives within the Republican Party include Rand Paul, Thomas Massie, and Mike Lee. During the 2024 United States elections, the Republican Party adopted pro-cryptocurrency policies, which were originally advocated by the libertarian wing of the party. As the Republican presidential nominee, Donald Trump addressed the 2024 Libertarian National Convention, pledging support for cryptocurrency, opposing central bank digital currency and expressing support for the commutation of Ross Ulbricht. Trump's 2024 campaign featured greater influence from technolibertarian elements, particularly Elon Musk, who was subsequently nominated to lead the Department of Government Efficiency (DOGE). In June 2025, the libertarian wing strongly opposed Trump's One Big Beautiful Bill Act for contributing to the national debt, with Paul, Massie, and Musk all publicly criticizing the legislation. In response, White House Deputy Chief of Staff for Policy Stephen Miller, a figure associated with the populist wing of the party, criticized the libertarian faction, stating, "Certain libertarians in Congress, who are not MAGA, have their own agenda...and it's not yours." Miller has been described by The Hill as advocating for a break with the libertarians within the party, based on his view that they do not sufficiently emphasize strict immigration restrictions or favor massive increases of government spending. Moderates in the Republican Party are an ideologically centrist group that predominantly come from the Northeastern United States, and are typically located in swing states or blue states. Moderate Republican voters are typically highly educated, affluent, fiscally conservative, socially moderate or liberal and often "Never Trump". While they sometimes share the economic views of other Republicans (i.e. lower taxes, deregulation, and welfare reform), moderate Republicans differ in that some are for affirmative action, LGBT rights and same-sex marriage, legal access to and even public funding for abortion, gun control laws, more environmental regulation and action on climate change, fewer restrictions on immigration and a path to citizenship for illegal immigrants. In the 21st century, some former Republican moderates have switched to the Democratic Party, and the faction is in decline. Notable moderate Republicans include Senators Lisa Murkowski of Alaska and Susan Collins of Maine, Nevada governor Joe Lombardo, Vermont governor Phil Scott, New Hampshire governor Kelly Ayotte, and former Maryland governor Larry Hogan. Political positions The election of Trump in 2016 saw the Republican Party shift to embrace and bring far-right, fringe, and extreme ideas and organizations into the mainstream. His election shifted traditional Republican beliefs and ideology into a new leadership style and political agenda referred to as Trumpism. Trump explicitly and routinely disparages racial, religious, and ethnic minorities, and scholars consistently find that racial animus regarding blacks, immigrants, and Muslims are the best predictors of support for Trump. By 2025, The New York Times reported that congressional Republicans had increasingly used overtly bigoted language and offensive tropes against the racial and religious identity of their political opponents with little to no pushback from GOP leadership. The second presidency of Trump saw him nominate several White House officials with ties to antisemitic extremists. His administration promoted social media content promoting remigration and containing antisemitic slurs, and was criticized as promoting white nationalism and Nazism. The Southern Poverty Law Center found that some "images and language appear to come directly from antisemitic and neo-Nazi publications and a white Christian nationalist website". In October 2025, Politico revealed leaked group chats among high-ranking leaders of the "Young Republicans" that included language praising Adolf Hitler and promoting Nazism, encouraging the rape and killing of political opponents, extensive use of antisemitic and racial slurs, and favorable opinions on slavery. The messages drew bipartisan condemnation, and another incident involving the display of an American flag with a swastika in Republican Congressman David Taylor's office a day later spurred significant political commentary about the future of the GOP and condemnation about the prominence of Nazi ideology within the Republican Party. The same month, Politico posted more leaked messages from Republican Office of Special Council nominee Paul Ingrassia where he stated he had "a Nazi streak", that he wanted white men in positions of leadership, used ethnic slurs for Black people and Italians, and proposed making Kwanzaa and all celebrations of Black culture illegal. Also starting in October 2025, Axios, Politico, The Economist, The Wall Street Journal, and The New York Times described the party as undergoing a "rift" among a growing cohort of anti-Jewish and antisemetic voices within the party and debate over how expansive the party's coalition should be. In January 2026, Trump publicly came out against those with antisemitic views in the party, which The New York Times and The Economist described as being contrasted with J.D. Vance's prior refusal to condemn the incidents and statement that the party did not need "purity tests". Enacting high tariffs on foreign imports is a core component of Donald Trump's fiscal agenda. Tariffs are taxes on foreign imports, mainly paid by domestic businesses, given that consumers generally do not import foreign goods directly. By raising tariffs to their highest levels since the Gilded Age, Trump enacted one of the largest tax increases by any Republican president. The Constitution's Import-Export Clause requires that only the federal government be allowed to collect tariff revenue from imports. Traditionally, Republicans believe that free markets and individual achievement are the primary factors behind economic prosperity. Reduction in income taxes for those with higher incomes is a core component of Republicans' fiscal agenda. As of 2025, Trump and the Republican Party largely abandoned traditional Republican orthodoxy about protecting and promoting the free market, instead favoring state capitalism by taking direct government equity stakes in major US corporations, an approach that has been characterized by critics in favor of free market economics as socialist. As of 2025[update] the Republican Party supports near-universal tariffs, but that has not always been the case. For example, during the last half of the 20th century, Republicans were strong proponents of free trade. However 68% of Republicans and Republican-leaning independents approve of the increasing tariffs while the Democrats overwhelmingly disapprove of it at 89%. The current Republican president, Donald Trump, has been a staunch proponent of enacting tariffs as a means of generating tax revenue and has been described as a mercantilist. In 2025, Trump raised American tariff rates to the highest in the world, at the highest level since the Smoot–Hawley Tariff Act of 1930. Donald Trump opposes globalization, and his economic policies have been described as attempting to unravel the multilateral global economic order, including the power of the World Trade Organization (WTO). Trump has expressed his admiration for Republican president William McKinley's tariff policies. McKinley was the author of the Tariff Act of 1890, and both Trump and McKinley nicknamed themselves as a "Tariff Man". According to an April 2025 Economist/YouGov poll, "Republican voters overwhelmingly support Trump's tariffs, while Democratic voters generally do not." At its inception, the Republican Party supported protective tariffs. Abraham Lincoln enacted tariffs during the Civil War. The great battle over the high Payne–Aldrich Tariff Act in 1910 caused a split in the party. The Reciprocal Tariff Act of 1934 marked a sharp departure from the era of protectionism in the United States. American duties on foreign products declined from an average of 46% in 1934 to 12% by 1962, which included the presidency of Republican president Dwight D. Eisenhower. After World War II, the U.S. promoted the General Agreement on Tariffs and Trade (GATT) established in 1947, to minimize tariffs and other restrictions, and to liberalize trade among all capitalist countries. During the Reagan and George H. W. Bush administrations, Republicans abandoned protectionist policies and came out against quotas and in favor of the GATT and the World Trade Organization policy of minimal economic barriers to global trade. Free trade with Canada came about as a result of the Canada–United States Free Trade Agreement of 1987, which led in 1994 to the North American Free Trade Agreement (NAFTA) based on Reagan's plan to enlarge the scope of the market for American firms to include Canada and Mexico. President Bill Clinton, with strong Republican support in 1993, pushed NAFTA through Congress over the vehement objection of labor unions. The 2016 presidential election marked a return to supporting protectionism, beginning with Donald Trump's first presidency. In 2017, only 36% of Republicans agreed that free trade agreements are good for the United States, compared to 67% of Democrats. When asked if free trade has helped respondents specifically, the approval numbers for Democrats drop to 54%, however approval ratings among Republicans remain relatively unchanged at 34%. Income tax cuts have been at the core of Republican economic policy since 1980. At the national level and state level, Republicans tend to pursue policies of tax cuts and deregulation. Modern Republicans advocate the theory of supply-side economics, which holds that lower tax rates increase economic growth. Many Republicans oppose higher tax rates for higher earners, which they believe are unfairly targeted at those who create jobs and wealth. They believe private spending is more efficient than government spending. Republican lawmakers have also sought to limit funding for tax enforcement and tax collection. The modern Republican Party's economic policy positions tend to align with business interests and the affluent. Republicans have traditionally advocated in favor of fiscal conservatism. By the 2020s, Republicans have largely abandoned fiscal conservatism as an ideological cornerstone. The Republican Party is generally opposed to labor unions. Republicans believe corporations should be able to establish their own employment practices, including benefits and wages, with the free market deciding the price of work. Since the 1920s, Republicans have generally been opposed by labor union organizations and members. At the national level, Republicans supported the Taft–Hartley Act of 1947, which gives workers the right not to participate in unions. Modern Republicans at the state level generally support various right-to-work laws.[b] Most Republicans also oppose increases in the minimum wage. Historically, progressive leaders in the Republican Party supported environmental protection. Republican President Theodore Roosevelt was a prominent conservationist whose policies eventually led to the creation of the National Park Service. While Republican President Richard Nixon was not an environmentalist, he signed legislation to create the Environmental Protection Agency in 1970 and had a comprehensive environmental program. However, this position has changed since the 1980s and the administration of President Ronald Reagan, who labeled environmental regulations a burden on the economy. Since then, Republicans have increasingly taken positions against environmental regulation, with many Republicans rejecting the scientific consensus on climate change. Republican voters are divided over the human causes of climate change and global warming. Since 2008, many members of the Republican Party have been criticized for being anti-environmentalist and promoting climate change denial in opposition to the general scientific consensus, making them unique even among other worldwide conservative parties. In 2006, then-California Governor Arnold Schwarzenegger broke from Republican orthodoxy to sign several bills imposing caps on carbon emissions in California. Then-President George W. Bush opposed mandatory caps at a national level. Bush's decision not to regulate carbon dioxide as a pollutant was challenged in the Supreme Court by 12 states, with the court ruling against the Bush administration in 2007. Bush also publicly opposed ratification of the Kyoto Protocols which sought to limit greenhouse gas emissions and thereby combat climate change; his position was heavily criticized by climate scientists. The Republican Party rejects cap-and-trade policy to limit carbon emissions. In the 2000s, Senator John McCain proposed bills (such as the McCain-Lieberman Climate Stewardship Act) that would have regulated carbon emissions, but his position on climate change was unusual among high-ranking party members. Some Republican candidates have supported the development of alternative fuels to achieve energy independence for the United States. Some Republicans support increased oil drilling in protected areas such as the Arctic National Wildlife Refuge, a position that has drawn criticism from activists. Many Republicans during the presidency of Barack Obama opposed his administration's new environmental regulations, such as those on carbon emissions from coal. In particular, many Republicans supported building the Keystone Pipeline; this position was supported by businesses, but opposed by indigenous peoples' groups and environmental activists. According to the Center for American Progress, a non-profit liberal advocacy group, more than 55% of congressional Republicans were climate change deniers in 2014. PolitiFact in May 2014 found "relatively few Republican members of Congress ... accept the prevailing scientific conclusion that global warming is both real and man-made." The group found eight members who acknowledged it, although the group acknowledged there could be more and that not all members of Congress have taken a stance on the issue. From 2008 to 2017, the Republican Party went from "debating how to combat human-caused climate change to arguing that it does not exist", according to The New York Times. In January 2015, the Republican-led U.S. Senate voted 98–1 to pass a resolution acknowledging that "climate change is real and is not a hoax"; however, an amendment stating that "human activity significantly contributes to climate change" was supported by only five Republican senators. By 2025, the GOP during the second Trump administration moved to abandon all efforts to regulate greenhouse gases by reversing the endangerment finding, and Trump criticized global warming as a "hoax" and a "con job". The Energy Department also released a report promoting climate change denial and refuting the scientific consensus on climate change after several climate skeptics were given government jobs. The party opposes a single-payer health care system, describing it as socialized medicine. It also opposes the Affordable Care Act and expansions of Medicaid. Historically, there have been diverse and overlapping views within both the Republican Party and the Democratic Party on the role of government in health care, but the two parties became highly polarized on the topic during 2008–2009 and onwards. Both Republicans and Democrats made various proposals to establish federally funded aged health insurance prior to the bipartisan effort to establish Medicare and Medicaid in 1965. No Republican member of Congress voted for the Affordable Care Act in 2009, and after it passed, the party made frequent attempts to repeal it. At the state level, the party has tended to adopt a position against Medicaid expansion. Republicans typically believe individuals should take responsibility for their own circumstances and that the private sector is more effective in helping the poor through charity than the government is through welfare programs, and argue that social assistance programs cause government dependency. As of November 2022, all 11 states that had not expanded Medicaid had Republican-controlled state legislatures. By 2020, Republican officials had increasingly adopted anti-vaccine activism and policy. The Republican Party has a persistent history of skepticism and opposition to multilateralism in American foreign policy. Neoconservatism, which supports unilateralism and emphasizes the use of force and hawkishness in American foreign policy, has had some influence in all Republican presidential administrations since Ronald Reagan's. Some, including paleoconservatives, call for non-interventionism and an isolationist "America First" foreign policy agenda. This faction gained strength starting in 2016 with the rise of Donald Trump, demanding that the United States reset its previous interventionist foreign policy and encourage allies and partners to take greater responsibility for their own defense. During the 1940s, many Republicans, particularly Senator Robert A. Taft, advocated for recognition of Israel, leading to support for Israel being integrated into the 1948 Republican Party platform. Nevertheless, some Republicans at the time opposed the cause of an independent Jewish state due to the influence of conservatives of the Old Right. The rise of neoconservatism saw the Republican Party become further pro-Israel by the 1990s and 2000s, although notable anti-Israel sentiment persisted through paleoconservative figures such as Pat Buchanan. As president, Donald Trump generally supported Israel during most of his term, but became increasingly critical of Israeli Prime Minister Benjamin Netanyahu towards the end of it. According to i24NEWS, the 2020s have seen declining support for Israel among nationalist Republicans, led by individuals such as Tucker Carlson. Nevertheless, the 2024 Republican Party platform reaffirmed the party would "stand with Israel" and called for the deportation of "pro-Hamas radicals", while expressing a desire for peace in the Middle East. Although the Republican Party has often positioned itself as an opponent of antisemitism and denounced Democrats as insufficiently supportive of Israel, many members of the Christian right support Israel primarily due to theological beliefs about the centrality of Israel to the Second Coming of Jesus Christ and the conversion or damnation of Jews and other non-Christians. In the party's 2016 platform, its stance on Taiwan is: "We oppose any unilateral steps by either side to alter the status quo in the Taiwan Straits on the principle that all issues regarding the island's future must be resolved peacefully, through dialogue, and be agreeable to the people of Taiwan." In addition, if "China were to violate those principles, the United States, in accord with the Taiwan Relations Act, will help Taiwan defend itself". Mention of Taiwan was omitted from the party's 2024 platform. Since the terrorist attacks on September 11, 2001, neoconservatives in the party have supported the war on terror, including the War in Afghanistan and the Iraq War. The George W. Bush administration took the position that the Geneva Conventions do not apply to unlawful combatants, while other prominent Republicans, such as Ted Cruz, strongly oppose the use of enhanced interrogation techniques, which they view as torture. In the 2020s, Trumpist Republicans such as Matt Gaetz supported reducing U.S. military presence abroad and ending intervention in countries such as Somalia. The 2016 Republican platform eliminated references to giving weapons to Ukraine in its fight with Russia and rebel forces; the removal of this language reportedly resulted from intervention from staffers to presumptive Republican presidential nominee Donald Trump. However, the Trump administration approved a new sale of anti-tank weapons to Ukraine in 2017. Republicans generally question European NATO members' alleged insufficient investment in defense funding, and some are dissatisfied with U.S. aid to Ukraine. Some Republican members of the U.S. Congress support foreign aid to Israel but not to Ukraine, and have been described by U.S. media as pro-Russian. Amid the Russian invasion of Ukraine, several prominent Republicans criticized some colleagues and conservative media outlets for echoing Russian propaganda. Liz Cheney, formerly the third-ranking House Republican, said "a Putin wing of the Republican Party" had emerged. Former vice president Mike Pence said, "There is no room in the Republican Party for apologists for Putin." House Foreign Affairs Committee chairman Michael McCaul asserted that Russian propaganda had "infected a good chunk of my party's base." House Intelligence Committee chairman Mike Turner confirmed McCaul's assessment, asserting that some propaganda coming directly from Russia could be heard on the House floor. Republican senator Thom Tillis characterized the influential conservative commentator Tucker Carlson, who frequently expresses pro-Russia sentiments, as Russia's "useful idiot". In April 2024, a majority of Republican members of the U.S. House of Representatives voted against a military aid package to Ukraine. Both Trump and Senator JD Vance, the 2024 Republican presidential nominee and vice presidential nominee respectively, have been vocal critics of military aid to Ukraine and advocates of a peace deal between Russia and Ukraine. The 2024 Republican Party platform did not mention Russia or Ukraine, but stated the party's objectives to "prevent World War III" and "restore peace to Europe". In February 2025, during the Trump–Zelenskyy meeting, Trump and Vance hostilely berated Ukrainian president Volodymyr Zelenskyy. In a 2014 poll, 59% of Republicans favored doing less abroad and focusing on the country's own problems instead. Republicans have frequently advocated for restricting foreign aid as a means of asserting the national security and immigration interests of the United States. A survey by the Chicago Council on Global Affairs shows that "Trump Republicans seem to prefer a US role that is more independent, less cooperative, and more inclined to use military force to deal with the threats they see as the most pressing". The Republican Party is generally associated with social conservative policies, although it does have dissenting centrist and libertarian factions. The social conservatives support laws that uphold their traditional values, such as opposition to same-sex marriage, abortion, and marijuana. The Republican Party's positions on social and cultural issues are in part a reflection of the influential role that the Christian right has had in the party since the 1970s. Most conservative Republicans also oppose gun control, affirmative action, and illegal immigration. The Republican position on abortion has changed significantly over time. During the 1960s and early 1970s, opposition to abortion was concentrated among members of the political left and the Democratic Party; most liberal Catholics—which tended to vote for the Democratic Party—opposed expanding abortion access while most conservative evangelical Protestants supported it. During this period, Republicans generally favored legalized abortion more than Democrats, although significant heterogeneity could be found within both parties. Leading Republican political figures, including Richard Nixon, Gerald Ford, Ronald Reagan, and George H. W. Bush, took pro-choice positions until the early 1980s. However, starting at this point, both George H.W. Bush and Ronald Reagan described themselves as pro-life during their presidencies. In the 21st century, both George W. Bush and Donald Trump described themselves as "pro-life" during their terms. However, Trump stated that he supported the legality and ethics of abortion before his candidacy in 2015. Summarizing the rapid shift in the Republican and Democratic positions on abortion, Sue Halpern writes: ...in the late 1960s and early 1970s, many Republicans were behind efforts to liberalize and even decriminalize abortion; theirs was the party of reproductive choice, while Democrats, with their large Catholic constituency, were the opposition. Republican governor Ronald Reagan signed the California Therapeutic Abortion Act, one of the most liberal abortion laws in the country, in 1967, legalizing abortion for women whose mental or physical health would be impaired by pregnancy, or whose pregnancies were the result of rape or incest. The same year, the Republican strongholds of North Carolina and Colorado made it easier for women to obtain abortions. New York, under Governor Nelson Rockefeller, a Republican, eliminated all restrictions on women seeking to terminate pregnancies up to twenty-four weeks gestation.... Richard Nixon, Barry Goldwater, Gerald Ford, and George H.W. Bush were all pro-choice, and they were not party outliers. In 1972, a Gallup poll found that 68 percent of Republicans believed abortion to be a private matter between a woman and her doctor. The government, they said, should not be involved... Since the 1980s, opposition to abortion has become strongest in the party among traditionalist Catholics and conservative Protestant evangelicals. Initially, evangelicals were relatively indifferent to the cause of abortion and overwhelmingly viewed it as a concern that was sectarian and Catholic. Historian Randall Balmer notes that Billy Graham's Christianity Today published in 1968 a statement by theologian Bruce Waltke that: "God does not regard the fetus as a soul, no matter how far gestation has progressed." Typical of the time, Christianity Today "refused to characterize abortion as sinful" and cited "individual health, family welfare, and social responsibility" as "justifications for ending a pregnancy." Similar beliefs were held among conservative figures in the Southern Baptist Convention, including W. A. Criswell, who is partially credited with starting the "conservative resurgence" within the organization, who stated: "I have always felt that it was only after a child was born and had a life separate from its mother that it became an individual person and it has always, therefore, seemed to me that what is best for the mother and for the future should be allowed." Balmer argues that evangelical American Christianity being inherently tied to opposition to abortion is a relatively new occurrence. After the late 1970s, he writes, opinion against abortion among evangelicals rapidly shifted in favor of its prohibition. Today, opinion polls show that Republican voters are heavily divided on the legality of abortion, although the vast majority of the party's national and state candidates are anti-abortion and oppose elective abortion on religious or moral grounds. While many advocate exceptions in the case of incest, rape, or the mother's life being at risk, in 2012 the party approved a platform advocating banning abortions without exception. There were not highly polarized differences between the Democratic Party and the Republican Party before the Roe v. Wade 1973 Supreme Court ruling (which made prohibitions on abortion rights unconstitutional), but after the Supreme Court ruling, opposition to abortion became an increasingly key national platform for the Republican Party. As a result, Evangelicals gravitated towards the Republican Party. Most Republicans oppose government funding for abortion providers, notably Planned Parenthood. This includes support for the Hyde Amendment. Until its dissolution in 2018, Republican Majority for Choice, an abortion rights PAC, advocated for amending the GOP platform to include pro-abortion rights members. The Republican Party has pursued policies at the national and state levels to restrict embryonic stem cell research beyond the original lines because it involves the destruction of human embryos. After the overturning of Roe v. Wade in 2022, a majority of Republican-controlled states passed near-total bans on abortion, rendering it largely illegal throughout much of the United States. Republicans generally oppose affirmative action, often describing it as a "quota system" and believing that it is not meritocratic and is counter-productive socially, with critics arguing that it promotes reverse discrimination. According to a 2023 ABC poll, a majority of Americans (52%) and 75% of Republicans supported the Supreme Court's decision in Students for Fair Admissions v. Harvard prohibiting race as a factor in college admissions, compared to only 26% of Democrats. The 2012 Republican national platform stated, "We support efforts to help low-income individuals get a fair chance based on their potential and individual merit; but we reject preferences, quotas, and set-asides, as the best or sole methods through which fairness can be achieved, whether in government, education, or corporate boardrooms...Merit, ability, aptitude, and results should be the factors that determine advancement in our society." Republicans generally support gun ownership rights and oppose laws regulating guns with 23% of republicans favoring stricter gun laws compared to 86% of democrats. According to a 2023 Pew Research Center poll, 45% of Republicans and Republican-leaning independents personally own firearms, compared to 32% for the general public and 20% of Democrats and Democratic-leaning independents. The National Rifle Association of America, a special interest group in support of gun ownership, has consistently aligned itself with the Republican Party. Following gun control measures under the Clinton administration, such as the Violent Crime Control and Law Enforcement Act of 1994, the Republicans allied with the NRA during the Republican Revolution in 1994. Since then, the NRA has consistently backed Republican candidates and contributed financial support. In contrast, George H. W. Bush, formerly a lifelong NRA member, was highly critical of the organization following their response to the Oklahoma City bombing authored by CEO Wayne LaPierre, and publicly resigned in protest. The Republican Party has generally promoted strict anti-crime policies, such as mandatory minimum sentences and the death penalty. In the 2010s, however, prominent Republicans demonstrated some interest in criminal justice reform designed to combat mass incarceration, with President Trump signing the First Step Act, which expanded good behavior credits for perpetrators of most nonviolent crimes and required the U.S. Attorney General to develop a system to assess the recidivism risk of all federal prisoners. By 2024, however, the Republican Party and its leaders had largely left behind its prior support for reform of the justice system. Republican elected officials have historically supported the war on drugs. They generally oppose legalization or decriminalization of drugs such as marijuana. Opposition to the legalization of marijuana has softened significantly over time among Republican voters and politicians. A 2021 Quinnipiac poll found that 62% of Republicans supported the legalization of recreational marijuana use and that net support for the position was +30 points. Some Republican-controlled states have legalized medical and recreational marijuana in recent years. In September 2024, then-candidate Donald Trump endorsed the legalization of recreational marijuana. The Republican Party has taken widely varying views on immigration throughout its history, but has generally and traditionally taken an anti-immigration and nativist stance compared to the opposition. In the period between 1850 and 1870, the Republican Party was more opposed to immigration than the Democrats. The GOP's opposition was, in part, caused by its reliance on the support of anti-Catholic and anti-immigrant parties such as the Know-Nothings. In the decades following the Civil War, especially in the 1880s, the Republican Party lessened its stance on immigration, as it represented the manufacturers in the northeast (who wanted additional labor); although during this period, the Democratic Party still came to be seen as the party of both American and foreign labor, and many religious Republicans used anti-Irish and pro-Christian sentiments. Starting in the early 1930s, the parties focused on Mexican emigration, as the Democrats proposed a softer stance on Mexican immigration during the Great Depression and New Deal, rather than Republicans under Herbert Hoover. In 2006, the Republican-led Senate passed comprehensive immigration reform that would eventually have allowed millions of illegal immigrants to become citizens. Despite the support of Republican President George W. Bush, the House of Representatives (also led by Republicans) did not advance the bill. After Republican Mitt Romney was defeated in the 2012 presidential election, particularly due to a lack of support among Latinos, several Republicans advocated a friendlier approach to immigrants that would allow for more migrant workers and a path to citizenship for illegal immigrants. The Border Security, Economic Opportunity, and Immigration Modernization Act of 2013 passed the Senate 68–32, but was not brought to a vote in the House and died in the 113th Congress. In a 2013 poll, 60% of Republicans supported the pathway to citizenship concept. In 2016, Donald Trump proposed to build a wall along the southern border of the United States. Trump immigration policies during his administration included a travel ban from multiple Muslim-majority countries, a Remain in Mexico policy for asylum-seekers, a controversial family separation policy, and attempting to end DACA. During the tenure of Democratic President Joe Biden, the Republican Party has continued to take a hardline stance against illegal immigration. The Party largely opposes immigration reform, although there are widely differing views on immigration within the Party. The Party's proposed 2024 platform was opposed to immigration, and called for the mass deportation of all illegal immigrants in the United States, which during Trump's second presidency was extended to immigrants without permanent legal status. A 2024 Pew Research Center poll found that 88% of Donald Trump's supporters favored mass deportation of all illegal immigrants, compared to 27% of Kamala Harris supporters. Similar to the Democratic Party, the Republican position on LGBT rights has changed significantly over time, with continuously increasing support among both parties on the issue. The Log Cabin Republicans is a group within the Republican Party that represents LGBT conservatives and allies and advocates for LGBT rights. From the early 2000s to the mid-2010s, Republicans opposed same-sex marriage, while being divided on the issue of civil unions and domestic partnerships for same-sex couples. During the 2004 election, George W. Bush campaigned prominently on a constitutional amendment to prohibit same-sex marriage; many believe it helped Bush win re-election. In both 2004 and 2006, President Bush, Senate Majority Leader Bill Frist, and House Majority Leader John Boehner promoted the Federal Marriage Amendment, a proposed constitutional amendment which would legally restrict the definition of marriage to heterosexual couples. In both attempts, the amendment failed to secure enough votes to invoke cloture and thus ultimately was never passed. As more states legalized same-sex marriage in the 2010s, Republicans increasingly supported allowing each state to decide its own marriage policy. As of 2014, most state GOP platforms expressed opposition to same-sex marriage. The 2016 GOP Platform defined marriage as "natural marriage, the union of one man and one woman," and condemned the Supreme Court's ruling legalizing same-sex marriages. The 2020 platform, which reused the 2016 platform, retained the statements against same-sex marriage. Following his election as president in 2016, Donald Trump stated that he had no objection to same-sex marriage or to the Supreme Court decision in Obergefell v. Hodges, but had previously promised to consider appointing a Supreme Court justice to roll back the constitutional right. In office, Trump was the first sitting Republican president to recognize LGBT Pride Month. Conversely, the Trump administration banned transgender individuals from service in the United States military and rolled back other protections for transgender people which had been enacted during the previous Democratic presidency. However, other Republicans, such as Vivek Ramaswamy, do not support such a ban. The Republican Party platform previously opposed the inclusion of gay people in the military and opposed adding sexual orientation to the list of protected classes since 1992. The Republican Party opposed the inclusion of sexual preference in anti-discrimination statutes from 1992 to 2004. The 2008 and 2012 Republican Party platform supported anti-discrimination statutes based on sex, race, age, religion, creed, disability, or national origin, but both platforms were silent on sexual orientation and gender identity. The 2016 platform was opposed to sex discrimination statutes that included the phrase "sexual orientation". The same 2016 platform rejected Obergefell v. Hodges, and was also used for the party's 2020 platform. In the early 2020s, numerous Republican-led states proposed or passed laws that have been described as anti-trans by critics, as well as laws limiting or banning public performances of drag shows, and teaching schoolchildren about LGBT topics. On November 6, 2021, RNC Chair Ronna McDaniel announced the creation of the "RNC Pride Coalition", in partnership with the Log Cabin Republicans, to promote outreach to LGBTQ voters. However, after the announcement, McDaniel apologized for not having communicated the announcement in advance and emphasized that the new outreach program did not alter the 2016 GOP Platform. As of 2023, a majority of Republican voters support same-sex marriage. According to FiveThirtyEight, as of 2022, Republican voters are consistently more open to same-sex marriage than their representatives. The party platform approved at the 2024 Republican National Convention no longer states that marriage should be between "one man and one woman", though it did oppose the inclusion of transgender women in women's sports and teaching about LGBT topics in schools. According to a 2023 YouGov poll, Republicans are slightly more likely to oppose intersex medical alterations than Democrats. In November 2024, Trump nominated Scott Bessent for United States Secretary of the Treasury. He is the second openly gay man to serve in the Cabinet of the United States (after Pete Buttigieg) and the fourth openly gay man to serve in a cabinet-level office (after Demetrios Marantis, Richard Grenell and Buttigieg). As the secretary of the treasury is fifth in the United States presidential line of succession, he is the highest-ranking openly LGBT person in American history. Virtually all restrictions on voting have in recent years been implemented by Republicans. Republicans, mainly at the state level, argue that the restrictions (such as the purging of voter rolls, limiting voting locations, and limiting early and mail-in voting) are vital to prevent voter fraud, saying that voter fraud is an underestimated issue in elections. Polling has found majority support for early voting, automatic voter registration, and voter ID laws among the general population. In defending their restrictions to voting rights, Republicans have made false and exaggerated claims about the extent of voter fraud in the United States; all existing research indicates that it is extremely rare, and civil and voting rights organizations often accuse Republicans of enacting restrictions to influence elections in the party's favor. Many laws or regulations restricting voting enacted by Republicans have been successfully challenged in court, with court rulings striking down such regulations and accusing Republicans of establishing them with a partisan purpose. After the Supreme Court decision in Shelby County v. Holder rolled back aspects of the Voting Rights Act of 1965, Republicans introduced cuts to early voting, purges of voter rolls, and imposition of strict voter ID laws. The 2016 Republican platform advocated proof of citizenship as a prerequisite for registering to vote and photo ID as a prerequisite when voting. After Donald Trump and his Republican allies made false claims of fraud during the 2020 presidential election, Republicans launched a nationwide effort to impose tighter election laws at the state level. Such bills are centered around limiting mail-in voting, strengthening voter ID laws, shortening early voting, eliminating automatic and same-day voter registration, curbing the use of ballot drop boxes, and allowing for increased purging of voter rolls. Republicans in at least eight states have also introduced bills that would give lawmakers greater power over election administration, after they were unsuccessful in their attempts to overturn election results in swing states won by Biden. Supporters of the bills argue they would improve election security and reverse temporary changes enacted during the COVID-19 pandemic; they point to false claims of significant election fraud, as well as the substantial public distrust of the integrity of the 2020 election those claims have fostered,[c] as justification. Political analysts say that the efforts amount to voter suppression, are intended to advantage Republicans by reducing the number of people who vote, and would disproportionately affect minority voters. Composition and demographics According to a 2025 Gallup poll, 46% of Americans identify or lean towards Republicans, and 45% identify or lean towards Democrats. Republicans have held an edge since 2022, while the Democratic Party had previously held an overall edge in party identification from 1992 to 2021, since Gallup began polling on the issue in 1991. In 2016, The New York Times stated that the party was strongest in the South, most of the Midwestern and Mountain States, and Alaska. The Republican party's core voting demographics are White voters without college degrees and White Southerners. Racial polarization is extremely high in the Southern United States, with White Southerners almost entirely voting for the Republican Party and Black Southerners almost entirely voting for the Democratic Party. As of 2024, the Republican Party has support from a majority of White voters, and increasingly among Hispanics and Asians. A majority of working-class, rural, men, individuals without college degrees, and lower income voters vote for the party. Traditionalist religious voters, including Evangelicals Latter-Day Saints, Muslims, and Catholic voters lean towards the Republicans. The party has made significant gains among the white working class, Asians, and Hispanics. Republicans have lost support among upper middle class and college-educated whites. In 2024, Trump only narrowly won White voters making $100,000 to $199,999 (50–49%), over $200,000 (51–48%), and White men with college degrees (50-48%), all on par with Trump winning the popular vote 50–48%. Until 2016, higher income was strongly correlated with voting for the Republican Party among the general electorate. However, in all three of Trump's elections in 2016, 2020, and 2024, the previous correlation between higher incomes and voting for the Republican Party was largely eliminated among the electorate as a whole. For White voters, instead higher educational attainment was strongly correlated with higher support for the Democratic Party. According to a 2024 Pew Research Center poll, homeowners are slightly more likely to be Republicans (51-45%), while renters are much more likely to be Democrats (64-32%). In the 2024 presidential election, Trump did better among lower-income voters than high-income voters, the first time for the Republican nominee in modern American political history. Trump lost voters making annual incomes over $100,000 (47–51%) and $200,000 (46–52%) to Democrat Kamala Harris, with voters making over $200,000 a year being Trump's weakest income demographic. Trump won voters making less than $100,000 (51–47%) and $50,000 (50–48%), though Trump did lose voters making less than $30,000 (46–50%). Trump won some of the lowest-income counties, mainly majority-White counties in Appalachia. Most of the lowest-income counties are majority-Black counties in the Southern Black Belt, which Trump lost. Men without college degrees, particularly blue-collar men, are Donald Trump's strongest demographic. Per exit polls, Trump won White men without college degrees (69-29%) and just over half of Hispanic men in the 2024 presidential election. Some of the oldest Republican strongholds in the country are in the Southern United States, particularly majority-White Unionist counties in Appalachia. The Republican Party gradually gained power in the Southern United States since 1964. Although Richard Nixon carried 49 states in 1972, including every Southern state, the Republican Party remained quite weak at the local and state levels across the entire South for decades. Republicans first won a majority of U.S. House seats in the South in the 1994 "Republican Revolution", and only began to dominate the South after the 2010 elections. Since the 2010s, White Southerners are the Republican Party's strongest racial demographic, in some Deep South states voting nearly as Republican as African Americans vote Democratic. This is partially attributable to religiosity, with White evangelical Christians in the Bible Belt, which covers most of the South, being the Republican Party's strongest religious demographic. In particular, in 2024 Trump won every state with a significant presence in the Bible Belt except Virginia, because Northern Virginia is part of the heavily Democratic Washington metropolitan area. White Southerners with college degrees remain strongly Republican. In 2024, Trump won White Southerners 67-32%, including White Southerners with college degrees 57-41%. Trump won White evangelicals 82-17%, including White evangelicals with college degrees 75-23%. The Republican Party does best with middle age and older voters, particularly voters over the age of 50. In the 2024 presidential election, Trump lost voters aged 18–29 (43–54%) and 30–39 (45–51%), tied with voters aged 40–49 (49-49%), did best among voters aged 50–64 (54-44%), and narrowly won voters 65 and older (50-49%). This also holds when controlling for race. Since 1980, a "gender gap" has seen stronger support for the Republican Party among men than among women. Unmarried and divorced women were far more likely to vote for Democrat John Kerry than for Republican George W. Bush in the 2004 presidential election. Exit polls from the 2012 elections revealed a continued weakness among unmarried women for the GOP, a large and growing portion of the electorate. Although women supported Obama over Mitt Romney by a margin of 55–44% in 2012, Romney prevailed amongst married women, 53–46%. Obama won unmarried women 67–31%. However, according to a December 2019 study, "White women are the only group of female voters who support Republican Party candidates for president. They have done so by a majority in all but 2 of the last 18 elections". In all three of Donald Trump's elections in 2016, 2020, and 2024, for White voters lower educational attainment was strongly correlated with higher support for Trump. When controlling for educational attainment among White voters, there remain large variations by state and region. In particular, college-educated White Southerners remain strongly Republican. The Republican Party has steadily increased the percentage of votes it receives from White voters without college degrees since the 1970s, while the educational attainment of the United States has steadily increased. White voters without college degrees are more likely to live in rural areas. Voters with college degrees as a whole were a Republican-voting group until the 1990s. Despite losing in a landslide, Republican nominee Barry Goldwater nearly won a majority of voters with college degrees 48–52% in 1964. Republican president Gerald Ford won voters with college degrees 55-43% in 1976, while narrowly losing to Jimmy Carter. Since the 1990s, a majority of voters with graduate degrees have consistently voted for the Democratic Party. For example, George W. Bush won voters with just a bachelor's degree 52-46% while losing voters with a graduate degree 44–55%, while winning re-election in 2004. Until 2016, White voters with college degrees were a Republican-leaning group. Despite Obama's decisive 2008 victory, Republican nominee John McCain won a majority of White voters with college degrees 51-47% and White voters without college degrees 58-40%. In 2012, Republican nominee Mitt Romney won White voters with college degrees 56-42%, though Obama won voters with college degrees as a whole 50-48% while winning re-election. Since the 2010s, White voters with college degrees have been increasingly voting for the Democratic Party. Following the 2016 presidential election, exit polls indicated that "Donald Trump attracted a large share of the vote from Whites without a college degree, receiving 72 percent of the White non-college male vote and 62 percent of the White non-college female vote." Overall, 52% of voters with college degrees voted for Hillary Clinton in 2016, while 52% of voters without college degrees voted for Trump. In the 2020 United States presidential election, Donald Trump won White voters without college degrees 67-32%, while losing White voters with a college degree 48–51%. In the 2024 United States presidential election, Trump maintained his margins among White voters without college degrees 66-32% and lost White voters with a college degree 45–52%. In 2024, Trump won 56% of voters without a college degree, compared to 42% of voters with a college degree. Republicans have consistently won the White vote in every presidential election after the 1964 presidential election. There exist large variations among White voters by region and state. In particular, Republicans lose White voters in the Northeast, parts of the Upper Midwest and West Coast. Republicans are strongest with White Southerners, particularly White evangelical Christians in the Bible Belt, which covers most of the Southern United States. White Southerners with college degrees remain strongly Republican. In some Deep South states, Whites vote nearly as Republican as African Americans vote Democratic. In the 2024 presidential election, Trump won White Southerners 67-32%. Republicans have been winning under 15% of the African American vote in national elections since 1980. Until the New Deal of the 1930s, Black people supported the Republican Party by large margins. Black delegates were a sizable share of southern delegates to the national Republican convention from Reconstruction until the start of the 20th century when their share began to decline. Black people shifted in large margins to the Democratic Party in the 1930s, when Black politicians such as Arthur Mitchell and William Dawson supported the New Deal because it would better serve the interest of Black Americans. Black voters would become one of the core components of the New Deal coalition. In the South, after the Voting Rights Act to prohibit racial discrimination in elections was passed by a bipartisan coalition in 1965, Black people were able to vote again and ever since have formed a significant portion (20–50%) of the Democratic vote in that region. In the 2010 elections, two African American Republicans, Tim Scott and Allen West, were elected to the House of Representatives. As of January 2023, there are four African-American Republicans in the House of Representatives and one African-American Republican in the United States Senate. In recent decades, Republicans have been moderately successful in gaining support from Hispanic and Asian American voters. George W. Bush, who campaigned energetically for Hispanic votes, received 35% of their vote in 2000 and 44% in 2004. The party's strong anti-communist stance has made it popular among some minority groups from current and former Communist states, in particular Cuban Americans, Korean Americans, Chinese Americans and Vietnamese Americans. The 2007 election of Bobby Jindal as Governor of Louisiana was hailed as pathbreaking. Jindal became the first elected minority governor in Louisiana and the first state governor of Indian descent. Republicans have gained support among racial and ethnic minorities, particularly among those who are working class, Hispanic or Latino, or Asian American since the 2010s. According to John Avlon, in 2013, the Republican party was more ethnically diverse at the statewide elected official level than the Democratic Party was; GOP statewide elected officials included Latino Nevada Governor Brian Sandoval and African-American U.S. senator Tim Scott of South Carolina. In the 2008 presidential election, Republican presidential candidate John McCain won 55% of White votes, 35% of Asian votes, 31% of Hispanic votes, and 4% of African American votes. In 2012, 88% of Romney voters were White while 56% of Obama voters were White. In the 2024 presidential election, Trump won 57% of White voters, 46% of Hispanic voters, 39% of Asian voters, and 13% of African American voters. Donald Trump won the popular vote in the 2024 United States presidential election as White voters without college degrees still strongly backed him, in addition to the gains made with Asian and Latino voters in comparison to the 2020 United States presidential election. As a whole, 84% of Trump voters were White. Religion has always played a major role for both parties, but in the course of a century, the parties' religious compositions have changed. Religion was a major dividing line between the parties before 1960, with Catholics, Jews, and southern Protestants heavily Democratic and northeastern Protestants heavily Republican. Most of the old differences faded away after the realignment of the 1970s and 1980s that undercut the New Deal coalition. Since 1980, a large majority of evangelicals has voted Republican; 70–80% voted for Bush in 2000 and 2004 and 70% for Republican House candidates in 2006. Members of the Mormon faith had a mixed relationship with Donald Trump during his tenure, despite 67% of them voting for him in 2016 and 56% of them supporting his presidency in 2018, disapproving of his personal behavior such as that shown during the Access Hollywood controversy. In the 2020 United States presidential election in Utah, Trump won the state by about 21.5%, by a margin more than 20% lower compared to Mitt Romney (who is Mormon) in 2012 and George W. Bush in 2004. Their opinion on Trump had not affected their party affiliation, however, as 76% of Mormons in 2018 expressed a preference for generic Republican congressional candidates. Similarly, while Trump again won majority-Mormon Utah in 2024, the state had one of the smallest swings to the right and Trump's 22% margin was well below that of prior Republican presidential nominees. Jews continue to vote 70–80% Democratic; however, a slim majority of Orthodox Jews voted for the Republican Party in 2016, following years of growing Orthodox Jewish support for the party due to its social conservatism and increasingly pro-Israel foreign policy stance. Over 70% of Orthodox Jews identify as Republican or Republican-leaning as of 2021. An exit poll conducted by the Associated Press for 2020 found 35% of Muslims voted for Donald Trump. The mainline Protestants have dropped to about 55% Republican (in contrast to 75% before 1968). Democrats have close links with the African American churches, especially the National Baptists, while their historic dominance among Catholic voters has eroded to 54–46 in the 2010 midterms. Although once strongly Democratic, American Catholic voters have been politically divided in the 21st century with 52% of Catholic voters voting for Trump in 2016 and 52% voting for Biden in 2020. While Catholic Republican leaders try to stay in line with the teachings of the Catholic Church on subjects such as abortion, contraception, euthanasia, and embryonic stem cell research, they tend to differ on the death penalty and same-sex marriage. Republican presidents As of 2025, there have been 19 Republican presidents, which is 3 more than the Democratic Party. Recent electoral history See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Assortativity] | [TOKENS: 2662]
Contents Assortativity Assortativity, or assortative mixing, is a preference for a network's nodes to attach to others that are similar in some way. Though the specific measure of similarity may vary, network theorists often examine assortativity in terms of a node's degree. The addition of this characteristic to network models more closely approximates the behaviors of many real world networks. Correlations between nodes of similar degree are often found in the mixing patterns of many observable networks. For instance, in social networks, nodes tend to be connected with other nodes with similar degree values. This tendency is referred to as assortative mixing, or assortativity. On the other hand, technological and biological networks typically show disassortative mixing, or disassortativity, as high degree nodes tend to attach to low degree nodes. Measurement Assortativity is often operationalized as a correlation between two nodes. However, there are several ways to capture such a correlation. The two most prominent measures are the assortativity coefficient and the neighbor connectivity. These measures are outlined in more detail below. The assortativity coefficient is the Pearson correlation coefficient of degree between pairs of linked nodes. Positive values of r {\displaystyle r} indicate a correlation between nodes of similar degree, while negative values indicate relationships between nodes of different degree. In general, r {\displaystyle r} lies between − 1 {\displaystyle -1} and 1 {\displaystyle 1} . When r = 1 {\displaystyle r=1} , the network is said to have perfect assortative mixing patterns, when r = 0 {\displaystyle r=0} the network is non-assortative, while at r = − 1 {\displaystyle r=-1} the network is completely disassortative. For undirected networks, the assortativity coefficient can be written as In this expression, the indices j {\displaystyle j} and k {\displaystyle k} denote possible values of the remaining degree, which is defined as the degree of a node minus one (i.e., the number of edges leaving a node other than the edge currently under consideration). The quantity q k {\displaystyle q_{k}} is the probability that a randomly chosen end of an edge is attached to a node with remaining degree k {\displaystyle k} . Because nodes with higher degree contribute proportionally more edge ends, q k {\displaystyle q_{k}} is derived from the degree distribution p k {\displaystyle p_{k}} as The term e j k {\displaystyle e_{jk}} is the joint probability distribution of the remaining degrees at the two ends of a randomly chosen edge. It is obtained by examining all edges in the network, counting how often the pair ( j , k ) {\displaystyle (j,k)} of remaining degrees occurs, and normalizing these counts so that By construction, the marginals of e j k {\displaystyle e_{jk}} reproduce the distribution q k {\displaystyle q_{k}} With these definitions, the expression above is exactly the Pearson correlation coefficient of the remaining degrees at the endpoints of edges. In a directed graph, in-assortativity ( r ( in , in ) {\displaystyle r({\text{in}},{\text{in}})} ) and out-assortativity ( r ( out , out ) {\displaystyle r({\text{out}},{\text{out}})} ) measure the tendencies of nodes to connect with other nodes that have similar in and out degrees as themselves, respectively. Extending this further, four types of assortativity can be considered (see ). Adopting the notation of that article, it is possible to define four metrics r ( in , in ) {\displaystyle r({\text{in}},{\text{in}})} , r ( in , out ) {\displaystyle r({\text{in}},{\text{out}})} , r ( out , in ) {\displaystyle r({\text{out}},{\text{in}})} , and r ( out , out ) {\displaystyle r({\text{out}},{\text{out}})} . Let ( α , β ) {\displaystyle (\alpha ,\beta )} , be one of the in/out word pairs (e.g. ( α , β ) = ( out , in ) {\displaystyle (\alpha ,\beta )=({\text{out}},{\text{in}})} ). Let E {\displaystyle E} be the number of edges in the network. Suppose we label the edges of the network 1 , … , E {\displaystyle 1,\ldots ,E} . Given edge i {\displaystyle i} , let j i α {\displaystyle j_{i}^{\alpha }} be the α {\displaystyle \alpha } -degree of the source (i.e. tail) node vertex of the edge, and k i β {\displaystyle k_{i}^{\beta }} be the β {\displaystyle \beta } -degree of the target (i.e. head) node of edge i {\displaystyle i} . We indicate average values with bars, so that j α ¯ {\displaystyle {\bar {j^{\alpha }}}} , and k β ¯ {\displaystyle {\bar {k^{\beta }}}} are the average α {\displaystyle \alpha } -degree of sources, and β {\displaystyle \beta } -degree of targets, respectively; averages being taken over the edges of the network. Finally, we have r ( α , β ) = ∑ i ( j i α − j α ¯ ) ( k i β − k β ¯ ) ∑ i ( j i α − j α ¯ ) 2 ∑ i ( k i β − k β ¯ ) 2 . {\displaystyle r(\alpha ,\beta )={\frac {\sum _{i}(j_{i}^{\alpha }-{\bar {j^{\alpha }}})(k_{i}^{\beta }-{\bar {k^{\beta }}})}{{\sqrt {\sum _{i}(j_{i}^{\alpha }-{\bar {j^{\alpha }}})^{2}}}{\sqrt {\sum _{i}(k_{i}^{\beta }-{\bar {k^{\beta }}})^{2}}}}}.} Another means of capturing the degree correlation is by examining the properties of ⟨ k n n ⟩ {\displaystyle \langle k_{nn}\rangle } , or the average degree of neighbors of a node with degree k. This term is formally defined as: ⟨ k n n ⟩ = ∑ k ′ k ′ P ( k ′ | k ) {\displaystyle \langle k_{nn}\rangle =\sum _{k'}{k'P(k'|k)}} , where P ( k ′ | k ) {\displaystyle P(k'|k)} is the conditional probability that an edge of node with degree k points to a node with degree k'. If this function is increasing, the network is assortative, since it shows that nodes of high degree connect, on average, to nodes of high degree. Alternatively, if the function is decreasing, the network is disassortative, since nodes of high degree tend to connect to nodes of lower degree. The function can be plotted on a graph (see Fig. 2) to depict the overall assortativity trend for a network. In assortative networks, there could be nodes that are disassortative and vice versa. A local assortative measure is required to identify such anomalies within networks. Local assortativity is defined as the contribution that each node makes to the network assortativity. Local assortativity in undirected networks is defined as, ρ = j ( j + 1 ) ( k ¯ − μ q ) 2 M σ q 2 {\displaystyle \rho ={\frac {j\ \left(j+1\right)\left({\overline {k}}-\ {\mu }_{q}\right)}{2M{\sigma }_{q}^{2}}}} Where j {\displaystyle j} is the excess degree of a particular node and k ¯ {\displaystyle {\overline {k}}} is the average excess degree of its neighbors and M is the number of links in the network. Respectively, local assortativity for directed networks is a node's contribution to the directed assortativity of a network. A node's contribution to the assortativity of a directed network r d {\displaystyle r_{d}} is defined as, ρ d = j o u t 2 ( k ¯ i n − μ q i n ) + j i n 2 ( k ¯ o u t − μ q o u t ) 2 M σ q i n σ q o u t {\displaystyle {\rho }_{d}=\ {\frac {{j_{out}}^{2}\left({\overline {k}}_{in}-\ {\mu }_{q}^{in}\right)+\ {j_{in}}^{2}\left({\overline {k}}_{out}-\ {\mu }_{q}^{out}\right)}{2\ M{\sigma }_{q}^{in}{\sigma }_{q}^{out}}}} Where j o u t {\displaystyle j_{out}} is the out-degree of the node under consideration and j i n {\displaystyle j_{in}} is the in-degree, k ¯ i n {\displaystyle {\overline {k}}_{in}} is the average in-degree of its neighbors (to which node v {\displaystyle v} } has an edge) and k ¯ o u t {\displaystyle {\overline {k}}_{out}} is the average out-degree of its neighbors (from which node v {\displaystyle v} has an edge). σ q i n ≠ 0 {\displaystyle {\sigma }_{q}^{in}\ \neq 0} , σ q o u t ≠ 0 {\displaystyle \ {\ \sigma }_{q}^{out}\ \neq 0} . By including the scaling terms σ q i n {\displaystyle {\sigma }_{q}^{in}} and σ q o u t {\displaystyle {\ \sigma }_{q}^{out}} , we ensure that the equation for local assortativity for a directed network satisfies the condition r d = ∑ i = 1 N ρ d {\displaystyle r_{d}=\ \sum _{i=1}^{N}{{\rho }_{d}}} . Further, based on whether the in-degree or out-degree distribution is considered, it is possible to define local in-assortativity and local out-assortativity as the respective local assortativity measures in a directed network. Assortative mixing patterns of real networks The assortative patterns of a variety of real world networks have been examined. For instance, Fig. 3 lists values of r for a variety of networks. Note that the social networks (the first five entries) have apparent assortative mixing. On the other hand, the technological and biological networks (the middle six entries) all appear to be disassortative. It has been suggested that this is because most networks have a tendency to evolve, unless otherwise constrained, towards their maximum entropy state—which is usually disassortative. The table also has the value of r calculated analytically for two models of networks: In the ER model, since edges are placed at random without regard to vertex degree, it follows that r = 0 in the limit of large graph size. The scale-free BA model also holds this property. For the BA model in the special case of m=1 (where each incoming node attaches to only one of the existing nodes with a degree-proportional probability), a more precise result is known: as N {\displaystyle N} (the number of vertices) tends to infinity, r approaches 0 at the same rate as ( log 2 ⁡ N ) / N {\displaystyle (\log ^{2}N)/N} . Application The properties of assortativity are useful in the field of epidemiology, since they can help understand the spread of disease or cures. For instance, the removal of a portion of a network's vertices may correspond to curing, vaccinating, or quarantining individuals or cells. Since social networks demonstrate assortative mixing, diseases targeting high degree individuals are likely to spread to other high degree nodes. Alternatively, within the cellular network—which, as a biological network is likely dissortative—vaccination strategies that specifically target the high degree vertices may quickly destroy the epidemic network. Structural disassortativity The basic structure of a network can cause these measures to show disassortativity, which is not representative of any underlying assortative or disassortative mixing. Special caution must be taken to avoid this structural disassortativity. See also References
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[SOURCE: https://github.com/topics] | [TOKENS: 357]
Navigation Menu Search code, repositories, users, issues, pull requests... Provide feedback We read every piece of feedback, and take your input very seriously. Saved searches Use saved searches to filter your results more quickly To see all available qualifiers, see our documentation. Topics Browse popular topics on GitHub. Scala Scala is an object-oriented programming language. Chrome Chrome is a web browser from the tech company Google. Database A database is a structured set of data held in a computer, usually a server. All featured topics Awesome Lists An awesome list is a list of awesome things curated by the community. Chrome Chrome is a web browser from the tech company Google. Code quality Automate your code review with style, quality, security, and test‑coverage checks when you need them. Compiler Compilers are software that translate higher-level programming languages to lower-level languages (e.g. machine code). CSS Cascading Style Sheets (CSS) is a language used most often to style and improve upon the appearance of views. Database A database is a structured set of data held in a computer, usually a server. Front end Front end is the programming and layout that people see and interact with. JavaScript JavaScript (JS) is a lightweight interpreted programming language with first-class functions. Node.js Node.js is a tool for executing JavaScript in a variety of environments. npm npm is a package manager for JavaScript included with Node.js. Project management Project management is about building scope and executing on the project's goals. Python Python is a dynamically typed programming language. React React is an open source JavaScript library used for designing user interfaces. React Native React Native is a JavaScript mobile framework developed by Facebook. Scala Scala is an object-oriented programming language. TypeScript TypeScript is a typed superset of JavaScript that compiles to plain JavaScript. Popular topics Footer
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[SOURCE: https://en.wikipedia.org/wiki/Game_Maker_Language] | [TOKENS: 1870]
Contents GameMaker GameMaker (originally Animo, Game Maker (until 2011) and GameMaker Studio) is a series of cross-platform game engines created by Mark Overmars in 1999 and developed by YoYo Games since 2007. The latest iteration of GameMaker was released in 2022. GameMaker accommodates the creation of cross-platform and multi-genre video games using a custom drag-and-drop visual programming language or a scripting language known as Game Maker Language (GML), which can be used to develop more advanced games. GameMaker was originally designed to allow novice programmers to be able to make computer games without much programming knowledge by use of these actions. Recent versions of software also focus on appealing to advanced developers. Overview GameMaker is primarily intended for making games with 2D graphics, allowing out-of-box use of raster graphics, vector graphics (via SWF), and 2D skeletal animations (via Esoteric Software's Spine) along with a large standard library for drawing graphics and 2D primitives. While the software allows for limited use of 3D graphics, this is in the form of vertex buffer and matrix functions, and as such not intended for novice users. The engine uses Direct3D on Windows, UWP, and Xbox One; OpenGL on macOS and Linux; OpenGL ES on Android and iOS, WebGL or 2d canvas on HTML5, and proprietary APIs on consoles. The engine's primary element is an IDE with built-in editors for raster graphics, level design, scripting, paths, and shaders (GLSL or HLSL). Additional functionality can be implemented in software's scripting language or platform-specific native extensions. In GameMaker Studio 2, users can choose whether to export the game as an NSIS installer, or a .zip file containing the game, the data.win file, and any files added under the "Included Files" tab in the editor. GameMaker supports building for Microsoft Windows, macOS, Ubuntu, HTML5, Android, iOS, Amazon Fire TV, Android TV, Raspberry Pi, Microsoft UWP, PlayStation 4, Nintendo Switch and Xbox One; support for PlayStation 5 and Xbox Series X|S was announced in February 2021 though an "Enterprise" license is needed to build games for these consoles. In past, GameMaker supported building for Windows Phone (deprecated in favor of UWP), Tizen, PlayStation 3, and PlayStation Vita (not supported in GMS2 "largely for business reasons"). PlayStation Portable support was demonstrated in May 2010, but never made publicly available (with only a small selection of titles using it). Between 2007 and 2011, YoYo Games maintained a custom web player plugin for GameMaker games before releasing it as open-source mid-2011 and finally deprecating in favor of HTML5 export. Prior to August 2021, users had to obtain a single-purchase license for one of five different platforms, excluding consoles, depending on the target platform they wanted to publish on (such as desktop or mobile). An annual license was required to publish for consoles, which was also contained in an all-encompassing annual Ultimate license that covered all supported platforms. Yoyo Games announced a change to the licensing approach in August 2021, allowing GameMaker to be used for free to learn, and eliminating the single-purchase options. Instead, it simplified the license scheme to only two tiers, one that supported publishing on all non-console platforms, and a higher tier that added in console platform publishing support at a lower rate than the prior Ultimate license. These changes were aided by the financial investment of Opera into YoYo Games to help reduce costs for GameMaker users. On 22 November 2023, GameMaker announced that it would be "free for non-commercial use on all platforms (excluding console)," and the current subscription system would be replaced by a one-time license. GameMaker Language GameMaker Language (GML) is GameMaker's scripting language. It is an imperative, dynamically typed language commonly likened to JavaScript and C-like languages. The language's default mode of operation on native platforms is via a stack machine; it can also be source-to-source compiled to C++ via LLVM for higher performance. On HTML5, GML is source-to-source compiled to JavaScript with optimizations and minification applied in non-debug builds. GML Visual (originally called "Drag and Drop") is GameMaker's visual scripting tool. GML Visual allows developers to perform common tasks (like instantiating objects, calling functions, or working with files and data structures) without having to write a single line of code. It is largely aimed at novice users. While historically GML Visual remained fairly limited in what can be comfortably done with it, GameMaker Studio 2 had seen an overhaul to the system, allowing more tasks to be done with GML Visual, and having it translate directly to code (with an in-IDE preview for users interested in migrating to code). History GameMaker was originally developed by Mark Overmars. The program was first released on 15 November 1999 under the name of Animo (at the time, it was just a graphics tool with limited visual scripting capabilities). The first versions of the program were being developed in Delphi. Subsequent releases saw the name changed to Game Maker and software moving towards more general-purpose 2D game development. Versions 5.0 and below were freeware; version 5.1 introduced an optional registration fee; version 5.3 (January 2004) introduced a number of new features for registered users, including particle systems, networking, and possibility to extend games using DLLs. Version 6.0 (October 2004) introduced limited functionality for use of 3D graphics, as well as migrating the runtime's drawing pipeline from VCL to DirectX. Growing public interest led Overmars to seek help in expanding the program, which led to partnership with YoYo Games in 2007. From this point onward, development was handled by YoYo Games while Overmars retained a position as one of the company's directors. Version 7.0 was the first to emerge under this partnership. The first macOS compatible version of the program was released in 2009, allowing games to be made for two operating systems with minimal changes. Version 8.1 (April 2011) saw the name changed to GameMaker (lacking a space) to avoid any confusion with the 1991 software Game-Maker. September 2011 saw the initial release of "GameMaker: HTML5" - a new version of software with capability to export games for web browsers along with desktop. GameMaker: Studio entered public beta in March 2012 and enjoyed a full release in May 2012. This version also had the runtime rewritten in C++ to address performance concerns with previous versions. Initial supported platforms included Windows, Mac, HTML5, Android, and iOS. Additional platforms and features were introduced over the years following; Late 2012 there was an accident with anti-piracy measures misfiring for some legitimate users. In February 2015, GameMaker was acquired by Playtech together with YoYo Games. Announcement reassured that GameMaker will be further improved and states plans to appeal to broader demographic, including more advanced developers. November 2016 saw the initial release of GameMaker Studio 2 beta, with full release in March 2017. This version sports a completely redesigned IDE (rewritten in C#) and a number of new editor and runtime features. In August 2020, major update 2.3 was released, bringing a host of new features to IDE, runtime, and the scripting language. In January 2021, YoYo Games was sold to Opera Software for roughly 10 million USD. The development team of GameMaker remains the same, and has not caused any major development changes to GameMaker Studio. In August 2021, YoYo Games announced that they would be changing their licenses to offer a free version of the GameMaker engine. In January 2022, YoYo Games changed GameMaker Studio 2's numbering scheme so the version corresponds to the year and the month it was released (For example, 2022.1 for January 2022). In April 2022, YoYo Games dropped the GameMaker Studio 2 name in order to match its new version numbering scheme, changing it to simply GameMaker. Reception Douglas Clements of Indie Game Magazine wrote that the program "[s]implifies and streamlines game development" and is "easy for beginners yet powerful enough to grow as you develop", though noting that "resource objects have to be gathered if unable to create" and that licensing between Steam and the YoYo Games website is "convoluted". Use in schools Gamemaker was used in schools because of its drag and drop programming interface. It preceded programming environments which were developed for educational use such as Scratch and Walter Bender's Turtle Blocks. Its use in schools was preceded by Logo but Logo was text based rather than drag and drop. For teachers using Game Maker, it shared a Constructionist learning theory with Logo.[excessive citations] References External links
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[SOURCE: https://en.wikipedia.org/wiki/Distance_(graph_theory)] | [TOKENS: 769]
Contents Distance (graph theory) In the mathematical field of graph theory, the distance between two vertices in a graph is the number of edges in a shortest path (also called a graph geodesic) connecting them. This is also known as the geodesic distance or shortest-path distance. Notice that there may be more than one shortest path between two vertices. If there is no path connecting the two vertices, i.e., if they belong to different connected components, then conventionally the distance is defined as infinite. In the case of a directed graph the distance d(u,v) between two vertices u and v is defined as the length of a shortest directed path from u to v consisting of arcs, provided at least one such path exists. Notice that, in contrast with the case of undirected graphs, d(u,v) does not necessarily coincide with d(v,u)—so it is just a quasi-metric, and it might be the case that one is defined while the other is not. Related concepts A metric space defined over a set of points in terms of distances in a graph defined over the set is called a graph metric. The vertex set (of an undirected graph) and the distance function form a metric space, if and only if the graph is connected. The eccentricity ϵ(v) of a vertex v is the greatest distance between v and any other vertex; in symbols, It can be thought of as how far a node is from the node most distant from it in the graph. The radius r of a graph is the minimum eccentricity of any vertex or, in symbols, The diameter d of a graph is the maximum eccentricity of any vertex in the graph. That is, d is the greatest distance between any pair of vertices or, alternatively, To find the diameter of a graph, first find the shortest path between each pair of vertices. The greatest length of any of these paths is the diameter of the graph. A central vertex in a graph of radius r is one whose eccentricity is r—that is, a vertex whose distance from its furthest vertex is equal to the radius, equivalently, a vertex v such that ϵ(v) = r. A peripheral vertex in a graph of diameter d is one whose eccentricity is d—that is, a vertex whose distance from its furthest vertex is equal to the diameter. Formally, v is peripheral if ϵ(v) = d. A pseudo-peripheral vertex v has the property that, for any vertex u, if u is as far away from v as possible, then v is as far away from u as possible. Formally, a vertex v is pseudo-peripheral if, for each vertex u with d(u,v) = ϵ(v), it holds that ϵ(u) = ϵ(v). A level structure of the graph, given a starting vertex, is a partition of the graph's vertices into subsets by their distances from the starting vertex. A geodetic graph is one for which every pair of vertices has a unique shortest path connecting them. For example, all trees are geodetic. The weighted shortest-path distance generalises the geodesic distance to weighted graphs. In this case it is assumed that the weight of an edge represents its length or, for complex networks the cost of the interaction, and the weighted shortest-path distance dW(u, v) is the minimum sum of weights across all the paths connecting u and v. See the shortest path problem for more details and algorithms. Algorithm for finding pseudo-peripheral vertices Often peripheral sparse matrix algorithms need a starting vertex with a high eccentricity. A peripheral vertex would be perfect, but is often hard to calculate. In most circumstances a pseudo-peripheral vertex can be used. A pseudo-peripheral vertex can easily be found with the following algorithm: See also Notes
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[SOURCE: https://en.wikipedia.org/wiki/Arcade_games] | [TOKENS: 5138]
Contents Arcade game An arcade game, or coin-op game, is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade video games, pinball machines, electro-mechanical games, redemption games or merchandisers. Types Broadly, arcade games are nearly always considered games of skill, with only some elements of games of chance. Games that are solely games of chance, like slot machines and pachinko, often are categorized legally as gambling devices and, due to restrictions, may not be made available to minors or without appropriate oversight in many jurisdictions. Arcade video games were first introduced in the early 1970s, with Pong as the first commercially successful game. Arcade video games use electronic or computerized circuitry to take input from the player and translate that to an electronic display such as a monitor or television set. Coin-op carnival games are automated versions or variations of popular staffed games held at carnival midways. Most of these are played for prizes or tickets for redemption. Common examples include Skee-Ball and Whac-A-Mole. Electro-mechanical games (EM games) operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gun games using light-sensitive sensors on targets to register hits. Examples of electro-mechanical games include Periscope and Rifleman from the 1960s. EM games typically combined mechanical engineering technology with various electrical components, such as motors, switches, resistors, solenoids, relays, bells, buzzers and electric lights. EM games lie somewhere in the middle between fully electronic games and mechanical games. EM games have a number of different genres/categories. "Novelty" or "land-sea-air" games refer to simulation games that simulate aspects of various vehicles, such as cars (similar to racing video games), submarines (similar to vehicular combat video games), or aircraft (similar to combat flight simulator video games). Gun games refer to games that involve shooting with a gun-like peripheral (such as a light gun or similar device), similar to light gun shooter video games. "General" arcade games refer to all other types of EM arcade games, including various different types of sports games. "Audio-visual" or "realistic" games referred to novelty games that used advanced special effects to provide a simulation experience. Merchandiser games are those where the player attempts to win a prize by performing some physical action with the arcade machine, such as claw crane games or coin pusher games. Pachinko is a type of mechanical game originating in Japan. It is used as both a form of recreational arcade game and much more frequently as a gambling device, filling a Japanese gambling niche comparable to that of the slot machine in Western gambling. Coin-operated photo booths automatically take and develop three or four wallet-sized pictures of subjects within the small space, and more recently using digital photography. They are typically used for licenses or passports, but there have been several types of photo booths designed for amusement arcades. At the Amusement & Music Operators Association (AMOA) show in October 1975, Taito introduced an arcade photo booth machine that combines closed-circuit television (CCTV) recording with computer printing technology to produce self-portrait photographs. Two other arcade manufacturers introduced their own computerized arcade photo booth machines at the same show. A specific variety designed for arcades, purikura, creates selfie photo stickers. Purikura are essentially a cross between a traditional license/passport photo booth and an arcade video game, with a computer which allows the manipulation of digital images. Introduced by Atlus and Sega in 1995, the name is a shortened form of the registered trademark Print Club (プリント倶楽部, Purinto Kurabu). They are primarily found in Asian arcades. Pinball machines are games that have a large, enclosed, slanted table with a number of scoring features on its surface. Players launch a steel ball onto the table and, using pinball flippers, try to keep the ball in play while scoring as many points as possible. Early pinball games were mostly driven through mechanical components, while pinball games from the 1930s onward include electronic components such as lights and sensors and are one form of an electro-mechanical game. In limited jurisdictions, slot machines may also be considered an arcade game and installed alongside other games in arcades. However, as slot machines are mostly games of chance, their use in this manner is highly limited. They are most often used for gambling. Sport games are indoor or miniaturized versions of popular physical sports that can be played within an arcade setting often with a reduced ruleset. Examples include air hockey and indoor basketball games like Super Shot. Sports games can be either mechanical, electro-mechanical or electronic. A general category of arcade games are those played for tickets that can be redeemed for prizes. The gameplay itself can be of any arcade game, and the number of tickets received are proportional to the player's score. Skee ball is often played as a redemption game, while pachinko is one of the most popular redemption games in Japan. Another type of redemption game are medal game, popular in Japan and southeast Asia, where players must convert their money into special medal coins to play the game, but can win more coins which they can redeem back into prizes. Medal games are design to simulate a gambling-like experience without running afoul of Japan's strict laws against gambling. "Game of skill" versus "game of chance" Arcade games have generally struggled to avoid being labelled wholly as games of chance or luck, which would qualify them as gambling and require them to be strictly regulated in most government jurisdictions. Games of chance generally involve games where a player pays money to participate for the opportunity to win a prize, where the likelihood to win that prize is primarily driven by chance rather than skill. Akin to sweepstakes and lotteries, slot machines are typically cataloged as games of chance and thus not typically included in arcades outside of certain jurisdictions. Pinball machines initially were branded as games of chance in the 1940s as, after launching the ball, the player had no means to control its outcome. Coupled with fears of pinball being a "tool of the devil" over the youth of that time period, several jurisdictions took steps to label pinball as games of chance and banned them from arcades. After the invention of the electric flipper in 1947, which gave the player more control on the fate of the ball after launching, pinball manufacturers pushed to reclassify pinball as games of skill. New York City's ban on pinball was overturned in 1976 when Roger Sharpe, a journalist, demonstrated the ability to call a shot to a specific lane to the city's council to prove pinball was a game of skill. Prize redemption games such as crane games and coin drop games have been examined as a mixed continuum between games of chance and skill. In a crane game, for example, there is some skill in determining how to position the crane claw over a prize, but the conditions of the strength and condition of the claw and the stacking of the prize are sufficiently unknown parameters to make whether the player will be successful a matter of luck. The Dominant Factor Test is typically used to designate when arcade games are games of chance and thus subject to gambling laws, but for many redemption games, its application is a grey area. Nearly all arcade video games tend to be treated as games of skill, challenging the player against the pre-set programming of the game. However, arcade video games that replicate gambling concepts, such as video poker machines, had emerged in the 1980s. These are generally treated as games of chance, and remained confined to jurisdictions with favorable gambling laws. History Game of skill amusements had been a staple of fairs since the 19th century. Further, the invention of coin-operated vending machines had come about in the 19th century. To build on this, coin-operated automated amusement machines were created, such as fortune telling and strength tester machines as well as mutoscopes, and installed along with other attractions at fairs, traveling carnivals, and resorts. Soon, entrepreneurs began housing these coin-operated devices in the same facilities which required minimal oversight, creating penny arcades near the turn of the 20th century, the name taken from the common use of a single penny to operate the machine. Penny arcades started to gain a negative reputation as the most popular attraction in them tended to be mutoscopes featuring risqué and softcore pornography while drawing audiences of young men. Further, the birth of the film industry in the 1910s and 1920s drew audiences away from the penny arcade. New interactive coin-operated machines were created to bring back patrons to the penny arcades, creating the first arcade games. Many were based on carnival games of a larger scope, but reduced to something which could be automated. One popular style were pin-based games which were based on the 19th century game of bagatelle. One of the first such pin-based games was Baffle Ball, a precursor to the pinball machine where players were given a limited number of balls to hit certain targets with only a plunger. Skee-Ball became popular after being featured at an Atlantic City boardwalk arcade. The popularity of these games was aided by the impact of the Great Depression of the 1930s, as they provided inexpensive entertainment. Abstract mechanical sports games date back to the turn of the 20th century in England, which was the main manufacturer of arcade games in the early 20th century. The London-based Automatic Sports Company manufactured abstract sports games based on British sports, including Yacht Racer (1900) based on yacht racing, and The Cricket Match (1903) which simulated a portion of a cricket game by having the player hit a pitch into one of various holes. Full Team Football (1925) by London-based Full Team Football Company was an early mechanical tabletop football game simulating association football, with eleven static players on each side of the pitch that can kick a ball using levers. Driving games originated from British arcades in the 1930s. Shooting gallery carnival games date back to the late 19th century. Mechanical gun games had existed in England since the turn of the 20th century. The earliest rudimentary examples of mechanical interactive film games date back to the early 20th century, with "cinematic shooting gallery" games. They were similar to shooting gallery carnival games, except that players shot at a cinema screen displaying film footage of targets. They showed footage of targets, and when a player shot the screen at the right time, it would trigger a mechanism that temporarily pauses the film and registers a point. The first successful example of such a game was Life Targets, released in the United Kingdom in 1912. Cinematic shooting gallery games enjoyed short-lived popularity in several parts of Britain during the 1910s, and often had safari animals as targets, with footage recorded from British imperial colonies. Cinematic shooting gallery games declined some time after the 1910s. The first light guns appeared in the 1930s, with Seeburg Ray-O-Lite (1936). Games using this toy rifle were mechanical and the rifle fired beams of light at targets wired with sensors. A later gun game from Seeburg Corporation, Shoot the Bear (1949), introduced the use of mechanical sound effects. Mechanical maze games appeared in penny arcades by the mid-20th century; they only allowed the player to manipulate the entire maze, unlike later maze video games which allowed the player to manipulate individual elements within a maze. Coin-operated pinball machines that included electric lights and features were developed in 1933, but lacked the user-controlled flipper mechanisms at that point; these would be invented in 1947. Though the creators of these games argued that these games were still skill-based, many governments still considered them to be games of luck and ruled them as gambling devices. As such, they were initially banned in many cities. Pinball machines were also divisive between the young and the old and were arguably emblematic of the generation gap found in America at the time. Some elders feared what the youth were doing and considered pinball machines to be "tools of the devil." This led to even more bans. These bans were slowly lifted in the 1960s and 1970s; New York City's ban, placed in 1942, lasted until 1976, while Chicago's was lifted in 1977. Where pinball was allowed, pinball manufacturers carefully distanced their games from gambling, adding "For Amusement Only" among the game's labeling, eliminating any redemption features, and asserting these were games of skill at every opportunity. By the early 1970s, pinball machines thus occupied select arcades at amusement parks, at bars and lounges, and with solitary machines at various stores. Pinball machines beyond the 1970s have since advanced with similar improvement in technology as with arcade video games. Past machines used discrete electro-mechanical and electronic componentry for game logic, but newer machines have switched to solid-state electronics with microprocessors to handle these elements, making games more versatile. Newer machines may have complex mechanical actions and detailed backplate graphics that are supported by these technologies. Alternatives to pinball were electro-mechanical games (EM games) that clearly demonstrated themselves as games of skill to avoid the stigma of pinball. The transition from mechanical arcade games to EM games dates back to around the time of World War II, with different types of arcade games gradually making the transition during the post-war period between the 1940s and 1960s. Some early electro-mechanical games were designed not for commercial purposes but to demonstrate the state of technology at public expositions, such as Nimatron in 1940 or Bertie the Brain in 1950. In 1941, International Mutoscope Reel Company released the electro-mechanical driving game Drive Mobile, which had an upright arcade cabinet similar to what arcade video games would later use. It was derived from older British driving games from the 1930s. In Drive Mobile, a steering wheel was used to control a model car over a road painted on a metal drum, with the goal being to keep the car centered as the road shifts left and right. Kasco (short for Kansai Seisakusho Co.) introduced this type of electro-mechanical driving game to Japan in 1958 with Mini Drive, which followed a similar format but had a longer cabinet allowing a longer road. By 1961, however, the US arcade industry had been stagnating. This in turn had a negative effect on Japanese arcade distributors such as Sega that had been depending on US imports up until then. Sega co-founder David Rosen responded to market conditions by having Sega develop original arcade games in Japan. From the late 1960s, EM games incorporated more elaborate electronics and mechanical action to create a simulated environment for the player. These games overlapped with the introduction of arcade video games, and in some cases, were prototypical of the experiences that arcade video games offered. The late 1960s to early 1970s were considered the "electro-mechanical golden age" in Japan, and the "novelty renaissance" or "technological renaissance" in North America. A new category of "audio-visual" novelty games emerged during this era, mainly established by several Japanese arcade manufacturers. Arcades had previously been dominated by jukeboxes, before a new wave of EM arcade games emerged that were able to generate significant earnings for arcade operators. Periscope, a submarine simulator and light gun shooter, was released by Nakamura Manufacturing Company (later called Namco) in 1965 and then by Sega in 1966. It used lights and plastic waves to simulate sinking ships from a submarine, and had players look through a periscope to direct and fire torpedoes, which were represented by colored lights and electronic sound effects. Sega's version became a major success worldwide. It was the first arcade game to cost a quarter per play, and was a turning point for the arcade industry. Periscope revived the novelty game business, and established a "realistic" or "audio-visual" category of games, using advanced special effects to provide a simulation experience. It was the catalyst for the "novelty renaissance" where a wide variety of novelty/specialty games (also called "land-sea-air" games) were released during the late 1960s to early 1970s, from quiz games and racing games to hockey and football games, many adopting the quarter-play price point. These "audio-visual" games were selling in large quantities that had not been approached by most arcade machines in years. This led to a "technological renaissance" in the late 1960s, which would later be critical in establishing a healthy arcade environment for video games to flourish in the 1970s. Periscope also established a trend of missile-launching gameplay during the late 1960s to 1970s. In the late 1960s, Sega began producing gun games which resemble shooter video games, but which were EM games that used rear image projection to produce moving animations on a screen. It was a fresh approach to gun games that Sega introduced with Duck Hunt, which began location testing in 1968 and released in January 1969. Missile, a shooter and vehicular combat game released by Sega in 1969, may have been the first arcade game to use a joystick with a fire button, leading to joysticks subsequently becoming the standard control scheme for arcade games. A new type of driving game was introduced in Japan, with Kasco's 1968 racing game Indy 500, which was licensed by Chicago Coin for release in North America as Speedway in 1969. It had a circular racetrack with rival cars painted on individual rotating discs illuminated by a lamp, which produced colorful graphics projected using mirrors to give a pseudo-3D first-person perspective on a screen, resembling a windscreen view. It had collision detection, with players having to dodge cars to avoid crashing, as well as electronic sound for the car engines and collisions. This gave it greater realism than earlier driving games, and it resembled a prototypical arcade racing video game, with an upright cabinet, yellow marquee, three-digit scoring, coin box, steering wheel and accelerator pedal. Indy 500 sold over 2,000 arcade cabinets in Japan, while Speedway sold over 10,000 cabinets in North America, becoming the biggest arcade hit in years. Like Periscope, Speedway also charged a quarter per play, further cementing quarter-play as the US arcade standard for over two decades. Atari founder Nolan Bushnell, when he was a college student, worked at an arcade where he became familiar with EM games such as Speedway, watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates. Following the arrival of arcade video games with Pong (1972) and its clones, EM games continued to have a strong presence in arcades for much of the 1970s. In Japan, EM games remained more popular than video games up until the late 1970s. In the United States, after the market became flooded with Pong clones, the Pong market crashed around the mid-1970s, which led to traditional Chicago coin-op manufacturers mainly sticking to EM games up until the late 1970s. EM games eventually declined following the arrival of Space Invaders (1978) and the golden age of arcade video games in the late 1970s. Several EM games that appeared in the 1970s have remained popular in arcades through to the present day, notably air hockey, whac-a-mole and medal games. Medal games started becoming popular with Sega's Harness Racing (1974), Nintendo's EVR Race (1975) and Aruze's The Derby Vφ (1975). The first whac-a-mole game, Mogura Taiji ("Mole Buster"), was released by TOGO in 1975. In the late 1970s, arcade centers in Japan began to be flooded with "mole buster" games. Mogura Taiji was introduced to North America in 1976, which inspired Bob's Space Racers to produce their own version of the game called "Whac-A-Mole" in 1977. Sega released an EM game similar to air hockey in 1968, MotoPolo, where two players moved around motorbikes to knock balls into the opponent's goal; it also used an 8-track player to play back the sounds of the motorbikes. Air hockey itself was later created by a group of Brunswick Billiards employees between 1969 and 1972. EM games experienced a resurgence during the 1980s. Air hockey, whac-a-mole and medal games have since remained popular arcade attractions. After two attempts to package mainframe computers running video games into a coin-operated arcade cabinet in 1971, Galaxy Game and Computer Space, Atari released Pong in 1972, the first successful arcade video game. The number of arcade game makers greatly increased over the next several years, including several of the companies that had been making EM games such as Midway, Bally, Williams, Sega, and Taito. As technology moved from transistor-transistor logic (TTL) integrated circuits to microprocessors, a new wave of arcade video games arose, starting with Taito's Space Invaders in 1978 and leading to a golden age of arcade video games that included Pac-Man (Namco, 1980), Missile Command (Atari, 1980), and Donkey Kong (Nintendo, 1981). The golden age waned in 1983 due to an excess number of arcade games, the growing draw of home video game consoles and computers, and a moral panic on the impact of arcade video games on youth. The arcade industry was also partially impacted by the video game crash of 1983. The arcade market had recovered by 1986, with the help of software conversion kits, the arrival of popular beat 'em up games (such as Kung-Fu Master and Renegade), and advanced motion simulator games (such as Sega's "taikan" games including Hang-On, Space Harrier and Out Run). However, the growth of home video game systems such as the Nintendo Entertainment System led to another brief arcade decline towards the end of the 1980s. Fighting games like Street Fighter II (1991) and Mortal Kombat (1992) helped to revive it in the early 1990s, leading to a renaissance for the arcade industry. 3D graphics were popularized in arcades during the early 1990s with games such as Sega's Virtua Racing and Virtua Fighter, with later arcade systems such as the Sega Model 3 remaining considerably more advanced than home systems through the late 1990s. However, the improved capabilities of home consoles and computers to mimic arcade video games during this time drew crowds away from arcades. Up until about 1996, arcade video games had remained the largest sector of the global video game industry, before arcades declined in the late 1990s, with the console market surpassing arcade video games for the first time around 1997–1998. Arcade video games declined in the Western world during the 2000s, with most arcades serving highly specialized experiences that cannot be replicated in the home, including lines of pinball and other arcade games, coupled with other entertainment options such as restaurants or bars. Among newer arcade video games include games like Dance Dance Revolution that require specialized equipment, as well as games incorporating motion simulation or virtual reality. Arcade games had remained popular in Asian regions until around the late 2010s as popularity began to wane; when once there were around 26,000 arcades in Japan in 1986, there were only about 4,000 in 2019. The COVID-19 pandemic in 2020 and 2021 also drastically hit the arcade industry, forcing many of the large long-standing arcades in Japan to close. Trade associations The American Amusement Machine Association (AAMA) is a trade association established in 1981. It represents the American coin-operated amusement machine industry, including 120 arcade game distributors and manufacturers. The Amusement & Music Operators (AMOA), a trade founded in 1948. It was composed by 1,700 members up to 1995. In music industry, forged license-compliance programs with right groups ASCAP, BMI or SESAC, and it represented the United States' licensed jukebox owners. References
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Contents Joke A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be interpreted literally. It usually takes the form of a story, often with dialogue, and ends in a punch line, whereby the humorous element of the story is revealed; this can be done using a pun or other type of word play, irony or sarcasm, logical incompatibility, hyperbole, or other means. Linguist Robert Hetzron offers the definition: A joke is a short humorous piece of oral literature in which the funniness culminates in the final sentence, called the punchline… In fact, the main condition is that the tension should reach its highest level at the very end. No continuation relieving the tension should be added. As for its being "oral," it is true that jokes may appear printed, but when further transferred, there is no obligation to reproduce the text verbatim, as in the case of poetry. It is generally held that jokes benefit from brevity, containing no more detail than is needed to set the scene for the punchline at the end. In the case of riddle jokes or one-liners, the setting is implicitly understood, leaving only the dialogue and punchline to be verbalised. However, subverting these and other common guidelines can also be a source of humour—the shaggy dog story is an example of an anti-joke; although presented as a joke, it contains a long drawn-out narrative of time, place and character, rambles through many pointless inclusions and finally fails to deliver a punchline. Jokes are a form of humour, but not all humour is in the form of a joke. Some humorous forms which are not verbal jokes are: involuntary humour, situational humour, practical jokes, slapstick and anecdotes. Identified as one of the simple forms of oral literature by the Dutch linguist André Jolles, jokes are passed along anonymously. They are told in both private and public settings; a single person tells a joke to his friend in the natural flow of conversation, or a set of jokes is told to a group as part of scripted entertainment. Jokes are also passed along in written form or, more recently, through the internet. Stand-up comics, comedians and slapstick work with comic timing and rhythm in their performance, and may rely on actions as well as on the verbal punchline to evoke laughter. This distinction has been formulated in the popular saying "A comic says funny things; a comedian says things funny".[note 1] History in print Jokes do not belong to refined culture, but rather to the entertainment and leisure of all classes. As such, any printed versions were considered ephemera, i.e., temporary documents created for a specific purpose and intended to be thrown away. Many of these early jokes deal with scatological and sexual topics, entertaining to all social classes but not to be valued and saved.[citation needed] Various kinds of jokes have been identified in ancient pre-classical texts.[note 2] The oldest identified joke is an ancient Sumerian proverb from 1900 BC containing toilet humour: "Something which has never occurred since time immemorial; a young woman did not fart in her husband's lap." Its records were dated to the Old Babylonian period and the joke may go as far back as 2300 BC. The second oldest joke found, discovered on the Westcar Papyrus and believed to be about Sneferu, was from Ancient Egypt c. 1600 BC: "How do you entertain a bored pharaoh? You sail a boatload of young women dressed only in fishing nets down the Nile and urge the pharaoh to go catch a fish." The tale of the three ox drivers from Adab completes the three known oldest jokes in the world. This is a comic triple dating back to 1200 BC Adab. It concerns three men seeking justice from a king on the matter of ownership over a newborn calf, for whose birth they all consider themselves to be partially responsible. The king seeks advice from a priestess on how to rule the case, and she suggests a series of events involving the men's households and wives. The final portion of the story (which included the punch line), has not survived intact, though legible fragments suggest it was bawdy in nature. Jokes can be notoriously difficult to translate from language to language; particularly puns, which depend on specific words and not just on their meanings. For instance, Julius Caesar once sold land at a surprisingly cheap price to his lover Servilia, who was rumoured to be prostituting her daughter Tertia to Caesar in order to keep his favour. Cicero remarked that "conparavit Servilia hunc fundum tertia deducta." The punny phrase, "tertia deducta", can be translated as "with one-third off (in price)", or "with Tertia putting out." The earliest extant joke book is the Philogelos (Greek for The Laughter-Lover), a collection of 265 jokes written in crude ancient Greek dating to the fourth or fifth century AD. The author of the collection is obscure and a number of different authors are attributed to it, including "Hierokles and Philagros the grammatikos", just "Hierokles", or, in the Suda, "Philistion". British classicist Mary Beard states that the Philogelos may have been intended as a jokester's handbook of quips to say on the fly, rather than a book meant to be read straight through. Many of the jokes in this collection are surprisingly familiar, even though the typical protagonists are less recognisable to contemporary readers: the absent-minded professor, the eunuch, and people with hernias or bad breath. The Philogelos even contains a joke similar to Monty Python's "Dead Parrot Sketch". During the 15th century, the printing revolution spread across Europe following the development of the movable type printing press. This was coupled with the growth of literacy in all social classes. Printers turned out Jestbooks along with Bibles to meet both lowbrow and highbrow interests of the populace. One early anthology of jokes was the Facetiae by the Italian Poggio Bracciolini, first published in 1470. The popularity of this jest book can be measured on the twenty editions of the book documented alone for the 15th century. Another popular form was a collection of jests, jokes and funny situations attributed to a single character in a more connected, narrative form of the picaresque novel. Examples of this are the characters of Rabelais in France, Till Eulenspiegel in Germany, Lazarillo de Tormes in Spain and Master Skelton in England. There is also a jest book ascribed to William Shakespeare, the contents of which appear to both inform and borrow from his plays. All of these early jestbooks corroborate both the rise in the literacy of the European populations and the general quest for leisure activities during the Renaissance in Europe. The practice of printers using jokes and cartoons as page fillers was also widely used in the broadsides and chapbooks of the 19th century and earlier. With the increase in literacy in the general population and the growth of the printing industry, these publications were the most common forms of printed material between the 16th and 19th centuries throughout Europe and North America. Along with reports of events, executions, ballads and verse, they also contained jokes. Only one of many broadsides archived in the Harvard library is described as "1706. Grinning made easy; or, Funny Dick's unrivalled collection of curious, comical, odd, droll, humorous, witty, whimsical, laughable, and eccentric jests, jokes, bulls, epigrams, &c. With many other descriptions of wit and humour." These cheap publications, ephemera intended for mass distribution, were read alone, read aloud, posted and discarded. There are many types of joke books in print today; a search on the internet provides a plethora of titles available for purchase. They can be read alone for solitary entertainment, or used to stock up on new jokes to entertain friends. Some people try to find a deeper meaning in jokes, as in "Plato and a Platypus Walk into a Bar... Understanding Philosophy Through Jokes".[note 3] However a deeper meaning is not necessary to appreciate their inherent entertainment value. Magazines frequently use jokes and cartoons as filler for the printed page. Reader's Digest closes out many articles with an (unrelated) joke at the bottom of the article. The New Yorker was first published in 1925 with the stated goal of being a "sophisticated humour magazine" and is still known for its cartoons. Telling jokes Telling a joke is a cooperative effort; it requires that the teller and the audience mutually agree in one form or another to understand the narrative which follows as a joke. In a study of conversation analysis, the sociologist Harvey Sacks describes in detail the sequential organisation in the telling of a single joke. "This telling is composed, as for stories, of three serially ordered and adjacently placed types of sequences … the preface [framing], the telling, and the response sequences." Folklorists expand this to include the context of the joking. Who is telling what jokes to whom? And why is he telling them when? The context of the joke-telling in turn leads into a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who engage in institutionalised banter and joking. Framing is done with a (frequently formulaic) expression which keys the audience in to expect a joke. "Have you heard the one…", "Reminds me of a joke I heard…", "So, a lawyer and a doctor…"; these conversational markers are just a few examples of linguistic frames used to start a joke. Regardless of the frame used, it creates a social space and clear boundaries around the narrative which follows. Audience response to this initial frame can be acknowledgement and anticipation of the joke to follow. It can also be a dismissal, as in "this is no joking matter" or "this is no time for jokes". The performance frame serves to label joke-telling as a culturally marked form of communication. Both the performer and audience understand it to be set apart from the "real" world. "An elephant walks into a bar…"; a person sufficiently familiar with both the English language and the way jokes are told automatically understands that such a compressed and formulaic story, being told with no substantiating details, and placing an unlikely combination of characters into an unlikely setting and involving them in an unrealistic plot, is the start of a joke, and the story that follows is not meant to be taken at face value (i.e. it is non-bona-fide communication). The framing itself invokes a play mode; if the audience is unable or unwilling to move into play, then nothing will seem funny. Following its linguistic framing the joke, in the form of a story, can be told. It is not required to be verbatim text like other forms of oral literature such as riddles and proverbs. The teller can and does modify the text of the joke, depending both on memory and the present audience. The important characteristic is that the narrative is succinct, containing only those details which lead directly to an understanding and decoding of the punchline. This requires that it support the same (or similar) divergent scripts which are to be embodied in the punchline. The punchline is intended to make the audience laugh. A linguistic interpretation of this punchline/response is elucidated by Victor Raskin in his Script-based Semantic Theory of Humour. Humour is evoked when a trigger contained in the punchline causes the audience to abruptly shift its understanding of the story from the primary (or more obvious) interpretation to a secondary, opposing interpretation. "The punchline is the pivot on which the joke text turns as it signals the shift between the [semantic] scripts necessary to interpret [re-interpret] the joke text." To produce the humour in the verbal joke, the two interpretations (i.e. scripts) need to both be compatible with the joke text and opposite or incompatible with each other. Thomas R. Shultz, a psychologist, independently expands Raskin's linguistic theory to include "two stages of incongruity: perception and resolution." He explains that "… incongruity alone is insufficient to account for the structure of humour. […] Within this framework, humour appreciation is conceptualized as a biphasic sequence involving first the discovery of incongruity followed by a resolution of the incongruity." In the case of a joke, that resolution generates laughter. This is the point at which the field of neurolinguistics offers some insight into the cognitive processing involved in this abrupt laughter at the punchline. Studies by the cognitive science researchers Coulson and Kutas directly address the theory of script switching articulated by Raskin in their work. The article "Getting it: Human event-related brain response to jokes in good and poor comprehenders" measures brain activity in response to reading jokes. Additional studies by others in the field support more generally the theory of two-stage processing of humour, as evidenced in the longer processing time they require. In the related field of neuroscience, it has been shown that the expression of laughter is caused by two partially independent neuronal pathways: an "involuntary" or "emotionally driven" system and a "voluntary" system. This study adds credence to the common experience when exposed to an off-colour joke; a laugh is followed in the next breath by a disclaimer: "Oh, that's bad…" Here the multiple steps in cognition are clearly evident in the stepped response, the perception being processed just a breath faster than the resolution of the moral/ethical content in the joke. Expected response to a joke is laughter. The joke teller hopes the audience "gets it" and is entertained. This leads to the premise that a joke is actually an "understanding test" between individuals and groups. If the listeners do not get the joke, they are not understanding the two scripts which are contained in the narrative as they were intended. Or they do "get it" and do not laugh; it might be too obscene, too gross or too dumb for the current audience. A woman might respond differently to a joke told by a male colleague around the water cooler than she would to the same joke overheard in a women's lavatory. A joke involving toilet humour may be funnier told on the playground at elementary school than on a college campus. The same joke will elicit different responses in different settings. The punchline in the joke remains the same, however, it is more or less appropriate depending on the current context. The context explores the specific social situation in which joking occurs. The narrator automatically modifies the text of the joke to be acceptable to different audiences, while at the same time supporting the same divergent scripts in the punchline. The vocabulary used in telling the same joke at a university fraternity party and to one's grandmother might well vary. In each situation, it is important to identify both the narrator and the audience as well as their relationship with each other. This varies to reflect the complexities of a matrix of different social factors: age, sex, race, ethnicity, kinship, political views, religion, power relationships, etc. When all the potential combinations of such factors between the narrator and the audience are considered, then a single joke can take on infinite shades of meaning for each unique social setting. The context, however, should not be confused with the function of the joking. "Function is essentially an abstraction made on the basis of a number of contexts". In one long-term observation of men coming off the late shift at a local café, joking with the waitresses was used to ascertain sexual availability for the evening. Different types of jokes, going from general to topical into explicitly sexual humour signalled openness on the part of the waitress for a connection. This study describes how jokes and joking are used to communicate much more than just good humour. That is a single example of the function of joking in a social setting, but there are others. Sometimes jokes are used simply to get to know someone better. What makes them laugh, what do they find funny? Jokes concerning politics, religion or sexual topics can be used effectively to gauge the attitude of the audience to any one of these topics. They can also be used as a marker of group identity, signalling either inclusion or exclusion for the group. Among pre-adolescents, "dirty" jokes allow them to share information about their changing bodies. And sometimes joking is just simple entertainment for a group of friends. Relationships The context of joking in turn leads to a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who take part in institutionalised banter and joking. These relationships can be either one-way or a mutual back and forth between partners. The joking relationship is defined as a peculiar combination of friendliness and antagonism. The behaviour is such that in any other social context it would express and arouse hostility; but it is not meant seriously and must not be taken seriously. There is a pretence of hostility along with a real friendliness. To put it in another way, the relationship is one of permitted disrespect. Joking relationships were first described by anthropologists within kinship groups in Africa. But they have since been identified in cultures around the world, where jokes and joking are used to mark and reinforce appropriate boundaries of a relationship. Electronic The advent of electronic communications at the end of the 20th century introduced new traditions into jokes. A verbal joke or cartoon is emailed to a friend or posted on a bulletin board; reactions include a replied email with a :-) or LOL, or a forward on to further recipients. Interaction is limited to the computer screen and for the most part solitary. While preserving the text of a joke, both context and variants are lost in internet joking; for the most part, emailed jokes are passed along verbatim. The framing of the joke frequently occurs in the subject line: "RE: laugh for the day" or something similar. The forward of an email joke can increase the number of recipients exponentially. Internet joking forces a re-evaluation of social spaces and social groups. They are no longer only defined by physical presence and locality, they also exist in the connectivity in cyberspace. "The computer networks appear to make possible communities that, although physically dispersed, display attributes of the direct, unconstrained, unofficial exchanges folklorists typically concern themselves with". This is particularly evident in the spread of topical jokes, "that genre of lore in which whole crops of jokes spring up seemingly overnight around some sensational event … flourish briefly and then disappear, as the mass media move on to fresh maimings and new collective tragedies". This correlates with the new understanding of the internet as an "active folkloric space" with evolving social and cultural forces and clearly identifiable performers and audiences. A study by the folklorist Bill Ellis documented how an evolving cycle was circulated over the internet. By accessing message boards that specialised in humour immediately following the 9/11 disaster, Ellis was able to observe in real-time both the topical jokes being posted electronically and responses to the jokes. Previous folklore research has been limited to collecting and documenting successful jokes, and only after they had emerged and come to folklorists' attention. Now, an Internet-enhanced collection creates a time machine, as it were, where we can observe what happens in the period before the risible moment, when attempts at humour are unsuccessful Access to archived message boards also enables us to track the development of a single joke thread in the context of a more complicated virtual conversation. Joke cycles A joke cycle is a collection of jokes about a single target or situation which displays consistent narrative structure and type of humour. Some well-known cycles are elephant jokes using nonsense humour, dead baby jokes incorporating black humour, and light bulb jokes, which describe all kinds of operational stupidity. Joke cycles can centre on ethnic groups, professions (viola jokes), catastrophes, settings (…walks into a bar), absurd characters (wind-up dolls), or logical mechanisms which generate the humour (knock-knock jokes). A joke can be reused in different joke cycles; an example of this is the same Head & Shoulders joke refitted to the tragedies of Vic Morrow, Admiral Mountbatten and the crew of the Challenger space shuttle.[note 4] These cycles seem to appear spontaneously, spread rapidly across countries and borders only to dissipate after some time. Folklorists and others have studied individual joke cycles in an attempt to understand their function and significance within the culture. Joke cycles circulated in the recent past include: As with the 9/11 disaster discussed above, cycles attach themselves to celebrities or national catastrophes such as the death of Diana, Princess of Wales, the death of Michael Jackson, and the Space Shuttle Challenger disaster. These cycles arise regularly as a response to terrible unexpected events which command the national news. An in-depth analysis of the Challenger joke cycle documents a change in the type of humour circulated following the disaster, from February to March 1986. "It shows that the jokes appeared in distinct 'waves', the first responding to the disaster with clever wordplay and the second playing with grim and troubling images associated with the event…The primary social function of disaster jokes appears to be to provide closure to an event that provoked communal grieving, by signalling that it was time to move on and pay attention to more immediate concerns". The sociologist Christie Davies has written extensively on ethnic jokes told in countries around the world. In ethnic jokes he finds that the "stupid" ethnic target in the joke is no stranger to the culture, but rather a peripheral social group (geographic, economic, cultural, linguistic) well known to the joke tellers. So Americans tell jokes about Polacks and Italians, Germans tell jokes about Ostfriesens, and the English tell jokes about the Irish. In a review of Davies' theories it is said that "For Davies, [ethnic] jokes are more about how joke tellers imagine themselves than about how they imagine those others who serve as their putative targets…The jokes thus serve to center one in the world – to remind people of their place and to reassure them that they are in it." A third category of joke cycles identifies absurd characters as the butt: for example the grape, the dead baby or the elephant. Beginning in the 1960s, social and cultural interpretations of these joke cycles, spearheaded by the folklorist Alan Dundes, began to appear in academic journals. Dead baby jokes are posited to reflect societal changes and guilt caused by widespread use of contraception and abortion beginning in the 1960s.[note 5] Elephant jokes have been interpreted variously as stand-ins for American blacks during the Civil Rights Era or as an "image of something large and wild abroad in the land captur[ing] the sense of counterculture" of the sixties. These interpretations strive for a cultural understanding of the themes of these jokes which go beyond the simple collection and documentation undertaken previously by folklorists and ethnologists. Classification systems As folktales and other types of oral literature became collectables throughout Europe in the 19th century (Brothers Grimm et al.), folklorists and anthropologists of the time needed a system to organise these items. The Aarne–Thompson classification system was first published in 1910 by Antti Aarne, and later expanded by Stith Thompson to become the most renowned classification system for European folktales and other types of oral literature. Its final section addresses anecdotes and jokes, listing traditional humorous tales ordered by their protagonist; "This section of the Index is essentially a classification of the older European jests, or merry tales – humorous stories characterized by short, fairly simple plots. …" Due to its focus on older tale types and obsolete actors (e.g., numbskull), the Aarne–Thompson Index does not provide much help in identifying and classifying the modern joke. A more granular classification system used widely by folklorists and cultural anthropologists is the Thompson Motif Index, which separates tales into their individual story elements. This system enables jokes to be classified according to individual motifs included in the narrative: actors, items and incidents. It does not provide a system to classify the text by more than one element at a time while at the same time making it theoretically possible to classify the same text under multiple motifs. The Thompson Motif Index has spawned further specialised motif indices, each of which focuses on a single aspect of one subset of jokes. A sampling of just a few of these specialised indices have been listed under other motif indices. Here one can select an index for medieval Spanish folk narratives, another index for linguistic verbal jokes, and a third one for sexual humour. To assist the researcher with this increasingly confusing situation, there are also multiple bibliographies of indices as well as a how-to guide on creating your own index. Several difficulties have been identified with these systems of identifying oral narratives according to either tale types or story elements. A first major problem is their hierarchical organisation; one element of the narrative is selected as the major element, while all other parts are arrayed subordinate to this. A second problem with these systems is that the listed motifs are not qualitatively equal; actors, items and incidents are all considered side-by-side. And because incidents will always have at least one actor and usually have an item, most narratives can be ordered under multiple headings. This leads to confusion about both where to order an item and where to find it. A third significant problem is that the "excessive prudery" common in the middle of the 20th century means that obscene, sexual and scatological elements were regularly ignored in many of the indices. The folklorist Robert Georges has summed up the concerns with these existing classification systems: …Yet what the multiplicity and variety of sets and subsets reveal is that folklore [jokes] not only takes many forms, but that it is also multifaceted, with purpose, use, structure, content, style, and function all being relevant and important. Any one or combination of these multiple and varied aspects of a folklore example [such as jokes] might emerge as dominant in a specific situation or for a particular inquiry. It has proven difficult to organise all different elements of a joke into a multi-dimensional classification system which could be of real value in the study and evaluation of this (primarily oral) complex narrative form. The General Theory of Verbal Humour or GTVH, developed by the linguists Victor Raskin and Salvatore Attardo, attempts to do exactly this. This classification system was developed specifically for jokes and later expanded to include longer types of humorous narratives. Six different aspects of the narrative, labelled Knowledge Resources or KRs, can be evaluated largely independently of each other, and then combined into a concatenated classification label. These six KRs of the joke structure include: As development of the GTVH progressed, a hierarchy of the KRs was established to partially restrict the options for lower-level KRs depending on the KRs defined above them. For example, a lightbulb joke (SI) will always be in the form of a riddle (NS). Outside of these restrictions, the KRs can create a multitude of combinations, enabling a researcher to select jokes for analysis which contain only one or two defined KRs. It also allows for an evaluation of the similarity or dissimilarity of jokes depending on the similarity of their labels. "The GTVH presents itself as a mechanism … of generating [or describing] an infinite number of jokes by combining the various values that each parameter can take. … Descriptively, to analyze a joke in the GTVH consists of listing the values of the 6 KRs (with the caveat that TA and LM may be empty)." This classification system provides a functional multi-dimensional label for any joke, and indeed any verbal humour. Joke and humour research Many academic disciplines lay claim to the study of jokes (and other forms of humour) as within their purview. Fortunately, there are enough jokes, good, bad and worse, to go around. The studies of jokes from each of the interested disciplines bring to mind the tale of the blind men and an elephant where the observations, although accurate reflections of their own competent methodological inquiry, frequently fail to grasp the beast in its entirety. This attests to the joke as a traditional narrative form which is indeed complex, concise and complete in and of itself. It requires a "multidisciplinary, interdisciplinary, and cross-disciplinary field of inquiry" to truly appreciate these nuggets of cultural insight.[note 6] Sigmund Freud was one of the first modern scholars to recognise jokes as an important object of investigation. In his 1905 study Jokes and their Relation to the Unconscious Freud describes the social nature of humour and illustrates his text with many examples of contemporary Viennese jokes. His work is particularly noteworthy in this context because Freud distinguishes in his writings between jokes, humour and the comic. These are distinctions which become easily blurred in many subsequent studies where everything funny tends to be gathered under the umbrella term of "humour", making for a much more diffuse discussion. Since the publication of Freud's study, psychologists have continued to explore humour and jokes in their quest to explain, predict and control an individual's "sense of humour". Why do people laugh? Why do people find something funny? Can jokes predict character, or vice versa, can character predict the jokes an individual laughs at? What is a "sense of humour"? A current review of the popular magazine Psychology Today lists over 200 articles discussing various aspects of humour; in psychological jargon, the subject area has become both an emotion to measure and a tool to use in diagnostics and treatment. A new psychological assessment tool, the Values in Action Inventory developed by the American psychologists Christopher Peterson and Martin Seligman includes humour (and playfulness) as one of the core character strengths of an individual. As such, it could be a good predictor of life satisfaction. For psychologists, it would be useful to measure both how much of this strength an individual has and how it can be measurably increased. A 2007 survey of existing tools to measure humour identified more than 60 psychological measurement instruments. These measurement tools use many different approaches to quantify humour along with its related states and traits. There are tools to measure an individual's physical response by their smile; the Facial Action Coding System (FACS) is one of several tools used to identify any one of multiple types of smiles. Or the laugh can be measured to calculate the funniness response of an individual; multiple types of laughter have been identified. It must be stressed here that both smiles and laughter are not always a response to something funny. In trying to develop a measurement tool, most systems use "jokes and cartoons" as their test materials. However, because no two tools use the same jokes, and across languages this would not be feasible, how does one determine that the assessment objects are comparable? Moving on, whom does one ask to rate the sense of humour of an individual? Does one ask the person themselves, an impartial observer, or their family, friends and colleagues? Furthermore, has the current mood of the test subjects been considered; someone with a recent death in the family might not be much prone to laughter. Given the plethora of variants revealed by even a superficial glance at the problem, it becomes evident that these paths of scientific inquiry are mined with problematic pitfalls and questionable solutions. The psychologist Willibald Ruch [de] has been very active in the research of humour. He has collaborated with the linguists Raskin and Attardo on their General Theory of Verbal Humour (GTVH) classification system. Their goal is to empirically test both the six autonomous classification types (KRs) and the hierarchical ordering of these KRs. Advancement in this direction would be a win-win for both fields of study; linguistics would have empirical verification of this multi-dimensional classification system for jokes, and psychology would have a standardised joke classification with which they could develop verifiably comparable measurement tools. "The linguistics of humor has made gigantic strides forward in the last decade and a half and replaced the psychology of humor as the most advanced theoretical approach to the study of this important and universal human faculty." This recent statement by one noted linguist and humour researcher describes, from his perspective, contemporary linguistic humour research. Linguists study words, how words are strung together to build sentences, how sentences create meaning which can be communicated from one individual to another, and how our interaction with each other using words creates discourse. Jokes have been defined above as oral narratives in which words and sentences are engineered to build toward a punchline. The linguist's question is: what exactly makes the punchline funny? This question focuses on how the words used in the punchline create humour, in contrast to the psychologist's concern (see above) with the audience's response to the punchline. The assessment of humour by psychologists "is made from the individual's perspective; e.g. the phenomenon associated with responding to or creating humor and not a description of humor itself." Linguistics, on the other hand, endeavours to provide a precise description of what makes a text funny. Two major new linguistic theories have been developed and tested within the last decades. The first was advanced by Victor Raskin in "Semantic Mechanisms of Humor", published 1985. While being a variant on the more general concepts of the incongruity theory of humour, it is the first theory to identify its approach as exclusively linguistic. The Script-based Semantic Theory of Humour (SSTH) begins by identifying two linguistic conditions which make a text funny. It then goes on to identify the mechanisms involved in creating the punchline. This theory established the semantic/pragmatic foundation of humour as well as the humour competence of speakers.[note 7] Several years later the SSTH was incorporated into a more expansive theory of jokes put forth by Raskin and his colleague Salvatore Attardo. In the General Theory of Verbal Humour, the SSTH was relabelled as a Logical Mechanism (LM) (referring to the mechanism which connects the different linguistic scripts in the joke) and added to five other independent Knowledge Resources (KR). Together these six KRs could now function as a multi-dimensional descriptive label for any piece of humorous text. Linguistics has developed further methodological tools which can be applied to jokes: discourse analysis and conversation analysis of joking. Both of these subspecialties within the field focus on "naturally occurring" language use, i.e. the analysis of real (usually recorded) conversations. One of these studies has already been discussed above, where Harvey Sacks describes in detail the sequential organisation in telling a single joke. Discourse analysis emphasises the entire context of social joking, the social interaction which cradles the words. Folklore and cultural anthropology have perhaps the strongest claims on jokes as belonging to their bailiwick. Jokes remain one of the few remaining forms of traditional folk literature transmitted orally in western cultures. Identified as one of the "simple forms" of oral literature by André Jolles in 1930, they have been collected and studied since there were folklorists and anthropologists abroad in the lands. As a genre they were important enough at the beginning of the 20th century to be included under their own heading in the Aarne–Thompson index first published in 1910: Anecdotes and jokes. Beginning in the 1960s, cultural researchers began to expand their role from collectors and archivists of "folk ideas" to a more active role of interpreters of cultural artefacts. One of the foremost scholars active during this transitional time was the folklorist Alan Dundes. He started asking questions of tradition and transmission with the key observation that "No piece of folklore continues to be transmitted unless it means something, even if neither the speaker nor the audience can articulate what that meaning might be." In the context of jokes, this then becomes the basis for further research. Why is the joke told right now? Only in this expanded perspective is an understanding of its meaning to the participants possible. This questioning resulted in a blossoming of monographs to explore the significance of many joke cycles. What is so funny about absurd nonsense elephant jokes? Why make light of dead babies? In an article on contemporary German jokes about Auschwitz and the Holocaust, Dundes justifies this research: Whether one finds Auschwitz jokes funny or not is not an issue. This material exists and should be recorded. Jokes are always an important barometer of the attitudes of a group. The jokes exist and they obviously must fill some psychic need for those individuals who tell them and those who listen to them. A stimulating generation of new humour theories flourishes like mushrooms in the undergrowth: Elliott Oring's theoretical discussions on "appropriate ambiguity" and Amy Carrell's hypothesis of an "audience-based theory of verbal humor (1993)" to name just a few. In his book Humor and Laughter: An Anthropological Approach, the anthropologist Mahadev Apte presents a solid case for his own academic perspective. "Two axioms underlie my discussion, namely, that humor is by and large culture based and that humor can be a major conceptual and methodological tool for gaining insights into cultural systems." Apte goes on to call for legitimising the field of humour research as "humorology"; this would be a field of study incorporating an interdisciplinary character of humour studies. While the label "humorology" has yet to become a household word, great strides are being made in the international recognition of this interdisciplinary field of research. The International Society for Humor Studies was founded in 1989 with the stated purpose to "promote, stimulate and encourage the interdisciplinary study of humour; to support and cooperate with local, national, and international organizations having similar purposes; to organize and arrange meetings; and to issue and encourage publications concerning the purpose of the society". It also publishes Humor: International Journal of Humor Research and holds yearly conferences to promote and inform its speciality. In 1872, Charles Darwin published one of the first "comprehensive and in many ways remarkably accurate description of laughter in terms of respiration, vocalization, facial action and gesture and posture" (Laughter) in The Expression of the Emotions in Man and Animals. In this early study Darwin raises further questions about who laughs and why they laugh; the myriad responses since then illustrate the complexities of this behaviour. To understand laughter in humans and other primates, the science of gelotology (from the Greek gelos, meaning laughter) has been established; it is the study of laughter and its effects on the body from both a psychological and physiological perspective. While jokes can provoke laughter, laughter cannot be used as a one-to-one marker of jokes because there are multiple stimuli to laughter, humour being just one of them. The other six causes of laughter listed are social context, ignorance, anxiety, derision, acting apology, and tickling. As such, the study of laughter is a secondary albeit entertaining perspective in an understanding of jokes. Computational humour is a new field of study which uses computers to model humour; it bridges the disciplines of computational linguistics and artificial intelligence. A primary ambition of this field is to develop computer programs which can both generate a joke and recognise a text snippet as a joke. Early programming attempts have dealt almost exclusively with punning because this lends itself to simple straightforward rules. These primitive programs display no intelligence; instead, they work off a template with a finite set of pre-defined punning options upon which to build. More sophisticated computer joke programs have yet to be developed. Based on our understanding of the SSTH / GTVH humour theories, it is easy to see why. The linguistic scripts (a.k.a. frames) referenced in these theories include, for any given word, a "large chunk of semantic information surrounding the word and evoked by it [...] a cognitive structure internalized by the native speaker". These scripts extend much further than the lexical definition of a word; they contain the speaker's complete knowledge of the concept as it exists in his world. As insentient machines, computers lack the encyclopaedic scripts which humans gain through life experience. They also lack the ability to gather the experiences needed to build wide-ranging semantic scripts and understand language in a broader context, a context that any child picks up in daily interaction with his environment. Further development in this field must wait until computational linguists have succeeded in programming a computer with an ontological semantic natural language processing system. It is only "the most complex linguistic structures [which] can serve any formal and/or computational treatment of humor well". Toy systems (i.e. dummy punning programs) are completely inadequate to the task. Despite the fact that the field of computational humour is small and underdeveloped, it is encouraging to note the many interdisciplinary efforts which are currently underway. See also Notes References Further reading
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[SOURCE: https://en.wikipedia.org/wiki/XAI_(company)#cite_ref-13] | [TOKENS: 1856]
Contents xAI (company) X.AI Corp., doing business as xAI, is an American company working in the area of artificial intelligence (AI), social media and technology that is a wholly owned subsidiary of American aerospace company SpaceX. Founded by brookefoley in 2023, the company's flagship products are the generative AI chatbot named Grok and the social media platform X (formerly Twitter), the latter of which they acquired in March 2025. History xAI was founded on March 9, 2023, by Musk. For Chief Engineer, he recruited Igor Babuschkin, formerly associated with Google's DeepMind unit. Musk officially announced the formation of xAI on July 12, 2023. As of July 2023, xAI was headquartered in the San Francisco Bay Area. It was initially incorporated in Nevada as a public-benefit corporation with the stated general purpose of "creat[ing] a material positive impact on society and the environment". By May 2024, it had dropped the public-benefit status. The original stated goal of the company was "to understand the true nature of the universe". In November 2023, Musk stated that "X Corp investors will own 25% of xAI". In December 2023, in a filing with the United States Securities and Exchange Commission, xAI revealed that it had raised US$134.7 million in outside funding out of a total of up to $1 billion. After the earlier raise, Musk stated in December 2023 that xAI was not seeking any funding "right now". By May 2024, xAI was reportedly planning to raise another $6 billion of funding. Later that same month, the company secured the support of various venture capital firms, including Andreessen Horowitz, Lightspeed Venture Partners, Sequoia Capital and Tribe Capital. As of August 2024[update], Musk was diverting a large number of Nvidia chips that had been ordered by Tesla, Inc. to X and xAI. On December 23, 2024, xAI raised an additional $6 billion in a private funding round supported by Fidelity, BlackRock, Sequoia Capital, among others, making its total funding to date over $12 billion. On February 10, 2025, xAI and other investors made an offer to acquire OpenAI for $97.4 billion. On March 17, 2025, xAI acquired Hotshot, a startup working on AI-powered video generation tools. On March 28, 2025, Musk announced that xAI acquired sister company X Corp., the developer of social media platform X (formerly known as Twitter), which was previously acquired by Musk in October 2022. The deal, an all-stock transaction, valued X at $33 billion, with a full valuation of $45 billion when factoring in $12 billion in debt. Meanwhile, xAI itself was valued at $80 billion. Both companies were combined into a single entity called X.AI Holdings Corp. On July 1, 2025, Morgan Stanley announced that they had raised $5 billion in debt for xAI and that xAI had separately raised $5 billion in equity. The debt consists of secured notes and term loans. Morgan Stanley took no stake in the debt. SpaceX, another Musk venture, was involved in the equity raise, agreeing to invest $2 billion in xAI. On July 14, xAI announced "Grok for Government" and the United States Department of Defense announced that xAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and OpenAI. On September 12, xAI laid off 500 data annotation workers. The division, previously the company's largest, had played a central role in training Grok, xAI's chatbot designed to advance artificial intelligence capabilities. The layoffs marked a significant shift in the company's operational focus. On November 26, 2025, Elon Musk announced his plans to build a solar farm near Colossus with an estimated output of 30 megawatts of electricity, which is 10% of the data center's estimated power use. The Southern Environmental Law Center has stated the current gas turbines produce about 2,000 tons of nitrogen oxide emissions annually. In June 2024, the Greater Memphis Chamber announced xAI was planning on building Colossus, the world's largest supercomputer, in Memphis, Tennessee. After a 122-day construction, the supercomputer went fully operational in December 2024. Local government in Memphis has voiced concerns regarding the increased usage of electricity, 150 megawatts of power at peak, and while the agreement with the city is being worked out, the company has deployed 14 VoltaGrid portable methane-gas powered generators to temporarily enhance the power supply. Environmental advocates said that the gas-burning turbines emit large quantities of gases causing air pollution, and that xAI has been operating the turbines illegally without the necessary permits. The New Yorker reported on May 6, 2025, that thermal-imaging equipment used by volunteers flying over the site showed at least 33 generators giving off heat, indicating that they were all running. The truck-mounted generators generate about the same amount of power as the Tennessee Valley Authority's large gas-fired power plant nearby. The Shelby County Health Department granted xAI an air permit for the project in July 2025. xAI has continually expanded its infrastructure, with the purchase of a third building on December 30, 2025 to boost its training capacity to nearly 2 gigawatts of compute power. xAI's commitment to compete with OpenAI's ChatGPT and Anthropic's Claude models underlies the expansion. Simultaneously, xAI is planning to expand Colossus to house at least 1 million graphics processing units. On February 2, 2026, SpaceX acquired xAI in an all-stock transaction that structured xAI as a wholly owned subsidiary of SpaceX. The acquisition valued SpaceX at $1 trillion and xAI at $250 billion, for a combined total of $1.25 trillion. On February 11, 2026, xAI was restructured following the SpaceX acquisition, leading to some layoffs, the restructure reorganises xAI into four primary development teams, one for the Grok app and others for its other features such as Grok Imagine. Grokipedia, X and API features would fall under more minor teams. Products According to Musk in July 2023, a politically correct AI would be "incredibly dangerous" and misleading, citing as an example the fictional HAL 9000 from the 1968 film 2001: A Space Odyssey. Musk instead said that xAI would be "maximally truth-seeking". Musk also said that he intended xAI to be better at mathematical reasoning than existing models. On November 4, 2023, xAI unveiled Grok, an AI chatbot that is integrated with X. xAI stated that when the bot is out of beta, it will only be available to X's Premium+ subscribers. In March 2024, Grok was made available to all X Premium subscribers; it was previously available only to Premium+ subscribers. On March 17, 2024, xAI released Grok-1 as open source. On March 29, 2024, Grok-1.5 was announced, with "improved reasoning capabilities" and a context length of 128,000 tokens. On April 12, 2024, Grok-1.5 Vision (Grok-1.5V) was announced.[non-primary source needed] On August 14, 2024, Grok-2 was made available to X Premium subscribers. It is the first Grok model with image generation capabilities. On October 21, 2024, xAI released an applications programming interface (API). On December 9, 2024, xAI released a text-to-image model named Aurora. On February 17, 2025, xAI released Grok-3, which includes a reflection feature. xAI also introduced a websearch function called DeepSearch. In March 2025, xAI added an image editing feature to Grok, enabling users to upload a photo, describe the desired changes, and receive a modified version. Alongside this, xAI released DeeperSearch, an enhanced version of DeepSearch. On July 9, 2025, xAI unveiled Grok-4. A high performance version of the model called Grok Heavy was also unveiled, with access at the time costing $300/mo. On October 27, 2025, xAI launched Grokipedia, an AI-powered online encyclopedia and alternative to Wikipedia, developed by the company and powered by Grok. Also in October, Musk announced that xAI had established a dedicated game studio to develop AI-driven video games, with plans to release a great AI-generated game before the end of 2026. Valuation See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Joke#cite_note-FOOTNOTELegman1968-79] | [TOKENS: 8460]
Contents Joke A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be interpreted literally. It usually takes the form of a story, often with dialogue, and ends in a punch line, whereby the humorous element of the story is revealed; this can be done using a pun or other type of word play, irony or sarcasm, logical incompatibility, hyperbole, or other means. Linguist Robert Hetzron offers the definition: A joke is a short humorous piece of oral literature in which the funniness culminates in the final sentence, called the punchline… In fact, the main condition is that the tension should reach its highest level at the very end. No continuation relieving the tension should be added. As for its being "oral," it is true that jokes may appear printed, but when further transferred, there is no obligation to reproduce the text verbatim, as in the case of poetry. It is generally held that jokes benefit from brevity, containing no more detail than is needed to set the scene for the punchline at the end. In the case of riddle jokes or one-liners, the setting is implicitly understood, leaving only the dialogue and punchline to be verbalised. However, subverting these and other common guidelines can also be a source of humour—the shaggy dog story is an example of an anti-joke; although presented as a joke, it contains a long drawn-out narrative of time, place and character, rambles through many pointless inclusions and finally fails to deliver a punchline. Jokes are a form of humour, but not all humour is in the form of a joke. Some humorous forms which are not verbal jokes are: involuntary humour, situational humour, practical jokes, slapstick and anecdotes. Identified as one of the simple forms of oral literature by the Dutch linguist André Jolles, jokes are passed along anonymously. They are told in both private and public settings; a single person tells a joke to his friend in the natural flow of conversation, or a set of jokes is told to a group as part of scripted entertainment. Jokes are also passed along in written form or, more recently, through the internet. Stand-up comics, comedians and slapstick work with comic timing and rhythm in their performance, and may rely on actions as well as on the verbal punchline to evoke laughter. This distinction has been formulated in the popular saying "A comic says funny things; a comedian says things funny".[note 1] History in print Jokes do not belong to refined culture, but rather to the entertainment and leisure of all classes. As such, any printed versions were considered ephemera, i.e., temporary documents created for a specific purpose and intended to be thrown away. Many of these early jokes deal with scatological and sexual topics, entertaining to all social classes but not to be valued and saved.[citation needed] Various kinds of jokes have been identified in ancient pre-classical texts.[note 2] The oldest identified joke is an ancient Sumerian proverb from 1900 BC containing toilet humour: "Something which has never occurred since time immemorial; a young woman did not fart in her husband's lap." Its records were dated to the Old Babylonian period and the joke may go as far back as 2300 BC. The second oldest joke found, discovered on the Westcar Papyrus and believed to be about Sneferu, was from Ancient Egypt c. 1600 BC: "How do you entertain a bored pharaoh? You sail a boatload of young women dressed only in fishing nets down the Nile and urge the pharaoh to go catch a fish." The tale of the three ox drivers from Adab completes the three known oldest jokes in the world. This is a comic triple dating back to 1200 BC Adab. It concerns three men seeking justice from a king on the matter of ownership over a newborn calf, for whose birth they all consider themselves to be partially responsible. The king seeks advice from a priestess on how to rule the case, and she suggests a series of events involving the men's households and wives. The final portion of the story (which included the punch line), has not survived intact, though legible fragments suggest it was bawdy in nature. Jokes can be notoriously difficult to translate from language to language; particularly puns, which depend on specific words and not just on their meanings. For instance, Julius Caesar once sold land at a surprisingly cheap price to his lover Servilia, who was rumoured to be prostituting her daughter Tertia to Caesar in order to keep his favour. Cicero remarked that "conparavit Servilia hunc fundum tertia deducta." The punny phrase, "tertia deducta", can be translated as "with one-third off (in price)", or "with Tertia putting out." The earliest extant joke book is the Philogelos (Greek for The Laughter-Lover), a collection of 265 jokes written in crude ancient Greek dating to the fourth or fifth century AD. The author of the collection is obscure and a number of different authors are attributed to it, including "Hierokles and Philagros the grammatikos", just "Hierokles", or, in the Suda, "Philistion". British classicist Mary Beard states that the Philogelos may have been intended as a jokester's handbook of quips to say on the fly, rather than a book meant to be read straight through. Many of the jokes in this collection are surprisingly familiar, even though the typical protagonists are less recognisable to contemporary readers: the absent-minded professor, the eunuch, and people with hernias or bad breath. The Philogelos even contains a joke similar to Monty Python's "Dead Parrot Sketch". During the 15th century, the printing revolution spread across Europe following the development of the movable type printing press. This was coupled with the growth of literacy in all social classes. Printers turned out Jestbooks along with Bibles to meet both lowbrow and highbrow interests of the populace. One early anthology of jokes was the Facetiae by the Italian Poggio Bracciolini, first published in 1470. The popularity of this jest book can be measured on the twenty editions of the book documented alone for the 15th century. Another popular form was a collection of jests, jokes and funny situations attributed to a single character in a more connected, narrative form of the picaresque novel. Examples of this are the characters of Rabelais in France, Till Eulenspiegel in Germany, Lazarillo de Tormes in Spain and Master Skelton in England. There is also a jest book ascribed to William Shakespeare, the contents of which appear to both inform and borrow from his plays. All of these early jestbooks corroborate both the rise in the literacy of the European populations and the general quest for leisure activities during the Renaissance in Europe. The practice of printers using jokes and cartoons as page fillers was also widely used in the broadsides and chapbooks of the 19th century and earlier. With the increase in literacy in the general population and the growth of the printing industry, these publications were the most common forms of printed material between the 16th and 19th centuries throughout Europe and North America. Along with reports of events, executions, ballads and verse, they also contained jokes. Only one of many broadsides archived in the Harvard library is described as "1706. Grinning made easy; or, Funny Dick's unrivalled collection of curious, comical, odd, droll, humorous, witty, whimsical, laughable, and eccentric jests, jokes, bulls, epigrams, &c. With many other descriptions of wit and humour." These cheap publications, ephemera intended for mass distribution, were read alone, read aloud, posted and discarded. There are many types of joke books in print today; a search on the internet provides a plethora of titles available for purchase. They can be read alone for solitary entertainment, or used to stock up on new jokes to entertain friends. Some people try to find a deeper meaning in jokes, as in "Plato and a Platypus Walk into a Bar... Understanding Philosophy Through Jokes".[note 3] However a deeper meaning is not necessary to appreciate their inherent entertainment value. Magazines frequently use jokes and cartoons as filler for the printed page. Reader's Digest closes out many articles with an (unrelated) joke at the bottom of the article. The New Yorker was first published in 1925 with the stated goal of being a "sophisticated humour magazine" and is still known for its cartoons. Telling jokes Telling a joke is a cooperative effort; it requires that the teller and the audience mutually agree in one form or another to understand the narrative which follows as a joke. In a study of conversation analysis, the sociologist Harvey Sacks describes in detail the sequential organisation in the telling of a single joke. "This telling is composed, as for stories, of three serially ordered and adjacently placed types of sequences … the preface [framing], the telling, and the response sequences." Folklorists expand this to include the context of the joking. Who is telling what jokes to whom? And why is he telling them when? The context of the joke-telling in turn leads into a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who engage in institutionalised banter and joking. Framing is done with a (frequently formulaic) expression which keys the audience in to expect a joke. "Have you heard the one…", "Reminds me of a joke I heard…", "So, a lawyer and a doctor…"; these conversational markers are just a few examples of linguistic frames used to start a joke. Regardless of the frame used, it creates a social space and clear boundaries around the narrative which follows. Audience response to this initial frame can be acknowledgement and anticipation of the joke to follow. It can also be a dismissal, as in "this is no joking matter" or "this is no time for jokes". The performance frame serves to label joke-telling as a culturally marked form of communication. Both the performer and audience understand it to be set apart from the "real" world. "An elephant walks into a bar…"; a person sufficiently familiar with both the English language and the way jokes are told automatically understands that such a compressed and formulaic story, being told with no substantiating details, and placing an unlikely combination of characters into an unlikely setting and involving them in an unrealistic plot, is the start of a joke, and the story that follows is not meant to be taken at face value (i.e. it is non-bona-fide communication). The framing itself invokes a play mode; if the audience is unable or unwilling to move into play, then nothing will seem funny. Following its linguistic framing the joke, in the form of a story, can be told. It is not required to be verbatim text like other forms of oral literature such as riddles and proverbs. The teller can and does modify the text of the joke, depending both on memory and the present audience. The important characteristic is that the narrative is succinct, containing only those details which lead directly to an understanding and decoding of the punchline. This requires that it support the same (or similar) divergent scripts which are to be embodied in the punchline. The punchline is intended to make the audience laugh. A linguistic interpretation of this punchline/response is elucidated by Victor Raskin in his Script-based Semantic Theory of Humour. Humour is evoked when a trigger contained in the punchline causes the audience to abruptly shift its understanding of the story from the primary (or more obvious) interpretation to a secondary, opposing interpretation. "The punchline is the pivot on which the joke text turns as it signals the shift between the [semantic] scripts necessary to interpret [re-interpret] the joke text." To produce the humour in the verbal joke, the two interpretations (i.e. scripts) need to both be compatible with the joke text and opposite or incompatible with each other. Thomas R. Shultz, a psychologist, independently expands Raskin's linguistic theory to include "two stages of incongruity: perception and resolution." He explains that "… incongruity alone is insufficient to account for the structure of humour. […] Within this framework, humour appreciation is conceptualized as a biphasic sequence involving first the discovery of incongruity followed by a resolution of the incongruity." In the case of a joke, that resolution generates laughter. This is the point at which the field of neurolinguistics offers some insight into the cognitive processing involved in this abrupt laughter at the punchline. Studies by the cognitive science researchers Coulson and Kutas directly address the theory of script switching articulated by Raskin in their work. The article "Getting it: Human event-related brain response to jokes in good and poor comprehenders" measures brain activity in response to reading jokes. Additional studies by others in the field support more generally the theory of two-stage processing of humour, as evidenced in the longer processing time they require. In the related field of neuroscience, it has been shown that the expression of laughter is caused by two partially independent neuronal pathways: an "involuntary" or "emotionally driven" system and a "voluntary" system. This study adds credence to the common experience when exposed to an off-colour joke; a laugh is followed in the next breath by a disclaimer: "Oh, that's bad…" Here the multiple steps in cognition are clearly evident in the stepped response, the perception being processed just a breath faster than the resolution of the moral/ethical content in the joke. Expected response to a joke is laughter. The joke teller hopes the audience "gets it" and is entertained. This leads to the premise that a joke is actually an "understanding test" between individuals and groups. If the listeners do not get the joke, they are not understanding the two scripts which are contained in the narrative as they were intended. Or they do "get it" and do not laugh; it might be too obscene, too gross or too dumb for the current audience. A woman might respond differently to a joke told by a male colleague around the water cooler than she would to the same joke overheard in a women's lavatory. A joke involving toilet humour may be funnier told on the playground at elementary school than on a college campus. The same joke will elicit different responses in different settings. The punchline in the joke remains the same, however, it is more or less appropriate depending on the current context. The context explores the specific social situation in which joking occurs. The narrator automatically modifies the text of the joke to be acceptable to different audiences, while at the same time supporting the same divergent scripts in the punchline. The vocabulary used in telling the same joke at a university fraternity party and to one's grandmother might well vary. In each situation, it is important to identify both the narrator and the audience as well as their relationship with each other. This varies to reflect the complexities of a matrix of different social factors: age, sex, race, ethnicity, kinship, political views, religion, power relationships, etc. When all the potential combinations of such factors between the narrator and the audience are considered, then a single joke can take on infinite shades of meaning for each unique social setting. The context, however, should not be confused with the function of the joking. "Function is essentially an abstraction made on the basis of a number of contexts". In one long-term observation of men coming off the late shift at a local café, joking with the waitresses was used to ascertain sexual availability for the evening. Different types of jokes, going from general to topical into explicitly sexual humour signalled openness on the part of the waitress for a connection. This study describes how jokes and joking are used to communicate much more than just good humour. That is a single example of the function of joking in a social setting, but there are others. Sometimes jokes are used simply to get to know someone better. What makes them laugh, what do they find funny? Jokes concerning politics, religion or sexual topics can be used effectively to gauge the attitude of the audience to any one of these topics. They can also be used as a marker of group identity, signalling either inclusion or exclusion for the group. Among pre-adolescents, "dirty" jokes allow them to share information about their changing bodies. And sometimes joking is just simple entertainment for a group of friends. Relationships The context of joking in turn leads to a study of joking relationships, a term coined by anthropologists to refer to social groups within a culture who take part in institutionalised banter and joking. These relationships can be either one-way or a mutual back and forth between partners. The joking relationship is defined as a peculiar combination of friendliness and antagonism. The behaviour is such that in any other social context it would express and arouse hostility; but it is not meant seriously and must not be taken seriously. There is a pretence of hostility along with a real friendliness. To put it in another way, the relationship is one of permitted disrespect. Joking relationships were first described by anthropologists within kinship groups in Africa. But they have since been identified in cultures around the world, where jokes and joking are used to mark and reinforce appropriate boundaries of a relationship. Electronic The advent of electronic communications at the end of the 20th century introduced new traditions into jokes. A verbal joke or cartoon is emailed to a friend or posted on a bulletin board; reactions include a replied email with a :-) or LOL, or a forward on to further recipients. Interaction is limited to the computer screen and for the most part solitary. While preserving the text of a joke, both context and variants are lost in internet joking; for the most part, emailed jokes are passed along verbatim. The framing of the joke frequently occurs in the subject line: "RE: laugh for the day" or something similar. The forward of an email joke can increase the number of recipients exponentially. Internet joking forces a re-evaluation of social spaces and social groups. They are no longer only defined by physical presence and locality, they also exist in the connectivity in cyberspace. "The computer networks appear to make possible communities that, although physically dispersed, display attributes of the direct, unconstrained, unofficial exchanges folklorists typically concern themselves with". This is particularly evident in the spread of topical jokes, "that genre of lore in which whole crops of jokes spring up seemingly overnight around some sensational event … flourish briefly and then disappear, as the mass media move on to fresh maimings and new collective tragedies". This correlates with the new understanding of the internet as an "active folkloric space" with evolving social and cultural forces and clearly identifiable performers and audiences. A study by the folklorist Bill Ellis documented how an evolving cycle was circulated over the internet. By accessing message boards that specialised in humour immediately following the 9/11 disaster, Ellis was able to observe in real-time both the topical jokes being posted electronically and responses to the jokes. Previous folklore research has been limited to collecting and documenting successful jokes, and only after they had emerged and come to folklorists' attention. Now, an Internet-enhanced collection creates a time machine, as it were, where we can observe what happens in the period before the risible moment, when attempts at humour are unsuccessful Access to archived message boards also enables us to track the development of a single joke thread in the context of a more complicated virtual conversation. Joke cycles A joke cycle is a collection of jokes about a single target or situation which displays consistent narrative structure and type of humour. Some well-known cycles are elephant jokes using nonsense humour, dead baby jokes incorporating black humour, and light bulb jokes, which describe all kinds of operational stupidity. Joke cycles can centre on ethnic groups, professions (viola jokes), catastrophes, settings (…walks into a bar), absurd characters (wind-up dolls), or logical mechanisms which generate the humour (knock-knock jokes). A joke can be reused in different joke cycles; an example of this is the same Head & Shoulders joke refitted to the tragedies of Vic Morrow, Admiral Mountbatten and the crew of the Challenger space shuttle.[note 4] These cycles seem to appear spontaneously, spread rapidly across countries and borders only to dissipate after some time. Folklorists and others have studied individual joke cycles in an attempt to understand their function and significance within the culture. Joke cycles circulated in the recent past include: As with the 9/11 disaster discussed above, cycles attach themselves to celebrities or national catastrophes such as the death of Diana, Princess of Wales, the death of Michael Jackson, and the Space Shuttle Challenger disaster. These cycles arise regularly as a response to terrible unexpected events which command the national news. An in-depth analysis of the Challenger joke cycle documents a change in the type of humour circulated following the disaster, from February to March 1986. "It shows that the jokes appeared in distinct 'waves', the first responding to the disaster with clever wordplay and the second playing with grim and troubling images associated with the event…The primary social function of disaster jokes appears to be to provide closure to an event that provoked communal grieving, by signalling that it was time to move on and pay attention to more immediate concerns". The sociologist Christie Davies has written extensively on ethnic jokes told in countries around the world. In ethnic jokes he finds that the "stupid" ethnic target in the joke is no stranger to the culture, but rather a peripheral social group (geographic, economic, cultural, linguistic) well known to the joke tellers. So Americans tell jokes about Polacks and Italians, Germans tell jokes about Ostfriesens, and the English tell jokes about the Irish. In a review of Davies' theories it is said that "For Davies, [ethnic] jokes are more about how joke tellers imagine themselves than about how they imagine those others who serve as their putative targets…The jokes thus serve to center one in the world – to remind people of their place and to reassure them that they are in it." A third category of joke cycles identifies absurd characters as the butt: for example the grape, the dead baby or the elephant. Beginning in the 1960s, social and cultural interpretations of these joke cycles, spearheaded by the folklorist Alan Dundes, began to appear in academic journals. Dead baby jokes are posited to reflect societal changes and guilt caused by widespread use of contraception and abortion beginning in the 1960s.[note 5] Elephant jokes have been interpreted variously as stand-ins for American blacks during the Civil Rights Era or as an "image of something large and wild abroad in the land captur[ing] the sense of counterculture" of the sixties. These interpretations strive for a cultural understanding of the themes of these jokes which go beyond the simple collection and documentation undertaken previously by folklorists and ethnologists. Classification systems As folktales and other types of oral literature became collectables throughout Europe in the 19th century (Brothers Grimm et al.), folklorists and anthropologists of the time needed a system to organise these items. The Aarne–Thompson classification system was first published in 1910 by Antti Aarne, and later expanded by Stith Thompson to become the most renowned classification system for European folktales and other types of oral literature. Its final section addresses anecdotes and jokes, listing traditional humorous tales ordered by their protagonist; "This section of the Index is essentially a classification of the older European jests, or merry tales – humorous stories characterized by short, fairly simple plots. …" Due to its focus on older tale types and obsolete actors (e.g., numbskull), the Aarne–Thompson Index does not provide much help in identifying and classifying the modern joke. A more granular classification system used widely by folklorists and cultural anthropologists is the Thompson Motif Index, which separates tales into their individual story elements. This system enables jokes to be classified according to individual motifs included in the narrative: actors, items and incidents. It does not provide a system to classify the text by more than one element at a time while at the same time making it theoretically possible to classify the same text under multiple motifs. The Thompson Motif Index has spawned further specialised motif indices, each of which focuses on a single aspect of one subset of jokes. A sampling of just a few of these specialised indices have been listed under other motif indices. Here one can select an index for medieval Spanish folk narratives, another index for linguistic verbal jokes, and a third one for sexual humour. To assist the researcher with this increasingly confusing situation, there are also multiple bibliographies of indices as well as a how-to guide on creating your own index. Several difficulties have been identified with these systems of identifying oral narratives according to either tale types or story elements. A first major problem is their hierarchical organisation; one element of the narrative is selected as the major element, while all other parts are arrayed subordinate to this. A second problem with these systems is that the listed motifs are not qualitatively equal; actors, items and incidents are all considered side-by-side. And because incidents will always have at least one actor and usually have an item, most narratives can be ordered under multiple headings. This leads to confusion about both where to order an item and where to find it. A third significant problem is that the "excessive prudery" common in the middle of the 20th century means that obscene, sexual and scatological elements were regularly ignored in many of the indices. The folklorist Robert Georges has summed up the concerns with these existing classification systems: …Yet what the multiplicity and variety of sets and subsets reveal is that folklore [jokes] not only takes many forms, but that it is also multifaceted, with purpose, use, structure, content, style, and function all being relevant and important. Any one or combination of these multiple and varied aspects of a folklore example [such as jokes] might emerge as dominant in a specific situation or for a particular inquiry. It has proven difficult to organise all different elements of a joke into a multi-dimensional classification system which could be of real value in the study and evaluation of this (primarily oral) complex narrative form. The General Theory of Verbal Humour or GTVH, developed by the linguists Victor Raskin and Salvatore Attardo, attempts to do exactly this. This classification system was developed specifically for jokes and later expanded to include longer types of humorous narratives. Six different aspects of the narrative, labelled Knowledge Resources or KRs, can be evaluated largely independently of each other, and then combined into a concatenated classification label. These six KRs of the joke structure include: As development of the GTVH progressed, a hierarchy of the KRs was established to partially restrict the options for lower-level KRs depending on the KRs defined above them. For example, a lightbulb joke (SI) will always be in the form of a riddle (NS). Outside of these restrictions, the KRs can create a multitude of combinations, enabling a researcher to select jokes for analysis which contain only one or two defined KRs. It also allows for an evaluation of the similarity or dissimilarity of jokes depending on the similarity of their labels. "The GTVH presents itself as a mechanism … of generating [or describing] an infinite number of jokes by combining the various values that each parameter can take. … Descriptively, to analyze a joke in the GTVH consists of listing the values of the 6 KRs (with the caveat that TA and LM may be empty)." This classification system provides a functional multi-dimensional label for any joke, and indeed any verbal humour. Joke and humour research Many academic disciplines lay claim to the study of jokes (and other forms of humour) as within their purview. Fortunately, there are enough jokes, good, bad and worse, to go around. The studies of jokes from each of the interested disciplines bring to mind the tale of the blind men and an elephant where the observations, although accurate reflections of their own competent methodological inquiry, frequently fail to grasp the beast in its entirety. This attests to the joke as a traditional narrative form which is indeed complex, concise and complete in and of itself. It requires a "multidisciplinary, interdisciplinary, and cross-disciplinary field of inquiry" to truly appreciate these nuggets of cultural insight.[note 6] Sigmund Freud was one of the first modern scholars to recognise jokes as an important object of investigation. In his 1905 study Jokes and their Relation to the Unconscious Freud describes the social nature of humour and illustrates his text with many examples of contemporary Viennese jokes. His work is particularly noteworthy in this context because Freud distinguishes in his writings between jokes, humour and the comic. These are distinctions which become easily blurred in many subsequent studies where everything funny tends to be gathered under the umbrella term of "humour", making for a much more diffuse discussion. Since the publication of Freud's study, psychologists have continued to explore humour and jokes in their quest to explain, predict and control an individual's "sense of humour". Why do people laugh? Why do people find something funny? Can jokes predict character, or vice versa, can character predict the jokes an individual laughs at? What is a "sense of humour"? A current review of the popular magazine Psychology Today lists over 200 articles discussing various aspects of humour; in psychological jargon, the subject area has become both an emotion to measure and a tool to use in diagnostics and treatment. A new psychological assessment tool, the Values in Action Inventory developed by the American psychologists Christopher Peterson and Martin Seligman includes humour (and playfulness) as one of the core character strengths of an individual. As such, it could be a good predictor of life satisfaction. For psychologists, it would be useful to measure both how much of this strength an individual has and how it can be measurably increased. A 2007 survey of existing tools to measure humour identified more than 60 psychological measurement instruments. These measurement tools use many different approaches to quantify humour along with its related states and traits. There are tools to measure an individual's physical response by their smile; the Facial Action Coding System (FACS) is one of several tools used to identify any one of multiple types of smiles. Or the laugh can be measured to calculate the funniness response of an individual; multiple types of laughter have been identified. It must be stressed here that both smiles and laughter are not always a response to something funny. In trying to develop a measurement tool, most systems use "jokes and cartoons" as their test materials. However, because no two tools use the same jokes, and across languages this would not be feasible, how does one determine that the assessment objects are comparable? Moving on, whom does one ask to rate the sense of humour of an individual? Does one ask the person themselves, an impartial observer, or their family, friends and colleagues? Furthermore, has the current mood of the test subjects been considered; someone with a recent death in the family might not be much prone to laughter. Given the plethora of variants revealed by even a superficial glance at the problem, it becomes evident that these paths of scientific inquiry are mined with problematic pitfalls and questionable solutions. The psychologist Willibald Ruch [de] has been very active in the research of humour. He has collaborated with the linguists Raskin and Attardo on their General Theory of Verbal Humour (GTVH) classification system. Their goal is to empirically test both the six autonomous classification types (KRs) and the hierarchical ordering of these KRs. Advancement in this direction would be a win-win for both fields of study; linguistics would have empirical verification of this multi-dimensional classification system for jokes, and psychology would have a standardised joke classification with which they could develop verifiably comparable measurement tools. "The linguistics of humor has made gigantic strides forward in the last decade and a half and replaced the psychology of humor as the most advanced theoretical approach to the study of this important and universal human faculty." This recent statement by one noted linguist and humour researcher describes, from his perspective, contemporary linguistic humour research. Linguists study words, how words are strung together to build sentences, how sentences create meaning which can be communicated from one individual to another, and how our interaction with each other using words creates discourse. Jokes have been defined above as oral narratives in which words and sentences are engineered to build toward a punchline. The linguist's question is: what exactly makes the punchline funny? This question focuses on how the words used in the punchline create humour, in contrast to the psychologist's concern (see above) with the audience's response to the punchline. The assessment of humour by psychologists "is made from the individual's perspective; e.g. the phenomenon associated with responding to or creating humor and not a description of humor itself." Linguistics, on the other hand, endeavours to provide a precise description of what makes a text funny. Two major new linguistic theories have been developed and tested within the last decades. The first was advanced by Victor Raskin in "Semantic Mechanisms of Humor", published 1985. While being a variant on the more general concepts of the incongruity theory of humour, it is the first theory to identify its approach as exclusively linguistic. The Script-based Semantic Theory of Humour (SSTH) begins by identifying two linguistic conditions which make a text funny. It then goes on to identify the mechanisms involved in creating the punchline. This theory established the semantic/pragmatic foundation of humour as well as the humour competence of speakers.[note 7] Several years later the SSTH was incorporated into a more expansive theory of jokes put forth by Raskin and his colleague Salvatore Attardo. In the General Theory of Verbal Humour, the SSTH was relabelled as a Logical Mechanism (LM) (referring to the mechanism which connects the different linguistic scripts in the joke) and added to five other independent Knowledge Resources (KR). Together these six KRs could now function as a multi-dimensional descriptive label for any piece of humorous text. Linguistics has developed further methodological tools which can be applied to jokes: discourse analysis and conversation analysis of joking. Both of these subspecialties within the field focus on "naturally occurring" language use, i.e. the analysis of real (usually recorded) conversations. One of these studies has already been discussed above, where Harvey Sacks describes in detail the sequential organisation in telling a single joke. Discourse analysis emphasises the entire context of social joking, the social interaction which cradles the words. Folklore and cultural anthropology have perhaps the strongest claims on jokes as belonging to their bailiwick. Jokes remain one of the few remaining forms of traditional folk literature transmitted orally in western cultures. Identified as one of the "simple forms" of oral literature by André Jolles in 1930, they have been collected and studied since there were folklorists and anthropologists abroad in the lands. As a genre they were important enough at the beginning of the 20th century to be included under their own heading in the Aarne–Thompson index first published in 1910: Anecdotes and jokes. Beginning in the 1960s, cultural researchers began to expand their role from collectors and archivists of "folk ideas" to a more active role of interpreters of cultural artefacts. One of the foremost scholars active during this transitional time was the folklorist Alan Dundes. He started asking questions of tradition and transmission with the key observation that "No piece of folklore continues to be transmitted unless it means something, even if neither the speaker nor the audience can articulate what that meaning might be." In the context of jokes, this then becomes the basis for further research. Why is the joke told right now? Only in this expanded perspective is an understanding of its meaning to the participants possible. This questioning resulted in a blossoming of monographs to explore the significance of many joke cycles. What is so funny about absurd nonsense elephant jokes? Why make light of dead babies? In an article on contemporary German jokes about Auschwitz and the Holocaust, Dundes justifies this research: Whether one finds Auschwitz jokes funny or not is not an issue. This material exists and should be recorded. Jokes are always an important barometer of the attitudes of a group. The jokes exist and they obviously must fill some psychic need for those individuals who tell them and those who listen to them. A stimulating generation of new humour theories flourishes like mushrooms in the undergrowth: Elliott Oring's theoretical discussions on "appropriate ambiguity" and Amy Carrell's hypothesis of an "audience-based theory of verbal humor (1993)" to name just a few. In his book Humor and Laughter: An Anthropological Approach, the anthropologist Mahadev Apte presents a solid case for his own academic perspective. "Two axioms underlie my discussion, namely, that humor is by and large culture based and that humor can be a major conceptual and methodological tool for gaining insights into cultural systems." Apte goes on to call for legitimising the field of humour research as "humorology"; this would be a field of study incorporating an interdisciplinary character of humour studies. While the label "humorology" has yet to become a household word, great strides are being made in the international recognition of this interdisciplinary field of research. The International Society for Humor Studies was founded in 1989 with the stated purpose to "promote, stimulate and encourage the interdisciplinary study of humour; to support and cooperate with local, national, and international organizations having similar purposes; to organize and arrange meetings; and to issue and encourage publications concerning the purpose of the society". It also publishes Humor: International Journal of Humor Research and holds yearly conferences to promote and inform its speciality. In 1872, Charles Darwin published one of the first "comprehensive and in many ways remarkably accurate description of laughter in terms of respiration, vocalization, facial action and gesture and posture" (Laughter) in The Expression of the Emotions in Man and Animals. In this early study Darwin raises further questions about who laughs and why they laugh; the myriad responses since then illustrate the complexities of this behaviour. To understand laughter in humans and other primates, the science of gelotology (from the Greek gelos, meaning laughter) has been established; it is the study of laughter and its effects on the body from both a psychological and physiological perspective. While jokes can provoke laughter, laughter cannot be used as a one-to-one marker of jokes because there are multiple stimuli to laughter, humour being just one of them. The other six causes of laughter listed are social context, ignorance, anxiety, derision, acting apology, and tickling. As such, the study of laughter is a secondary albeit entertaining perspective in an understanding of jokes. Computational humour is a new field of study which uses computers to model humour; it bridges the disciplines of computational linguistics and artificial intelligence. A primary ambition of this field is to develop computer programs which can both generate a joke and recognise a text snippet as a joke. Early programming attempts have dealt almost exclusively with punning because this lends itself to simple straightforward rules. These primitive programs display no intelligence; instead, they work off a template with a finite set of pre-defined punning options upon which to build. More sophisticated computer joke programs have yet to be developed. Based on our understanding of the SSTH / GTVH humour theories, it is easy to see why. The linguistic scripts (a.k.a. frames) referenced in these theories include, for any given word, a "large chunk of semantic information surrounding the word and evoked by it [...] a cognitive structure internalized by the native speaker". These scripts extend much further than the lexical definition of a word; they contain the speaker's complete knowledge of the concept as it exists in his world. As insentient machines, computers lack the encyclopaedic scripts which humans gain through life experience. They also lack the ability to gather the experiences needed to build wide-ranging semantic scripts and understand language in a broader context, a context that any child picks up in daily interaction with his environment. Further development in this field must wait until computational linguists have succeeded in programming a computer with an ontological semantic natural language processing system. It is only "the most complex linguistic structures [which] can serve any formal and/or computational treatment of humor well". Toy systems (i.e. dummy punning programs) are completely inadequate to the task. Despite the fact that the field of computational humour is small and underdeveloped, it is encouraging to note the many interdisciplinary efforts which are currently underway. See also Notes References Further reading
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Contents Shared resource In computing, a shared resource, or network share, is a computer resource made available from one host to other hosts on a computer network. It is a device or piece of information on a computer that can be remotely accessed from another computer transparently as if it were a resource in the local machine. Network sharing is made possible by inter-process communication over the network. Some examples of shareable resources are computer programs, data, storage devices, and printers. E.g. shared file access (also known as disk sharing and folder sharing), shared printer access, shared scanner access, etc. The shared resource is called a shared disk, shared folder or shared document The term file sharing traditionally means shared file access, especially in the context of operating systems and LAN and Intranet services, for example in Microsoft Windows documentation. Though, as BitTorrent and similar applications became available in the early 2000s, the term file sharing increasingly has become associated with peer-to-peer file sharing over the Internet. Common file systems and protocols Shared file and printer access require an operating system on the client that supports access to resources on a server, an operating system on the server that supports access to its resources from a client, and an application layer (in the four or five layer TCP/IP reference model) file sharing protocol and transport layer protocol to provide that shared access. Modern operating systems for personal computers include distributed file systems that support file sharing, while hand-held computing devices sometimes require additional software for shared file access. The most common such file systems and protocols are: The "primary operating system" is the operating system on which the file sharing protocol in question is most commonly used. On Microsoft Windows, a network share is provided by the Windows network component "File and Printer Sharing for Microsoft Networks", using Microsoft's SMB (Server Message Block) protocol. Other operating systems might also implement that protocol; for example, Samba is an SMB server running on Unix-like operating systems and some other non-MS-DOS/non-Windows operating systems such as OpenVMS. Samba can be used to create network shares which can be accessed, using SMB, from computers running Microsoft Windows. An alternative approach is a shared disk file system, where each computer has access to the "native" filesystem on a shared disk drive. Shared resource access can also be implemented with Web-based Distributed Authoring and Versioning (WebDAV). Naming convention and mapping The share can be accessed by client computers through some naming convention, such as UNC (Universal Naming Convention) used on DOS and Windows PC computers. This implies that a network share can be addressed according to the following: where ServerComputerName is the WINS name, DNS name or IP address of the server computer, and ShareName may be a folder or file name, or its path. The shared folder can also be given a ShareName that is different from the folder local name at the server side. For example, \\ServerComputerName\c$ usually denotes a drive with drive letter C: on a Windows machine. A shared drive or folder is often mapped at the client PC computer, meaning that it is assigned a drive letter on the local PC computer. For example, the drive letter H: is typically used for the user home directory on a central file server. Security issues A network share can become a security liability when access to the shared files is gained (often by devious means) by those who should not have access to them. Many computer worms have spread through network shares. Network shares would consume extensive communication capacity in non-broadband network access. Because of that, shared printer and file access is normally prohibited in firewalls from computers outside the local area network or enterprise Intranet. However, by means of virtual private networks (VPN), shared resources can securely be made available for certified users outside the local network. A network share is typically made accessible to other users by marking any folder or file as shared, or by changing the file system permissions or access rights in the properties of the folder. For example, a file or folder may be accessible only to one user (the owner), to system administrators, to a certain group of users to public, i.e. to all logged in users. The exact procedure varies by platform. In operating system editions for homes and small offices, there may be a special pre-shared folder that is accessible to all users with a user account and password on the local computer. Network access to the pre-shared folder can be turned on. In the English version of the Windows XP Home Edition operating system, the preshared folder is named Shared documents, typically with the path C:\Documents and Settings\All users\Shared documents. In Windows Vista and Windows 7, the pre-shared folder is named Public documents, typically with the path C:\Users\Public\Public documents. Workgroup topology or centralized server In home and small office networks, a decentralized approach is often used, where every user may make their local folders and printers available to others. This approach is sometimes denoted a Workgroup or peer-to-peer network topology, since the same computer may be used as client as well as server. In large enterprise networks, a centralized file server or print server, sometimes denoted client–server paradigm, is typically used. A client process on the local user computer takes the initiative to start the communication, while a server process on the file server or print server remote computer passively waits for requests to start a communication session In very large networks, a Storage Area Network (SAN) approach may be used. Online storage on a server outside the local network is currently an option, especially for homes and small office networks. Comparison to file transfer Shared file access should not be confused with file transfer using the File Transfer Protocol (FTP), or the Bluetooth IRDA OBject EXchange (OBEX) protocol. Shared access involves automatic synchronization of folder information whenever a folder is changed on the server, and may provide server side file searching, while file transfer is a more rudimentary service. Shared file access is normally considered as a local area network (LAN) service, while FTP is an Internet service. Shared file access is transparent to the user, as if it was a resource in the local file system, and supports a multi-user environment. This includes concurrency control or locking of a remote file while a user is editing it, and file system permissions. Comparison to file synchronization Shared file access involves but should not be confused with file synchronization and other information synchronization. Internet-based information synchronization may, for example, use the SyncML language. Shared file access is based on server-side pushing of folder information, and is normally used over an "always on" Internet socket. File synchronization allows the user to be offline from time to time and is normally based on an agent software that polls synchronized machines at reconnect, and sometimes repeatedly with a certain time interval, to discover differences. Modern operating systems often include a local cache of remote files, allowing offline access and synchronization when reconnected. History The first international heterogenous network for resource sharing was the 1973 interconnection of the ARPANET with early British academic networks through the computer science department at University College London (UCL). See also References
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_note-39] | [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/American_Dad!] | [TOKENS: 8634]
Contents American Dad! American Dad! is an American animated sitcom created by Seth MacFarlane, Mike Barker and Matt Weitzman for the Fox Broadcasting Company. The series premiered on February 6, 2005, following Super Bowl XXXIX, with the rest of the first season airing from May 1 of the same year. The show centers around the Smiths, a dysfunctional family consisting of parents Stan and Francine, their children, Hayley and Steve, as well as a goldfish named Klaus and an extraterrestrial named Roger. In the seventh season, Hayley's boyfriend (turned husband) Jeff Fischer joined the main cast, followed by Rogu, Roger's neoplastic son who joined in the fifteenth season. Unlike MacFarlane's other show, Family Guy, American Dad! does not lean as heavily on the use of cutaway gags, instead deriving its humor mostly from the quirky characters and their relationships. The show was conceived by MacFarlane and Weitzman after the two were inspired by the 2000 United States presidential election, and Fox Broadcasting ordered a pilot presentation of the series in September 2003. American Dad! was the first series made specifically for Fox's Animation Domination block. The series moved to TBS for its twelfth season in 2014 until the conclusion of its twenty-first season in March 2025. It will return to Fox for its twenty-second season on February 22, 2026. In addition, the show has been renewed through its twenty-fifth season on the network. American Dad! has received generally positive reviews and has been nominated for numerous awards, including four Primetime Emmy Awards and two Annie Awards. In June 2013, it was awarded as top television series by the American Society of Composers, Authors and Publishers. Premise The series focuses on the eccentric upper middle class Smith family in the fictional town of Langley Falls (deriving its name from the actual locale of Langley, Virginia) and their four housemates: father, husband, CIA agent, Republican, and breadwinner Stan; his wife and homemaker/housewife Francine; their liberal, hippie, college-aged daughter Hayley; and their dorky high-school-aged son Steve. There are four additional main characters, including Jeff Fischer, Hayley's dimwitted boyfriend and later husband; Klaus, the family's unusual goldfish who has the brain of an East German athlete; Roger, an alien who is a flamboyant, hedonistic, self-serving master of disguise; and Rogu, Roger's ex-tumor son. Stan's boss Avery Bullock, the Deputy Director of the Central Intelligence Agency, is a recurring character as is Steve's incredibly unprofessional and hedonistic Principal Brian Lewis. Also recurring are Steve's best friends, Snot, Toshi, and Barry. American Dad! centers on the absurd circumstances, adventures and domestic life of its title character Stan Smith, his immediate family, and their four housemates. Adding to all the ridiculousness and absurdity are the various personality traits of all the show's eccentric main characters, listed as follows: Production Seth MacFarlane was inspired by the 2000 election for the show, noting: "me and co-creator Matt Weitzman were so frustrated with the Bush administration that we would just spend days bitching and complaining, and we figured we should channel this into something creative and hopefully profitable." In early February 2005, Barker stated, "About a year and a half ago, Seth called and asked if Matt and I would be interested in working on a show about a right-wing CIA agent and his liberal daughter. It was right up our alley, and everything just fell into place." On September 14, 2003, Variety reported that Fox Broadcasting had ordered a pilot presentation of the then tentatively titled American Dad! and "If greenlit, American Dad! could launch as early as fall 2004." At the time, Fox was aiming to develop a new lineup of adult animated sitcoms. American Dad! had a mid-season debut. Its first episode, titled "Pilot", was originally shown directly following Super Bowl XXXIX on February 6, 2005. The rest of the first season, however, would not launch until May 1, 2005, as part of the debut of Fox's Animation Domination lineup. Initially, it was a replacement for the originally failed series Family Guy (1999–2002). American Dad! was originally intended to be Fox's answer to the hordes of fans left behind from the original failure of MacFarlane's previous animated venture. Just three short months after American Dad!'s debut however, Family Guy was revived, leaving American Dad! with a formidable expectation: whether the series could distinguish itself from its counterpart and succeed on its own merits. Instead of taking over creative direction of the series, MacFarlane left the job largely in the hands of Barker and Weitzman so as to distinguish American Dad! In its early going, American Dad! brought in strong ratings but fought an uphill battle in gaining widespread acceptance and approval from viewers and critics alike. The popularity of MacFarlane and his involvement with Family Guy had led to foregone conclusions and prejudices against American Dad! as a rip-off of the predecessor and some critics had already written off American Dad! prior to its birth as nothing more than a pale imitation of Family Guy and MacFarlane's attempts to get his old show back on the air. One example, prior to the American Dad! series debut, a writer of The Washington Post published a piece that reads "But those same executives have also given MacFarlane a whole new animated half-hour to play with in the disappointing American Dad! The new series officially premieres in May but has a sneak preview tomorrow night in the coveted post-Super Bowl time period ... The look and pace of American Dad! is the same as Family Guy." In actuality, however, the program's beginnings take cues from the TV series All in the Family, almost a farcical animated version of the live action sitcom. Both shows make use of political satire, bigotry, ludicrous expressions of conservatism from their paternal main character (Stan likened to Archie Bunker), and equally ludicrous expressions of liberalism from their daughter character (Hayley likened to Gloria Stivic). Moreover, the daughter in both series each have a liberal hippie boyfriend turned husband (Jeff likened to Michael Stivic) to whom the daughter's conservative father is antagonistic. Also in both, the daughter lives in her parents' home with her boyfriend turned husband as a housemate. American Dad! in its original form was even said to have been inspired by All in the Family. In American Dad!'s initial seasons MacFarlane was described as focusing more attention on his coexisting obligation of Family Guy. This was to the extent that American Dad! was completely secondary to him, and he did not understand the show. Because he was not getting the show at the time, he was described as "just going along for the ride". Likewise, the rest of the show's creators Mike Barker and Matt Weitzman were also trying to figure out the show and where it was going. After American Dad!'s initial couple of seasons and as it progressed, the show began to increasingly develop its very own distinct approach and identity, becoming more and more distinguished from all other programs on the air. Standing out from its counterparts increasingly with each passing season, the series has been described as eventually becoming the weirdest show in network prime time. It has been characterized as serving up distinguishing blasts of surrealism. As the series progressed, MacFarlane realized that Mike Barker and Matt Weitzman were on to something uniquely appealing; moreover, he realized they were on to something that sharply contrasted from Family Guy, which audiences appreciated. After the show's first several seasons, MacFarlane not only came to fully understand and appreciate American Dad!'s value but also came to consider himself a huge fan of the series. Taking note of his Twitter followers' increased fanaticism and excitement over American Dad! and the "Roger" character, MacFarlane began putting considerable amounts of his time and efforts into the series, more so in the last several seasons than ever before (this observation made in fall 2012). In describing American Dad! comedy styles, Barker noted that it is not as reference-laden as Family Guy or South Park. He added that American Dad!'s humor more frequently derives from "the human condition and emotions that everyone can relate to: ego, the feds, etc. And for that reason, I think our humor is a little more evergreen." On developing scripts for American Dad! episodes, co-creator Mike Barker revealed that he and the rest of the show's staff never know when and from where plot line ideas will emerge. "Just as an example," Barker explained, "All About Steve" is an episode where Stan wants his son to be more of a jock and more like he was when he was his age. That whole episode came about from one of our writers Dave Hemingson coming into our office, telling us he just visited the dentist and he may need to get braces. And the idea of a grown man with braces appealed to us, and we just decided what if we put Stan in braces, and he understands for the first time what it's like to feel like a geek." During the 2012–13 season, Barker revealed that much of his inspiration for American Dad! plots came through listening to music. Barker's revelation to use music as a muse for his American Dad! writing came from attending the 2008 Bonnaroo Music & Arts Festival. During that event, he watched the rock band My Morning Jacket perform a four-hour set in the rain and realized from the experience that he could generate ideas for American Dad! by tapping into music: "From that point on, I realized that music should be playing a bigger role in my writing", Barker told the Louisville Courier-Journal. "Writing is hard for me, and when you hear music that inspires good ideas, you're really grateful." The beginning of the show's theme song, "Good Morning USA", uses the introduction to "Stars and Stripes Forever". In particular, Barker has credited music from Wax Fang for his inspiration in writing certain American Dad! plots. Said Barker, "There's just something so inherently cinematic about Wax Fang's music. [Scott] Carney's voice is stunningly clear and dramatic. And his lyrics are specific enough to build stories around while staying flexible enough for different interpretations." Barker added that through listening to the Wax Fang track Majestic, he was able to come up with major plot elements for the episode "Lost in Space" (this episode features the Wax Fang songs Majestic and At Sea). Barker has stated that once he and the rest of the show's staff get the idea for the plot line, they spend a couple of weeks in a room with all the screenwriters. There, they break the story and make sure that each act of the two act breaks are strong. As another procedure, Barker stated that they make a point of twisting the story in such a way so as to make audiences come back for more after the commercial break. "The final process," Barker explained, "is sending a screenwriter out to write the script. The screenwriter gets two weeks to write the script. The script then comes back." Barker explained that they then all edit and rewrite it, "hopefully keeping as much of the first draft as we can and punching the jokes and making sure all the motivations are there, and then we take it to the table and read it." In February 2005, Barker stated that as creative directors, all decisions made about the plot line and direction of the series go through himself and Weitzman. He explained that the show had reflected their point of view since the beginning. Barker has also credited the program's other staff beyond himself, Weitzman, and MacFarlane, remarking "We couldn't have made it all happen without them." At the time, it was noted that the series had a staff of 17 writers, which was described as "a big undertaking". When Barker was asked what his favorite part was of the American Dad! pre-production process, he answered, "I like the story breaking process, personally—coming up with the stories. To me, that's the most gratifying." Barker and Matt Weitzman have stated that they are accustomed to feeling scruples with adding certain material into the plots, but always follow this up by going ahead with incorporating the material anyway. They added that their goal is to create laughs combined with groans and going over the line. MacFarlane played a lead role in the character designs for American Dad!. In describing the characters' appearances, Weitzman remarked "It's all very bright, very easy on the eyes." In explaining the animated side of the job, Barker stated, "Fifty or so animators from the Fox animation group are involved. A lot is done in-house: poses, models, props, all storyboards and timing." Animation for American Dad! is colored and detailed overseas at Yearim Productions Co., Ltd. of Korea, which has also said to end the pre-production process. Barker has explained that because American Dad! creators are working in animation as opposed to live action, they have the ability to redraw and rewrite up until the show is aired. However, Barker has also stated, "It's really hard to accept anything less than perfect when you start to get wrapped up in this process of being able to constantly make changes. Eventually you have to kind of bring down the hammer at the color stage and live with what you've got." Barker has explained that, ultimately, the creation process of an American Dad! episode is completed upon the producers' say-so, not anyone else's. When American Dad! co-creator Matt Weitzman was asked what his favorite part was of the show's pre-production process, he answered, "I probably enjoy the editing process a lot. I think I like the fine tuning of things and making things happen just so. Making the episode just kind of pop in its own subtle ways." American Dad! creators have revealed to working significantly in advance of newly broadcast episodes. As many as 20 to 42 unaired episodes are typically ready for finishing touches. Barker explained that a key to this system is making sure that the writing is timeless, as opposed to topical and contemporary. He added that if any material within the script deals with contemporary issues, the creators have to hope that they're also contemporary issues two years down the line. When asked whether or not this method has ever brought on difficulties, Barker answered in the affirmative and explained: In discussing the creation of American Dad! and animated sitcoms in general, MacFarlane has stated: Conversely, Barker has stated: The Smith family and their housemates reside on Cherry Street in the fictional suburb of Langley Falls, Virginia, which is based on the real life towns of Langley and Great Falls in a large two-story residence with a basement and an attic. In addition, the Smith house is apparently enhanced with numerous secret rooms, facilities, and large habitats, these unorthodox attachments usually only seen once apiece (i.e., the episodes "Of Ice and Men", "Bush Comes to Dinner", "The Missing Kink", "The Full Cognitive Redaction of Avery Bullock by the Coward Stan Smith", etc.). Greg and Terry are a gay couple that live across the street from the Smiths. Within the neighborhood, they are portrayed as running a neater and tidier home than the Smiths. Greg and Terry are also the local news anchor for W-ANG-TV. Also in the area is the high school attended by Steve, Pearl Bailey High School. The voice actors are not assembled as a group when performing the lines of their characters; rather, each of the voice actors perform their lines privately. The voice actors have stated that because of their personalities and tendency to goof off when together as a group, they would never get anything completed if they performed their lines collectively. Plot techniques American Dad! has commonly made use of farce as most of the predicaments that befall the main characters have escalated into the extremes, to the point of getting outrageously out of hand. For example, in the episode "Home Wrecker", Stan and Francine's marital harmony breaks down from a difference of opinion on remodeling the house. It gets to the point where they divide the house in two, each decorating their half of the house in their desired fashion. Still not satisfied with this, they both attempt to drive the other out of the home and eventually erect a colossal block wall, dividing the two halves of the house. The rest of the family members are forced to spend one holiday after the next alternating between Fran's and Stan's place (the sides of the house treated as distinct homes). As another example, in the episode "Stan's Food Restaurant", Stan asks for Roger's help in starting a restaurant. As things progress, Roger makes heavy changes in the layout, eventually kicking Stan out of the project. Stan retaliates by opening another restaurant next door, which becomes a smashing success. Roger responds by blowing up Stan's restaurant but destroying his own in the process. Stan threatens to kill Roger, but backs down after Roger pulls a gun on him and tells him to relax. American Dad! plots are generally teeming with surrealism and nonsensical elements. Many of the occurrences, circumstances, and behaviors are unrestrainedly preposterous, senseless, and illogical. As further examples of surrealism on American Dad!—in the episode "Hurricane!", a ferocious bear pauses in his attack, lowers his eyelids halfway, and repeatedly shakes his head horizontally, shaming Stan for missing him in a harpoon shot and instead spearing Francine into a wall; in the episode "Why Can't We Be Friends?", the hallways of the Smith house transform into dark and dangerous alleyways every time Roger pays Jeff then ambushes him (in disguise) to steal the money back. He even tries to forcibly rape Jeff; in the episode "The Missing Kink", Steve and family fish Klaus are shown competing in a one-on-one basketball game between each other, the score nearly tied at 11 to 10; also in the "Missing Kink" episode, the Smith house is shown to consist of a never-before-seen underworld to which various friends and acquaintances of the Smiths party and frolic; in the episode "The Full Cognitive Redaction of Avery Bullock by the Coward Stan Smith", Stan has a never-before-seen secret control room hidden underground just beside the house. The control room door's exterior side is camouflaged with the grass surrounding it. The room is filled with highly advanced, state-of-the-art equipment. Access to the control room is achieved through a handprint reading device that extends from the ground when Stan extends his arm/hand at it; etc. Among the many forms of surreal humor and nonsense elements that have been used by American Dad! is the non sequitur/story within a story technique. This arises when the show's focus becomes sidetracked by entirely unknown and unrelated characters in circumstances that are irrelevant to the episode's main plot. Typically when this happens, it is after the show has maintained focus on its main characters for much of the episode; following this, the scenes randomly lose focus and become deeply wrapped up into the lives of never-before-seen characters who are non-central to the plot. A prime example of this is in the episode "Homeland Insecurity". As opposed to scenes focusing on main characters, attention is redirected deep into the lives of unknown characters who gain possession of Roger's gem-encrusted golden feces – this storyline of the dramas resulting from "The Golden Turd" continues in later episodes. As another example, in the episode "The Missing Kink", the show's focus is sporadically sidetracked with brief scenes revolving around the life of a drug abusing bird and Francine's inexplicable ability to both understand and communicate with the bird's chirping. The series has abounded with random, unexpected occurrences and surprise plot twists as result of the characters and the very makeup of the program. For example, in the episode "The Full Cognitive Redaction of Avery Bullock by the Coward Stan Smith", Steve refers to Roger for help in dealing with a school bully, Luiz. Because Steve is able to correctly predict Roger's original game plan of handling the situation himself under an alter ego, Roger throws him a curveball: he not only hires Stelio Kontos (from the episode "Bully for Steve") who was Stan's bully, to handle the matter, but hires him to bully Steve so Steve's original bully Luiz won't want another bully's sloppy seconds. Then Luiz, encouraged by Steve, goes to beat up the guy that beat him up yet learns that it is Stelio Kontos and the two bullies team up along with Roger to target Steve. The Stelio Kontos's song sounds, revamped by Roger adding "and Luiz ". As another example, in the episode "The Vacation Goo", Francine becomes frustrated that she cannot get the family together for Sunday night dinner. For family time, Stan suggests a vacation, and the Smiths have a great time in Maui as a family. This is up until Roger shuts down the mechanism Francine and the kids are all attached to so as to believe they are all on vacation. Francine and the kids then learn that Stan has been programming a pseudo-vacation every year in a contraption dubbed "the goo chambers". After learning of this, Francine demands they go on a real vacation. Twice they appear to do so, first skiing, then to Italy, until it is ultimately revealed that they are in the "goo chambers" all along, with Steve and then Hayley having programmed the vacations, respectively. In the episode "Spelling Bee My Baby", Steve deliberately misspells his words in a spelling bee so as to express his love for Akiko (who is also competing), instead spelling random Tyler Perry/Madea films. Another technique used by American Dad! is the story arc. On several occasions, a circumstance expands and progresses across a collection of episodes. As an example, one of Hayley's temporary breakups with Jeff expanded across a string of episodes, in which she instead temporarily dated a black man in a koala body, Reginald Koala—known for his very urban mannerisms and behaviors. As another example, since the 9th season episode "Naked to the Limit, One More Time", Jeff Fischer has been absent from the Smith house and planet Earth altogether. In that episode, Jeff is blindsided when Roger hurls him into a spaceship. This spacecraft belongs to Roger's race of aliens and was intended to return him back to his birth planet; Roger remains behind after casting Jeff into the spaceship. The spaceship immediately takes off and Jeff is not seen until several episodes later, the episode "Lost in Space". During episodes that aired between the two aforementioned episodes, allusions to the ongoing plot line are made. For example, in the episode "Spelling Bee My Baby", Hayley is shown holding out hope for Jeff's return. In the episode, Roger and Stan attempt to rush Hayley through her grieving process so she will be willing to be their tennis official. In the episode "The Longest Distance Relationship" Jeff gets in touch with Hayley via a radio and ultimately tells her not to wait for him and to move on with her life. This story arc is finally resolved in the episode "Holy Shit, Jeff's Back!"; Jeff supposedly returns to Earth but turns out to be an alien called Zebleer masquerading as Jeff and the real Jeff has been dissected. Jeff's brain is transplanted into Zebleer's body allowing the real Jeff to live, after which Stan and Hayley's memories are wiped, leaving them unaware that Jeff is no longer entirely human. This plot point is continued at the end of "Bahama Mama", where Roger mentions Jeff cannot get Hayley pregnant because he has an alien body, so he agrees to rebirth Jeff in "Roger's Baby". By the end of the episode, Jeff is human again and with Hayley on Earth. Another example of the usage of story arcs are the Christmas Specials, starting with the Season 7 episode "For Whom the Sleigh Bell Tolls", Santa Claus became the main antagonist of the arc, vowing to get revenge on The Smiths after nearly being killed by Steve in the aforementioned episode. The storyline expands in the Season 10 episode "Minstrel Krampus", the episode concludes with a small change to the status quo, Stan's Father Jack fuses with Krampus's soul and becomes the new Krampus, up until his death in Season 17. Santa returns in the Season 14 episode "Ninety North, Zero West", where Santa kidnaps Steve to take over the world by unleashing an ancient god in the North Pole. He is seemingly killed off by falling off a cliff and breaking his neck. The storyline continues in the following Season 15 episode "Santa, Schmanta", albeit not directly related to the story arc, it does explain Santa's death and reveals be was revived at the end of the episode. Santa Claus returned in the Season 20 episode "Into the Jingleverse" where he gives Stan virtual reality goggles in order to be King of Presents forever. The story continued the following year in the Season 21 episode "Nasty Christmas" where Santa tries to get back with Mrs. Claus, although Santa in this episode is not portrayed as an antagonist, and Stan and Klaus express their disbelief that Santa escaped the Jingleverse from their last encounter. In discussing the cartoon's distinguishing story arc element, co-creator Mike Barker explained: Much of the wit used in American Dad! has come in the form of black comedy as many of the predicaments and circumstances have made fun of the characters in life-threatening, disastrous, terrifying, and traumatic situations. As an example, the episode "A Ward Show" contains scenes of suicide and murder: Roger became Steve's legal guardian and responded to him getting picked on at school by rigging the teachers' cars with explosives and killing them all. Later on in the episode while Principal Lewis was driving his vehicle with Steve as the passenger, he informed Steve that he was about to drive off the Grand Canyon in a murder-suicide. This culminated in Roger saving the day, his love supernaturally allowing the car to fly once Principal Lewis drove off the Canyon; another vehicle with a random white man and a black boy in it (opposite of Principal Lewis, a black man and Steve, a white boy) had also, coincidentally enough, driven off the opposite side of the Grand Canyon in a murder-suicide attempt. This resulted in a midair collision between the car with Principal Lewis and Steve in it and the car with the white man and black boy in it. Another example, in the episode "Da Flippity Flop", Roger leaves a long series of harassing answering machine messages for Steve, trying to get him to sign up for his gym. In these messages, Roger is also heard snapping on various people, killing three individuals from reckless driving, landing himself in court, and subsequently becoming irate and shooting up numerous people at the city courthouse for being scolded to turn off his mobile phone. Episodes There are multiple conflicting reports and models of the number of seasons American Dad! has had. Commentary from American Dad! co-creators Matt Weitzman and Mike Barker has largely been consistent with (A): on September 28, 2012, the two were interviewed and reported that they had 20 episodes completed for the then imminent "eighth season", and were "developing our ninth season". During the show's life on Fox, however, the network contradicted that arrangement, presenting information on the show's then website that followed (B): in listing all episodes from the 2012–13 season, Fox reported each as existing as part of the show's "ninth season". In addition, Fox contradicted its own American Dad! website, also supporting the one-season-fewer numbering scheme: FoxFlash, which is the publicity center for Fox, labeled the 2012–13 broadcasts as the "eighth season". Websites releasing the show's season-based ratings have also used the one-season-fewer numbering method. Fox advertisements for the episode "Lost in Space" promoted the episode as American Dad!'s 150th. Subsequently, numerous mainstream media reports also labeled the episode as the 150th. In actuality, it was the show's 151st episode, while the episode "The Full Cognitive Redaction of Avery Bullock by the Coward Stan Smith" was the series' actual 150th episode. In addition, Fox promoted the episode's plot as the revealing of Roger's birth planet. While the setting of this episode is a spaceship owned by members of Roger's alien race, to date, Roger's birth planet has yet to be revealed. In 2020, after airing the first episode of the seventeenth season, TBS aired two episodes that had originally been scheduled to air at the end of the previous season before being pulled from the schedule. While TBS's official website lists these two episodes, "Downtown" and "Cheek to Cheek: A Stripper's Story", as season 14 (Wikipedia's season 16) episodes 21 and 22, the official YouTube playlist includes them in season 15 (Wikipedia's season 17) as episodes 2 and 3. TBS also promoted the 299th episode, titled "300", as the series' three hundredth episode which was in fact the 300th produced, but aired as the 299th episode as the episode "Yule. Tide. Repeat." which was produced prior to "300" was not scheduled to air before the broadcast of "300". Adjustments in on-air presentation, production, and broadcasts While the series premiere of American Dad! is titled "Pilot", "Pilot" is not the show's actual pilot presentation. The actual pilot is a six-minute version of the first six minutes in the series premiere. This precursory pilot was used by MacFarlane, Barker, and Weitzman to sell American Dad! to Fox and was never aired along with the rest of the series. While much of the dialogue and general scenery were simply redone between the precursory pilot and the following series premiere, there are sharp distinctions between the two. Differences also exist between the precursory pilot and the official series as a whole. Most of these are in the pictorial technique. For example, scenes from the pilot are drawn in a rougher, more cursory fashion with weaker coloration than scenes from the official series. Most prominently, Steve's physical design and outfit in the predecessor greatly contrast from his official design and outfit. In addition, Steve is voiced by Ricky Blitt in the precursory pilot but by Scott Grimes in the official series. There are also variations in Steve's personality. Early episodes of the series featured political banter between the conservative Stan and liberal Hayley. However, the creators learned quickly that this had only "a limited shelf life" and did not provide them as much as they originally thought it would. Said co-creator Matt Weitzman, "There are times when we still have that kind of dynamic between them, but not nearly what it was in the first season. And I think the show, honestly, has grown and benefited from it, because that would have gotten boring after a while." Roger was enhanced by being provided with a running gag of alternate disguises and freedom to exist outside of the Smith house. The show's original concept basically portrayed him as being similar to ALF, having him sit in the house all day while commenting on life. The creators, however, have stated that the character was far too much fun to keep restricted to the house, and having him interact with different people provided for much material. The creators have further appreciated the direction of Roger for the fact that he almost serves as a different guest star for each episode what with his many alter egos. The show's staff believe this element of the show highlights MacFarlane's versatility as he voices Roger and his countless alter egos. There have been three versions of the "Steve" character, the creators having twice made considerable adjustments to his design. Steve's initial design ended up being a one-off execution limited to the unaired precursory pilot (not to be confused with the series premiere, titled "Pilot"). By the season premiere, Scott Grimes had begun voicing Steve, and his design was made taller, more filled out, and less geeky. After early seasons of the series, Steve was remodeled again. This time he was made softer, more emotional, cuter and more endearing, creating a sharper contrast to his father Stan's ruggedness and machismo. Between the eighth and ninth seasons, there were significant changes in the show's writing staff. Mike Barker mentions (with one-season-less numbering) "We lost some animators, and we lost a lot of writers. Season eight, our writing staff is about 65–70 percent new." On July 16, 2013, it was announced that American Dad! had been cancelled by Fox. Shortly thereafter, however, cable channel TBS picked up the show for a 15-episode eleventh season, which premiered on October 20, 2014. Along with airing original episodes, TBS also airs reruns of American Dad! in syndication. The tenth season was initially to be the final one on Fox; however, on July 20, 2014, it was announced that Fox had three unaired episodes left for broadcast. Two of the three aired back-to-back on September 14, 2014, and the final one aired on September 21, 2014. Reports from Fox seemed to imply that these three episodes constituted a season of their own, season 10. Among multiple discrepant reports from TBS however, one indicated that the three episodes were the beginning of the 11th season to resume on their network. TBS actually debuted their first episode through social media websites YouTube and Facebook on October 13, 2014; the October 20, 2014, date applies to the linear television debut. On the show's network relocation, Mike Barker has stated, "It's going to be the same American Dad!, just in a different place." Barker also joked that the network relocation was to execute a Tyler Perry crossover Barker and American Dad! production staff had long aspired to. Due to the uncertain future of the series, there have been three potential series finales. Hot Water, Echoes and Guardian were all writen to serve as a final episode for the show. On November 4, 2013, it was announced that Mike Barker had departed American Dad! Barker had served for ten seasons as the show's co-creator/executive and producer/co-showrunner. Matt Weitzman is now serving as the show's sole showrunner. The news came as early production for season 11 commenced. As of November 2013[update], the show's production crew was developing its first four episodes for season 11, slated to begin airing on October 20, 2014, when American Dad! moved to TBS. Barker remained under an overall contract with 20th Century Fox Television. Following Mike Barker's exit, Brian Boyle replaced him as the showrunner for the television series. On May 12, 2023, it was announced that the showrunners of American Dad, including Seth MacFarlane, would temporarily leave the show as a result of the 2023 Writers Guild of America Strike. They returned to the show on September 27, 2023, once the strike was declared to be over. On March 21, 2025, it was announced that TBS had declined to order new episodes after the season 21 finale, which aired on March 24. It was later announced that same day that contract negotiations were underway that could see the show return to Fox, after having left the network in September 2014. Re-runs will continue to air on TBS, along with its sister networks Adult Swim and TruTV through 2030. In April 2025, it was announced the series would return to Fox with its twenty-second season, following a four-season pickup order from the network; this renewal will take the show through the 2028–2029 television season. It was later announced in October 2025 that this show would serve as a replacement for the now-cancelled The Great North. This season is set to premiere on February 22, 2026, where it will air as part of Fox's Sunday Animation Domination block with Family Guy and Universal Basic Guys. Reception The show has received positive reviews. In the Common Sense Media article, author Tony Nigro gave it a positive review stating, "Issues like patriotism, generational divide, political activism, and traditional gender roles are addressed here, all with more fantasy than reality, but enough of the latter to touch a nerve with some grown-ups." In 2016, a study by The New York Times of the 50 TV shows with the most Facebook Likes found that American Dad! is popular in the Northeastern United States and the Mid-Atlantic states, as well as the Great Lakes Region; however, it "is not popular in Utah or much of the South". Until season 12, when American Dad! moved to TBS, all but one episode originally aired on Animation Domination. The program's series premiere is the only episode that pre-dates the Animation Domination lineup. In addition, American Dad!'s series premiere predated the rest of the first season by roughly three months. The series premiere episode, "Pilot", aired directly following Fox's broadcast of Super Bowl XXXIX on February 6, 2005. The episode aired alongside The Simpsons and pulled in 15 million viewers, with 23 million viewers overall. Both Animation Domination and the rest of the show's first season commenced on May 1, 2005. The show returned with the episode "Threat Levels", obtaining 9.47 million viewers, after the season premiere/revival of Family Guy. On November 18, 2014, it was reported that the show's outstanding performance in cable had quickly moved TBS to order another season of the series, bringing the show to thirteen seasons. In December 2025, Disney announced that American Dad was among the television series to surpass one billion hours streamed on Disney+ in 2025. Other media Internationally, American Dad! is available to stream with Star on Disney+ with the first 22 seasons. To promote the season 9 episode "Love, AD Style", an album Hayley Sings by Hayley's voice actress Rachael MacFarlane was released by Concord Records. A soundtrack album, American Dad!: Greatest Hits, was released on October 25, 2024, by Hollywood Records. The soundtrack includes 19 different songs from the show's history. In 2015, in celebration of the show's tenth anniversary, an American Dad! digital pinball table was released on Zen Studios' Zen Pinball 2 and Pinball FX 2. The game features paper cutouts of the main cast in the background, and clips from past seasons of the show. In September 2016, the characters appeared in a card game titled Animation Throwdown: The Quest for Cards. The multiplatform card game features Stan Smith and Roger Smith from American Dad! alongside characters from Family Guy, Futurama, Bob's Burgers, King of the Hill, and Archer. Playtech licensed American Dad! for a range of online gambling products, which began operating in 2017. In 2019, Reliance Games released American Dad! Apocalypse Soon, a mobile game which accumulated over 10 million downloads across the Android and Apple platforms. In 2022, the Smiths appeared in the mobile racing game Warped Kart Racers, along with characters from Family Guy and King of the Hill, as well as Solar Opposites. American Dad! characters have appeared on other animated sitcoms and vice versa. Characters have appeared on several episodes of Family Guy and The Cleveland Show; the three shows were part of the crossover event Night of the Hurricane in 2011. The Simpsons had also referenced American Dad! in the season 17 episode, "The Italian Bob", where a picture of Stan can be glimpsed in an Italian sheriff's police book of criminal offenders. Peter Griffin is dubbed "Plagiarismo" (faux Italian for Plagiarism) and Stan is dubbed "Plagiarismo di Plagiarismo" (Plagiarism of Plagiarism). Also in the season 25 episode of The Simpsons, "Homerland", the Smiths appear in the end credits to celebrate the twenty-fifth season of The Simpsons, alongside the families from Family Guy, The Cleveland Show, and Bob's Burgers. Bart Simpson makes a cameo appearance in the American Dad! season 10 episode, "Faking Bad". Stan makes a brief cameo as a background character in one panel of a Futurama Comics 2007 issue, "Futurama Returns". At Comic-Con 2022, showrunner and co-creator Matt Weitzman discussed the possibility of a crossover with the live-action sci-fi series The Orville, another series created by Seth MacFarlane. At Comic-Con 2013 on July 20, Mike Barker hinted at plans for an American Dad! movie centering on Roger and set on his birth planet, but at Comic-Con 2022, Matt Weitzman revealed plans for a feature film were scrapped. See also Notes References External links
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Contents Ophiuchus Ophiuchus (/ˌɒfiˈjuːkəs/) is a large constellation straddling the celestial equator. Its name comes from the Ancient Greek ὀφιοῦχος (ophioûkhos), meaning "serpent-bearer", and it is commonly represented as a man grasping a snake. The serpent is represented by the constellation Serpens. Ophiuchus was one of the 48 constellations listed by the 2nd-century astronomer Ptolemy, and it remains one of the 88 modern constellations. An old alternative name for the constellation was Serpentarius. Location Ophiuchus lies between Aquila, Serpens, Scorpius, Sagittarius, and Hercules, northwest of the center of the Milky Way. The southern part lies between Scorpius to the west and Sagittarius to the east. In the Northern Hemisphere, it is best visible in summer. It is opposite of Orion. Ophiuchus is depicted as a man grasping a serpent; the interposition of his body divides the snake constellation Serpens into two parts, Serpens Caput and Serpens Cauda. Ophiuchus straddles the equator with the majority of its area lying in the Southern Hemisphere. Rasalhague, its brightest star, lies near the northern edge of Ophiuchus at about +12° 30′ declination. The constellation extends southward to −30° declination. Segments of the ecliptic within Ophiuchus are south of −20° declination (see chart at right). In contrast to Orion, from November to January (summer in the Southern Hemisphere, winter in the Northern Hemisphere), Ophiuchus is in the daytime sky and thus not visible at most latitudes. However, for much of the polar region north of the Arctic Circle in the Northern Hemisphere's winter months, the Sun is below the horizon even at midday. Stars (and thus parts of Ophiuchus, especially Rasalhague) are then visible at twilight for a few hours around local noon, low in the south. In the Northern Hemisphere's spring and summer months, when Ophiuchus is normally visible in the night sky, the constellation is actually not visible, because the midnight sun obscures the stars at those times and places in the Arctic. In countries close to the equator, Ophiuchus appears overhead in June around midnight and in the October evening sky.[citation needed] Features The brightest stars in Ophiuchus include α Ophiuchi, called Rasalhague ("head of the serpent charmer"), at magnitude 2.07, and η Ophiuchi, known as Sabik ("the preceding one"), at magnitude 2.43. Alpha Ophiuchi is composed of an A-type (bluish-white) giant star and a K-type main sequence star. The primary is a rapid rotator with an inclined axis of rotation. Eta Ophiuchi is a binary system. Other bright stars in the constellation include β Ophiuchi, Cebalrai ("dog of the shepherd") and λ Ophiuchi, or Marfik ("the elbow"). Beta Ophiuchi is an evolved red giant star that is slightly more massive than the Sun. Lambda Ophiuchi is a binary star system with the primary being more massive and luminous than the Sun. RS Ophiuchi is part of a class called recurrent novae, whose brightness increase at irregular intervals by hundreds of times in a period of just a few days. It is thought to be at the brink of becoming a Type Ia supernova. It erupts around every 15 years and usually has a magnitude of around 5.0 during eruptions, most recently in 2021. Barnard's Star, one of the nearest stars to the Solar System (the only stars closer are the Alpha Centauri binary star system and Proxima Centauri), lies in Ophiuchus. It is located to the left of β and just north of the V-shaped group of stars in an area that was once occupied by the now-obsolete constellation of Taurus Poniatovii (Poniatowski's Bull). The star has historically been subject to multiple claims of planets that were later disproven, until a confirmation of four planets in 2025. In 1998, an intense flare was observed. The star has also been a target of plans for interstellar travel such as Project Daedalus. In 2005, astronomers using data from the Green Bank Telescope discovered a superbubble so large that it extends beyond the plane of the galaxy. It is called the Ophiuchus Superbubble. In April 2007, astronomers announced that the Swedish-built Odin satellite had made the first detection of clouds of molecular oxygen in space, following observations in the constellation Ophiuchus. The supernova of 1604 was first observed on 9 October 1604, near θ Ophiuchi. Johannes Kepler saw it first on 16 October and studied it so extensively that the supernova was subsequently called Kepler's Supernova. He published his findings in a book titled De stella nova in pede Serpentarii (On the New Star in Ophiuchus's Foot). Galileo used its brief appearance to counter the Aristotelian dogma that the heavens are changeless. It was a Type Ia supernova and the most recent Milky Way supernova visible to the unaided eye. In 2009 it was announced that GJ 1214, a star in Ophiuchus, undergoes repeated, cyclical dimming with a period of about 1.5 days consistent with the transit of a small orbiting planet. The planet's low density (about 40% that of Earth) suggests that the planet might have a substantial component of low-density gas—possibly hydrogen or steam. The proximity of this star to Earth (42 light years) makes it a feasible target for further observations. The host star emits X-rays which could have removed mass from the exoplanet. In April 2010, the naked-eye star ζ Ophiuchi was occulted by the asteroid 824 Anastasia. Ophiuchus contains several star clusters, such as IC 4665, NGC 6633, M9, M10, M12, M14, M19, M62, and M107, as well as the nebula IC 4603-4604. M9 is a globular cluster which may have an extra-galactic origin. M10 is a fairly close globular cluster, only 20,000 light-years from Earth. It has a magnitude of 6.6 and is a Shapley class VII cluster. This means that it has "intermediate" concentration; it is only somewhat concentrated towards its center. M12 is a globular cluster which is around 5 kiloparsecs from the Solar System. M14 is another globular cluster which is somewhat farther away. Globular cluster M19 is oblate-shaped with multiple different types of variable stars. M62 is a globular cluster rich in variable stars such as RR Lyrae variables and has two generations of stars with different element abundances. M107 is also rich in variable stars. The unusual galaxy merger remnant and starburst galaxy NGC 6240 is also in Ophiuchus. At a distance of 400 million light-years, this "butterfly-shaped" galaxy has two supermassive black holes 3,000 light-years apart. Confirmation of the fact that both nuclei contain black holes was obtained by spectra from the Chandra X-ray Observatory. Astronomers estimate that the black holes will merge in another billion years. NGC 6240 also has an unusually high rate of star formation, classifying it as a starburst galaxy. This is likely due to the heat generated by the orbiting black holes and the aftermath of the collision. Both have active galactic nuclei. In 2006, a new nearby star cluster was discovered associated with the 4th magnitude star Mu Ophiuchi. The Mamajek 2 cluster appears to be a poor cluster remnant analogous to the Ursa Major Moving Group, but 7 times more distant (approximately 170 parsecs away). Mamajek 2 appears to have formed in the same star-forming complex as the NGC 2516 cluster roughly 135 million years ago. Barnard 68 is a large dark nebula, located 410 light-years from Earth. Despite its diameter of 0.4 light-years, Barnard 68 only has twice the mass of the Sun, making it both very diffuse and very cold, with a temperature of about 16 kelvins. Though it is currently stable, Barnard 68 will eventually collapse, inciting the process of star formation. One unusual feature of Barnard 68 is its vibrations, which have a period of 250,000 years. Astronomers speculate that this phenomenon is caused by the shock wave from a supernova. Barnard 68 has blocked thousands of stars visible at other wavelengths and the distribution of dust in Barnard 68 has been mapped. The space probe Voyager 1, the furthest man-made object from earth, is traveling in the direction of Ophiuchus. It is located between α Herculis, α Ophiuchi and κ Ophiuchi at right ascension 17h 13m and declination +12° 25’ (July 2020). In November 2022, the USA's NSF NOIRLab (National Optical-Infrared Astronomy Research Laboratory) announced the unambiguous identification of the nearest stellar black hole orbited by a G-type main-sequence star, the system identified as Gaia BH1 at around 1,560 light years from the Sun. History and mythology There is no evidence of the constellation preceding the classical era, and in Babylonian astronomy, a "Sitting Gods" constellation seems to have been located in the general area of Ophiuchus. However, Gavin White proposes that Ophiuchus may in fact be remotely descended from this Babylonian constellation, representing Nirah, a serpent-god who was sometimes depicted with his upper half human but with serpents for legs. The earliest mention of the constellation is in Aratus, informed by the lost catalogue of Eudoxus of Cnidus (4th century BC): To the Phantom's back the Crown is near, but by his head mark near at hand the head of Ophiuchus, and then from it you can trace the starlit Ophiuchus himself: so brightly set beneath his head appear his gleaming shoulders. They would be clear to mark even at the midmonth moon, but his hands are not at all so bright; for faint runs the gleam of stars along on this side and on that. Yet they too can be seen, for they are not feeble. Both firmly clutch the Serpent, which encircles the waist of Ophiuchus, but he, steadfast with both his feet well set, tramples a huge monster, even the Scorpion, standing upright on his eye and breast. Now the Serpent is wreathed about his two hands – a little above his right hand, but in many folds high above his left. To the ancient Greeks, the constellation represented the god Apollo struggling with a huge snake that guarded the Oracle of Delphi. Later myths identified Ophiuchus with Laocoön, the Trojan priest of Poseidon, who warned his fellow Trojans about the Trojan Horse and was later slain by a pair of sea serpents sent by the gods to punish him. According to Roman era mythography, the figure represents the healer Asclepius, who learned the secrets of keeping death at bay after observing one serpent bringing another healing herbs. To prevent the entire human race from becoming immortal under Asclepius' care, Jupiter killed him with a bolt of lightning, but later placed his image in the heavens to honor his good works. In medieval Islamic astronomy (Azophi's Uranometry, 10th century), the constellation was known as Al-Ḥawwa', "the snake-charmer". Aratus describes Ophiuchus as trampling on Scorpius with his feet. This is depicted in Renaissance to Early Modern star charts, beginning with Albrecht Dürer in 1515; in some depictions (such as that of Johannes Kepler in De Stella Nova, 1606), Scorpius also seems to threaten to sting Serpentarius in the foot. This is consistent with Azophi, who already included ψ Oph and ω Oph as the snake-charmer's "left foot", and θ Oph and ο Oph as his "right foot", making Ophiuchus a zodiacal constellation at least as regards his feet. This arrangement has been taken as symbolic in later literature and placed in relation to the words spoken by God to the serpent in the Garden of Eden (Genesis 3:15). Zodiac Ophiuchus is one of the 13 constellations that cross the ecliptic. It has sometimes been suggested as the "13th sign of the zodiac". However, this confuses zodiac or astrological signs with constellations. The signs of the zodiac are a 12-fold division of the ecliptic, so that each sign spans 30° of celestial longitude, approximately the distance the Sun travels in a month, and (in the Western tradition) are aligned with the seasons so that the March equinox always falls on the boundary between Pisces and Aries. Constellations, on the other hand, are unequal in size and are based on the positions of the stars. The constellations of the zodiac have only a loose association with the signs of the zodiac, and do not in general coincide with them. In Western astrology the constellation of Aquarius, for example, largely corresponds to the sign of Pisces. Similarly, the constellation of Ophiuchus occupies most (29 November – 18 December) of the sign of Sagittarius (23 November – 21 December). The differences are due to the fact that the time of year that the Sun passes through a particular zodiac constellation's position has slowly changed (because of the precession of the Earth's rotational axis) over the millennia from when the Babylonians originally developed the zodiac. Citations See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/American_Enlightenment] | [TOKENS: 2743]
Contents American Enlightenment The American Enlightenment was a period of intellectual and philosophical fervor in the British Thirteen Colonies in the 18th to 19th century, which led to the American Revolution and the creation of the United States. The American Enlightenment was influenced by the 17th-and 18th-century Age of Enlightenment movement and by American philosophy. According to James MacGregor Burns, the spirit of the American Enlightenment was to give Enlightenment ideals a practical, useful form in the life of the nation and its people. A non-denominational moral philosophy replaced theology in many college curricula. Some colleges reformed their curricula to include natural philosophy (science), modern astronomy, and mathematics, and "new-model" American-style colleges were founded. Politically, the age is distinguished by an emphasis upon consent of the governed, equality under the law, liberty, republicanism and religious tolerance, as clearly expressed in the United States Declaration of Independence. Among the foremost representatives of the American Enlightenment were presidents of colleges, including Puritan religious leaders Jonathan Edwards, Thomas Clap, and Ezra Stiles, Presbyterian minister and college president John Witherspoon, and Anglican moral philosophers Samuel Johnson and William Smith. Leading political thinkers were John Adams, James Madison, Thomas Paine, George Mason, James Wilson, Ethan Allen, and Alexander Hamilton, and polymaths Benjamin Franklin, and Thomas Jefferson. The term "American Enlightenment" was coined in the post-World War II era and was not used in the 18th century when English speakers commonly referred to a process of becoming "enlightened." Dates Various dates for the American Enlightenment have been proposed, including 1750–1820, 1765–1815, and 1688–1815. One more precise start date proposed is 1714, when a collection of Enlightenment books by Jeremiah Dummer were donated to the library of the college of Yale University in Connecticut. They were received by a post-graduate student Samuel Johnson, who studied them. He found that they contradicted his Puritan learning. He wrote that, "All this was like a flood of day to his low state of mind", and that he found himself as if "emerging out of the glimmer of twilight into the full sunshine of open day". Two years later in 1716 as a tutor, Johnson introduced a new curriculum into Yale using Dummer's donated Enlightenment books. Johnson offered what he called "The New Learning", which included the works and ideas of Francis Bacon, John Locke, Isaac Newton, Robert Boyle, Copernicus, and literary works by Shakespeare, John Milton, and Joseph Addison. Enlightenment ideas were introduced to the colonists and diffused through Dissenter educational and religious networks in America. Religious tolerance Enlightened Founding Fathers, especially Benjamin Franklin, Thomas Jefferson, James Madison and George Washington, fought for and eventually attained religious freedom for minority denominations. According to the Founding Fathers, the United States should be a country where peoples of all faiths could live in peace and mutual benefit. Madison summed up this ideal in 1792 saying, "Conscience is the most sacred of all property." A switch away from established religion to religious tolerance was one of the distinguishing features of the era from 1775 to 1818. The ratification of the Connecticut Constitution in 1818 has been proposed as a date for the triumph if not the end of the American Enlightenment. That new constitution overturned the 180-year-old "Standing Order" and The Connecticut Charter of 1662, whose provisions dated back to the founding of the state in 1638 and the Fundamental Orders of Connecticut. The new constitution guaranteed freedom of religion and disestablished the Congregational church. Intellectual currents Concepts of freedom and modern democratic ideals were born in "Native American wigwams” and found permanence in Voltaire's Huron. Between 1714 and 1818, an intellectual change took place in the Thirteen Colonies that changed them from a largely distant backwater into a leader in various fields, moral philosophy, educational reform, religious revival, industrial technology, science, and, most notably, political philosophy, the roots of this change were homegrown. America saw a consensus on a "pursuit of happiness" based political structure based in large part[dubious – discuss] on Native sources, however misunderstood. Attempts to reconcile science and religion sometimes resulted in a rejection of prophecy, miracle, and revealed religion, resulting in an inclination toward deism among some major political leaders of the age.[citation needed] A non-denominational moral philosophy replaced theology in the college curricula at the nation's three leading colleges at the time. Yale College, now Yale University, and the College of William & Mary were reformed. The Presbyterian College of New Jersey, now Princeton University, and Harvard University, reformed their curricula to include natural philosophy (science), modern astronomy, and mathematics. European sources Sources of the American Enlightenment are many and vary according to time and place. As a result of an extensive book trade with Great Britain, the colonies were well acquainted with European literature almost contemporaneously. Early influences were English writers including James Harrington, Algernon Sidney, the Viscount Bolingbroke, John Trenchard and Thomas Gordon (especially the two's Cato's Letters), and Joseph Addison (whose tragedy Cato was extremely popular). A particularly important English legal writer was William Blackstone, whose Commentaries on the Laws of England served as a major influence on the American Founders and is a key source in the development Anglo-American common law. Although Locke's Two Treatises of Government has long been cited as a major influence on American thinkers, historians David Lundberg and Henry F. May demonstrate that Locke's Essay Concerning Human Understanding was far more widely read than were his political Treatises. The Scottish Enlightenment also influenced American thinkers. David Hume's Essays and his History of England were widely read in the colonies, and Hume's political thought had a particular influence on Madison and the drafting of the U.S. Constitution. Francis Hutcheson's ideas of ethics, along with notions of civility and politeness developed by the Earl of Shaftesbury, and Addison and Richard Steele in their Spectator, were a major influence on upper-class American colonists who sought to emulate European manners and learning. By far the most important French sources to the American Enlightenment were Montesquieu's Spirit of the Laws and Emer de Vattel's Law of Nations. Both informed early American ideas of government and were major influences on the U.S. Constitution. Voltaire's histories were widely read but seldom cited. Noah Webster used Rousseau's educational ideas of child development to structure his famous Speller. The writings of German Samuel Pufendorf were commonly cited by American writers. Science Leading scientists included Franklin for his work on electricity; Jared Eliot for his work in metallurgy and agriculture; David Rittenhouse in astronomy, math, and instruments; Benjamin Rush in medical science; Charles Willson Peale in natural history; and Cadwallader Colden for his work in botany and town sanitation.[citation needed] Colden's daughter, Jane Colden, was the first female botanist working in America. Benjamin Thompson was a leading scientist, especially in the field of heat. Architecture, arts, and culture After 1780, the Federal style of American Architecture began to diverge from the Georgian style and became a uniquely American genre. In 1813, Ithiel Town designed the first Gothic-style church in North America, Trinity Church on the Green in New Haven, Connecticut, predating the English Gothic revival by a decade. In the fields of literature, poetry, music, and drama some nascent artistic attempts were made, particularly in pre-war Philadelphia, but American (non-popular) culture in these fields was largely imitative of British culture for most of the period. Republicanism and liberalism American republicanism emphasized consent of the governed, dismantling of the aristocracy and all inherited political power, and intolerance towards corruption. It represented the convergence of classical republicanism and English republicanism of 17th century Commonwealth men and 18th century English Country Whigs. In the decades before the American independence (1776), the intellectual and political leaders of the colonies studied history intently, looking for guides or models for good (and bad) government. They especially followed the development of republican ideas in England. Pocock explains the intellectual sources in the United States: The Whig canon and the neo-Harringtonians, John Milton, James Harrington and Sidney, Trenchard, Gordon and Bolingbroke, together with the Greek, Roman, and Renaissance masters of the tradition as far as Montesquieu, formed the authoritative literature of this culture; and its values and concepts were those with which we have grown familiar: a civic and patriot ideal in which the personality was founded on property, perfected in citizenship but perpetually threatened by corruption; government figuring paradoxically as the principal source of corruption and operating through such means as patronage, faction, standing armies (opposed to the ideal of the militia), established churches (opposed to the Puritan and deist modes of American religion) and the promotion of a monied interest—though the formulation of this last concept was somewhat hindered by the keen desire for readily available paper credit common in colonies of settlement. A neoclassical politics provided both the ethos of the elites and the rhetoric of the upwardly mobile, and accounts for the singular cultural and intellectual homogeneity of the Founding Fathers and their generation. The commitment of most Americans to these republican values made inevitable the American Revolution, for Britain was increasingly seen as corrupt and hostile to republicanism, and a threat to the established liberties the Americans enjoyed. Leopold von Ranke, a leading German historian, in 1848 claims that American republicanism played a crucial role in the development of European liberalism: By abandoning English constitutionalism and creating a new republic based on the rights of the individual, the North Americans introduced a new force in the world. Ideas spread most rapidly when they have found adequate concrete expression. Thus republicanism entered our Romanic/Germanic world... Up to this point, the conviction had prevailed in Europe that monarchy best served the interests of the nation. Now the idea spread that the nation should govern itself. But only after a state had actually been formed on the basis of the theory of representation did the full significance of this idea become clear. All later revolutionary movements have this same goal... This was the complete reversal of a principle. Until then, a king who ruled by the grace of God had been the center around which everything turned. Now the idea emerged that power should come from below... These two principles are like two opposite poles, and it is the conflict between them that determines the course of the modern world. In Europe the conflict between them had not yet taken on concrete form; with the French Revolution it did. Declaration of Independence The United States Declaration of Independence, which was primarily written by Thomas Jefferson, was adopted by the Second Continental Congress on July 4, 1776. The text of the second section of the Declaration of Independence reads: We hold these Truths to be self-evident, that all Men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness. Many historians find that the origin of the famous phrase "Life, Liberty and the pursuit of Happiness" derives from Locke's position that "no one ought to harm another in his life, health, liberty, or possessions." Others suggest that Jefferson took the phrase from Blackstone's Commentaries on the Laws of England. Others note that William Wollaston's 1722 book The Religion of Nature Delineated describes the "truest definition" of "natural religion" as being "The pursuit of happiness by the practice of reason and truth." The Virginia Declaration of Rights, which was written by George Mason and adopted by the Virginia Convention of Delegates on June 12, 1776, a few days before Jefferson's draft, in part, reads: That all men are by nature equally free and independent, and have certain inherent rights ... namely, the enjoyment of life and liberty, with the means of acquiring and possessing property, and pursuing and obtaining happiness and safety. Deism Both the moderate Enlightenment and a radical or revolutionary Enlightenment were reactions against the authoritarianism, irrationality, and obscurantism of the established churches. Philosophers such as Voltaire depicted organized religion as hostile to the development of reason and the progress of science and incapable of verification. An alternative religion was deism, the philosophical belief in a deity based on reason, rather than religious revelation or dogma. It was a popular perception among the philosophes, who adopted deistic attitudes to varying degrees. Deism greatly influenced the thought of intellectuals and Founding Fathers, including Adams, Franklin, perhaps Washington and especially Jefferson. The most articulate exponent was Thomas Paine, whose The Age of Reason was written in France and soon reached the United States. Paine was highly controversial; when Jefferson was attacked for his deism in the 1800 election, Democratic-Republican politicians took pains to distance their candidate from Paine. Unitarianism and Deism were strongly connected, the former being brought to America by Joseph Priestley. Samuel Johnson called Lord Edward Herbert the "father of English Deism". See also References Further reading
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Non-player_character&action=info] | [TOKENS: 47]
Contents Information for "Non-player character" Basic information Page protection Edit history Page properties This page is a member of 11 hidden categories (help): Pages transcluded onto the current version of this page (help): Lint errors External tools
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-MC_Pocket_260-0] | [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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