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[SOURCE: https://en.wikipedia.org/wiki/Bob_Kahn] | [TOKENS: 1369]
Contents Robert Kahn (computer scientist) Robert Elliot Kahn (born December 23, 1938) is an American electrical engineer who, along with Vint Cerf, first proposed the Transmission Control Protocol (TCP) and the Internet Protocol (IP), the fundamental communication protocols at the heart of the Internet. In 2004, Kahn won the Turing Award with Vint Cerf for their work on TCP/IP. Early life and education Robert Elliot Kahn was born in December 1938 in New York to parents Beatrice Pauline (née Tashker) and Lawrence Kahn in an Ashkenazi Jewish family. Through his father, he is related to futurist Herman Kahn. After receiving a bachelor's in electrical engineering from the City College of New York in 1960, Kahn went on to Princeton University where he earned a M.A. in 1962 and Ph.D. in 1964, both in electrical engineering. At Princeton, he was advised by Bede Liu and completed a doctoral dissertation titled "Some problems in the sampling and modulation of signals." Career He first worked at Bolt Beranek and Newman Inc., where he was the principal designer of the ARPANET. In the fall of 1972, he demonstrated the ARPANET by connecting 20 different computers at the International Conference on Computer Communications (ICCC), "the watershed event that made people suddenly realize that packet switching was a real technology." In 1972, he joined the Information Processing Techniques Office (IPTO) within DARPA. He then helped develop the TCP/IP protocols for connecting diverse computer networks. After he became director of IPTO, he started the United States government's billion dollar Strategic Computing Initiative, the largest computer research and development program ever undertaken by the U.S. federal government. After thirteen years with DARPA, Kahn left to found the Corporation for National Research Initiatives (CNRI) in 1986, and as of 2022[update] remains its chairman, CEO and president. The Internet While working on the SATNET satellite packet network project, he came up with the initial ideas for what later became the Transmission Control Protocol (TCP), which was intended as a replacement for an earlier network protocol, NCP, used in the ARPANET. TCP played a major role in forming the basis of internetworking, which would allow computers and networks all over the world to communicate with each other, regardless of what hardware or software the computers on each network used. To reach this goal, TCP was designed to have the following features: Vint Cerf joined him on the project in the spring of 1973, and together they completed an early version of TCP. Later, the protocol was separated into two separate layers: host-to-host communication would be handled by TCP, with Internet Protocol (IP) handling internetwork communication. The two together are usually referred to as TCP/IP, and form part of the basis for the modern Internet. In 1992 he co-founded with Vint Cerf the Internet Society, to provide leadership in Internet related standards, education, and policy. Awards In 1981, Bob Kahn was elevated to the grade of IEEE fellow for original work in packet switching mobile radio telecommunications technology. He was elected as a member to the National Academy of Engineering in 1987 for research contributions in computer networks and packet switching, and for creative management contributions to research efforts in computers and communications. He was elected a Founding Fellow of Association for the Advancement of Artificial Intelligence in 1990. He was awarded the SIGCOMM Award in 1993 for "visionary technical contributions and leadership in the development of information systems technology", and shared the 2004 Turing Award with Vint Cerf, for "pioneering work on internetworking, including .. the Internet's basic communications protocols .. and for inspired leadership in networking." He is a recipient of the AFIPS Harry Goode Memorial Award, the Marconi Award, the ACM SIGCOMM Award, the President's Award from ACM, the IEEE Koji Kobayashi Computer and Communications Award, the IEEE Alexander Graham Bell Medal, the IEEE Third Millennium Medal, the ACM Software Systems Award, the Computerworld/Smithsonian Award, the ASIS Special Award and the Public Service Award from the Computing Research Board. He has twice received the Secretary of Defense Civilian Service Award. He was awarded an honorary degree by the University of Pavia in 1998. He was awarded the Stibitz-Wilson Award from the American Computer & Robotics Museum in 1999 for Pioneering the Internet through Major Design and Development Contributor to the Original ARPANET NCP Protocol and Co-Inventor of the Internet's TCP/IP Protocol. He is a recipient of the 1997 National Medal of Technology, the 2001 Charles Stark Draper Prize from the National Academy of Engineering, the 2002 Prince of Asturias Award, and the 2004 A. M. Turing Award from the Association for Computing Machinery. Kahn received the 2003 Digital ID World award for the Digital Object Architecture as a significant contribution (technology, policy or social) to the digital identity industry. In 2005 he was awarded the Townsend Harris Medal from the Alumni Association of the City College of New York, the Presidential Medal of Freedom, and the C & C Prize in Tokyo, Japan. He was inducted into the National Inventors Hall of Fame in May 2006. He was inducted as a Fellow of the Computer History Museum in 2006 "for pioneering technical contributions to internetworking and for leadership in the application of networks to scientific research." He was awarded the 2008 Japan Prize for his work in "Information Communication Theory and Technology" (together with Vinton Cerf). The duo were also awarded with the Harold Pender Award, the highest honor awarded by the University of Pennsylvania School Engineering and Applied Sciences, in February 2010. He has also served on the board of directors for Qualcomm. In 2012, Kahn was inducted into the Internet Hall of Fame by the Internet Society. In 2013, Kahn was one of five Internet and Web pioneers awarded the inaugural Queen Elizabeth Prize for Engineering. Kahn received the 2024 IEEE Medal of Honor for "pioneering technical and leadership contributions in packet communication technologies and foundations of the Internet." Honorary degrees Kahn has received honorary degrees from Princeton University, University of Pavia, ETH Zurich, University of Maryland, George Mason University, the University of Central Florida and the University of Pisa, and an honorary fellowship from University College, London. In 2012, he was also recognized as honorary doctor of Saint Petersburg National Research University of Information Technologies, Mechanics and Optics. Articles See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Attribute_(role-playing_games)] | [TOKENS: 1211]
Contents Attribute (role-playing games) An attribute is a piece of data (a "statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice. Some games use different terms to refer to an attribute, such as statistic, (primary) characteristic or ability. A number of role-playing games like Fate do not use attributes at all. The nature of attributes There is no uniform consensus on what ability scores are, even if many role-playing games have them, but games that use them have a common theme. According to the BBC Cult TV website "All characters have Attributes — basic physical and mental abilities." and in the Pathfinder Roleplaying Game "Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities." In some games, such as older versions of Dungeons & Dragons the attribute is used on its own to determine outcomes, whereas in many games, beginning with Bunnies & Burrows and including more modern versions of D&D, the attribute works with a skill to affect the overall outcome. Common types of attribute system There is no standard amongst role-playing games as to which attributes are important for the game, though there is a school of design which says you pick the attributes after you decide what the game is about. Dungeons & Dragons used six attributes (there were brief attempts to add a seventh, Comeliness, in Unearthed Arcana and Dragon magazine, but this was short-lived). The six attributes used in D&D are: These range from about 3 to 20 (depending on the edition). The original attribute sequence in D&D was Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma in the original 1974 rules. This listed the three "prime requisites" of the character classes before the "general" stats: strength for fighters, intelligence for magic-users, and wisdom for clerics. The attribute sequence in D&D was changed to Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma, sometimes referred to as "SIWDCC". This change was made due to the addition of the thief class, which used dexterity as a prime requisite. The current "SDCIWC" sequence was introduced in AD&D 2nd edition in an attempt to divide physical and cognitive traits into two groups. Many other notable games have followed suit while slightly varying the attributes, like Traveller (Strength, Dexterity, Endurance, Intelligence, Education, Social Standing) or like Cortex System games such as the Serenity RPG and the Cortex Plus Leverage with Agility, Alertness, Intelligence, Strength, Vitality, and Willpower. Others use more, some fewer. Tri-Stat dX (including Big Eyes, Small Mouth), as the name would suggest, uses three (Body, Mind, and Soul), whereas a more common division of three, and used in the Cortex Plus game Firefly is Physical, Mental, and Social, but expands with the Storyteller System's attributes. SPECIAL is an acronym statistics system developed specifically for the Fallout series, representing the seven attributes used to define Fallout characters: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. SPECIAL is heavily based on GURPS, which was originally intended to be the character system used in the game. Some games have used particularly complex systems. For instance, F.A.T.A.L. uses a system of five attributes with four sub-attributes each, resulting in twenty total statistics to roll. This system was criticised for its complexity and for the lack of correlation between related sub-statistics, resulting in oddities such as a character with a higher Average Speech Rate than Maximum Speech Rate. The first three editions of Shadowrun had three separate headings of Physical attributes, Mental Attributes, and Special Attributes, with three stats in each. With the six non-special attributes being Strength, Agility, Body, Charisma, Intelligence, and Willpower, and two of the three special attributes relating to magic and the third being derived, this is arguably a six attribute system. The Storyteller System used in games like Vampire: The Masquerade took this one step further, breaking the attributes down into three by three classifications. Power, Finesse, and Resistance, and Mental, Physical, and Social, leading to nine different combinations each of which has a separate name with, for example, Mental Finesse being the attribute Wits and Social Resistance being Composure. Some games think that attributes are not and should not be treated as entirely independent, and therefore make a lot of their attributes dependent on others. GURPS uses two levels of statistic: four primary statistics (Strength, Dexterity, Intelligence, Health) and four statistics derived directly from those Fatigue, which defaults to strength or health (depending on edition); Hit Points, which defaults to health or strength (depending on edition); Willpower, which defaults to intelligence; and Speed, which defaults to half the average of health and dexterity. Hero System 5th edition has eight primary statistics, and a further five derived from them. Some game systems such as those using the Cortex Plus system or those Powered by the Apocalypse work on the basis that the attributes should emphasise elements of the setting thus making them different from game to game even within the same family. So, for example, Dungeon World is meant to resemble a game of D&D so it uses the same statistics as above, whereas Monsterhearts, with its mix of teen drama and paranormal romance uses the statistics Hot, Cold, Violent, and Dark. Common attribute names Attributes are commonly referred to by a three letter abbreviation (Str, Int, etc.). References
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[SOURCE: https://en.wikipedia.org/wiki/Special:EditPage/Template:Network_science] | [TOKENS: 1459]
Editing Template:Network science Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Sign your posts on talk pages: ~~~~ 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|}} Wikidata entities used in this page Pages transcluded onto the current version of this page (help): This page is a member of 1 hidden category (help):
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[SOURCE: https://en.wikipedia.org/wiki/High_Level_Assembly] | [TOKENS: 1833]
Contents High Level Assembly High-Level Assembly (HLA) is a language developed by Randall Hyde that enables the use of higher-level language constructs to aid both novice and experienced assembly developers. It supports advanced data types and object-oriented programming. Its syntax is loosely based on several high-level programming languages (HLLs), such as Pascal, Ada, Modula-2, and C++, to facilitate the creation of readable assembly language programs and enable HLL programmers to learn HLA quickly. Origins and Goals HLA was initially designed as a tool for teaching assembly language programming at the college and university level. The objective was to leverage students' existing programming knowledge to accelerate their learning of assembly language. Most students in assembly language programming courses are already familiar with high-level control flow structures like IF, WHILE, and FOR. HLA allows students to immediately apply this knowledge to assembly language coding early in the course. This enables them to master other prerequisite subjects in assembly before learning how to code low-level forms of these control structures. The book The Art of Assembly Language Programming by Randall Hyde utilizes HLA for this purpose. High vs. low-level assembler HLA v2.x supports the same low-level machine instructions as a regular low-level assembler. High-end assemblers also support high-level-language-like statements (such as IF and WHILE) and more advanced data declaration directives, including structures-records, unions, and even classes. Examples of high-end assemblers include HLA, Microsoft Macro Assembler (MASM), and Turbo Assembler (TASM) on the Intel x86 processor family. Unlike most other assembler tools, the HLA compiler includes a Standard Library with thousands of functions, procedures and macros that can be used to create full applications with the ease of a high-level language. While assembly language libraries are not new, a language that includes a large standardized library encourages programmers to use library code rather than writing their own functions. HLA supports all the same low-level machine instructions as other x86 assemblers. Furthermore, HLA's high-level control structures are based on those found in MASM and TASM, whose HLL-like features predated HLA by several years. In HLA, low-level assembly code can be written just as easily as with any other assembler by ignoring the HLL control constructs. Unlike HLLs like Pascal and C(++), HLA does not require inline asm statements. HLA's HLL-like features provide a learning aid for beginning assembly programmers by easing the learning curve, with the expectation that they will discontinue using those statements once they master the low-level instruction set. In practice, many experienced programmers continue to use HLL-like statements in HLA, MASM, and TASM long after mastering the low-level instruction set, typically to improve readability. It is also possible to write high-level programs using HLA, which reduces the tedium of low-level assembly language programming. Some assembly language programmers reject HLA outright[citation needed] because it allows programmers to do this. However, supporting both high-level and low-level programming gives any language a broader range of applicability. Distinguishing features Two HLA features distinguish it from other x86 assemblers: its powerful macro system (compile-time language) and the HLA Standard Library. HLA's compile-time language allows easy extension of the language, even enabling the creation of small domain-specific languages to simplify common programming problems. The macro stdout.put is a good example of a sophisticated macro that can simplify programming. Consider the following invocation of that macro: stdout.put( "I=", i, " s=", s, " u=", u, " r=", r:10:2, nl ); The stdout.put macro processes each argument to determine its type and then calls an appropriate procedure in the HLA Standard Library to handle the output of each operand. Most assemblers offer some macro capabilities. HLA's advantage over other assemblers is its ability to process macro arguments like r:10:2 using HLA's extensive compile-time string functions. HLA's macro facilities can also infer variable types and use that information to direct macro expansion. HLA's macro language provides a special Context-Free macro facility. This feature allows easy writing of macros that span other code sections via a starting and terminating macro pair (along with optional intermediate macro invocations available only between the start–terminate macros). For example, one can write a fully recursive-nestable SWITCH–CASE–DEFAULT–ENDSWITCH statement using this macro facility. Because of the HLA macro facilities' context-free design, these switch..case..default..endswitch statements can be nested without conflicting code emission. The HLA macro system is a subset of the larger HLA Compile-Time Language (CTL). The HLA CTL is an interpreted language available within an HLA program source file; hence the name compile-time language. The HLA CTL includes control statements such as #IF, #WHILE, #FOR, #PRINT, and an assignment statement. One can also create compile-time variables and constants, including structured data types like records and unions. The HLA CTL also provides hundreds of built-in functions, including a rich set of string and pattern-matching functions. The HLA CTL allows programmers to create CTL programs that scan and parse strings, enabling the creation of embedded domain-specific languages (EDSLs, also termed mini-languages). The stdout.put macro mentioned earlier is an example of such an EDSL. The put macro (in the stdout namespace, hence stdout.put) parses its macro parameter list and emits the code that will print its operands. The HLA Standard Library is an extensive collection of pre-made routines and macros (like the stdout.put macro described above) that simplify programming by preventing programmers from starting from scratch for each new application. Perhaps equally important, the HLA Standard Library allows programmers to write portable applications that run under Windows or Linux by simply recompiling the source code. Similar to the C standard library for the programming language C, the HLA Standard Library allows users to abstract away low-level operating system (OS) calls, so the same set of OS application programming interfaces (APIs) can serve for all operating systems that HLA supports. While an assembly language allows making any needed OS calls, using the HLA Standard Library API set simplifies writing OS-portable programs. The HLA Standard Library provides thousands of functions, procedures, and macros. As of mid-2010 for HLA v2.12, the library included functions in these categories (though the list changes over time): The HLA v2.x language system is a command-line driven tool that consists of several components, including a shell program (e.g., hla.exe under Windows), the HLA language compiler (e.g., hlaparse.exe), a low-level translator (e.g., the HLABE, or HLA Back Engine), a linker (link.exe under Windows, ld under Linux), and other tools such as a resource compiler for Windows. Versions before 2.0 relied on an external assembler back end; versions 2.x and later of HLA use the built-in HLABE as the back-end object code formatter. The HLA shell application processes command line parameters and routes appropriate files to each program in the HLA system. It accepts .hla files (HLA source files), .asm files (source files for MASM, TASM, FASM, NASM, or Gas assemblers), .obj files for input to the linker, and .rc files (for use by a resource compiler). Originally, the HLA v1.x tool compiled its source code into an intermediate source file that a back-end assembler such as MASM, TASM, flat assembler (FASM), Netwide Assembler (NASM), or GNU Assembler (Gas) would translate into the low-level object code file. As of HLA v2.0, HLA included its own HLA Back Engine (HLABE) that provided the low-level object code translation. However, via various command-line parameters, HLA v2.x can still translate an HLA source file into a source file compatible with one of these other assemblers. The HLA Back Engine (HLABE) is a compiler back end that translates an internal intermediate language into low-level Portable Executable (PE), Common Object File Format (COFF), Executable and Linkable Format (ELF), or Mach-O object code. An HLABE program mainly consists of data (byte) emission statements, 32-bit relocatable address statements, x86 control-transfer instructions, and various directives. In addition to translating byte and relocatable address statements into the low-level object code format, HLABE also handles branch-displacement optimization (picking the shortest possible form of a branch instruction). Although the HLABE is incorporated into the HLA v2.x compiler, it is a separate product. It is public domain and open source (hosted on SourceForge.net). See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Character_creation] | [TOKENS: 1286]
Contents Character creation Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet. This may include a representation of the character's physical, mental, psychological, and social attributes and skills in terms of the specific game's mechanics. It may also include informal descriptions of the character's physical appearance, personality, personal back-story ("background"), and possessions. Games with a fantasy setting may include traits such as race, class, or species. Character creation is the first step taken by the players (as opposed to the gamemaster) in preparation for a game. Character advancement Character advancement refers to the improvement of a character's statistics later in the game. The player modifies existing statistics and adds new traits, usually by spending experience points or gaining a new experience level. Character advancement typically uses similar rules as character creation. Changes during character advancement are incremental. Making decisions The process of creating a character requires making decisions about the character's attributes and skills. Each game includes its own procedures for making these decisions. The decision may be predetermined by the rules. This may be according to a formula or a table that maps one or more predetermined statistics to a specific choice for another. The decision may be made by the game master prior to character creation. Some games and campaign settings offer pre-generated character options for beginners or players who prefer to start playing more quickly. Random choices are made by rolling dice and either using the result directly or looking it up in a table, depending on the decision that is to be made. A random generation system allows the full range of values to be generated for each statistic, leading to diversity among newly generated characters. However, players have little control over the scores. For example, in some editions of Dungeons & Dragons the player rolls 4d6 and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18. In the first editions of the Stormbringer role playing game, the character's race and class both are determined by rolling 1d100 and looking up the result in the appropriate table. The player makes decisions within defined restrictions. These restrictions may allow players to distribute a number of character points among various statistics. In a point distribution system, higher scores cost more points per level than lower ones, and costs may vary between statistics within a category. Usually, there is an upper and lower limit for each score. Additional constraints may apply, depending on the game system. Examples for systems that use point distribution to determine statistics are the Hero System (including its predecessor Champions), GURPS, the World of Darkness series, and the Amber Diceless Roleplaying Game with its unusual auction system. Some Dungeons & Dragons editions also have an optional point buy method for determining ability scores. As used for example in the Traveller, Empire of the Petal Throne and Harnmaster RPGs or some cRPGs such as Mount & Blade and Darklands, this technique models a character's life prior to becoming an active adventurer. The player chooses family origin then makes further decisions at specific life "checkpoints" such as early education, young adulthood, or "tours of duty" in various careers. Each stage applies modifiers and gives the character the opportunity to develop skills, advantages, and possessions, or to suffer setbacks and disadvantages. In some cases, a player may run through repeated career cycles to sacrifice character youth for additional skills, experience and material advancement. Levels of randomization and player agency vary depending on the specific system. Determining numerical values Determining numerical values comprises several steps that are not always distinct: Example: In Castle Falkenstein, abilities are the only type of statistic. Each player gets the same pre-defined set of scores (1a) and can freely choose (1b) which abilities to assign them to (2). In addition, higher scores can be bought by balancing them with a number of low scores (3). Games that don't use point distribution to determine all statistic values use different methods for different types of statistic. For instance, there may be a few attributes with an assigned value each, but a large number of customizable skills. Here are some examples of different methods: Some creation systems use a mix of point-distribution and random generation; most common among these are variant rules that allow, for instance, the alteration of the initially random stats by taking a reduction of one trait in order to increase another. Another form of adjustment are racial or occupational ("class") modifiers. In many games, certain statistics are slightly increased or decreased depending on the character's race and sometimes profession. In Dungeons & Dragons, for example, non-human races typically increase one ability score by two (on a scale of 3 to 18) while another is lowered by the same amount. In Stormbringer 3rd edition, nearly all nationalities (subraces) cause adjustments of some or all attribute scores by an amount that is usually randomly determined and has a range of up to two-thirds of an attribute's initial value. In point-distribution systems, these modifiers generally contribute to a race's "point cost", while in other systems, it is up to the race's designer to balance different races against each other (if this is desired). Templates and classes To speed up and simplify the character creation process, many games use character templates. These are sample characters representing genre-typical archetypes. Templates can be completely ready-made or only define the statistics necessary for a character to fill a particular occupation or dramatic role. For instance, a thief should know how to move quietly, pick locks, disarm traps, and climb walls. In some games, these templates are only an optional character creation aid that has no prescribed effect on the rest of the game. They can be flexibly modified according to the game's character creation rules or ignored altogether. This is generally the case in games that try to give the player as much control over the character creation process as possible. (Examples are Shadowrun or GURPS.) Other games use templates as a mandatory tool to provide direction and limitations to character creation and development. This character class concept was introduced by Dungeons & Dragons. It is now used in all d20 System games and has been adopted by many others, such as Palladium Books' Megaversal system. References External links
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[SOURCE: https://en.wikipedia.org/wiki/History_of_the_Jews_in_the_Democratic_Republic_of_the_Congo] | [TOKENS: 555]
Contents History of the Jews in the Democratic Republic of the Congo The history of the Jews in the Democratic Republic of the Congo can be traced back to 1907, when the first Jewish immigrants began to arrive in the country. The current Jewish Congolese population is mostly of Sephardi background. History The territory which is now the Democratic Republic of the Congo was first annexed and colonised by Europeans after 1885 within what was then the Congo Free State. In 1908 the Free State was annexed by Belgium, becoming the Belgian Congo. The first Jews in the Congo were Eastern European immigrants from Romania and Poland. Within the next few years, more Jewish immigrants arrived from South Africa. In 1911, Sephardi Jews came from the Island of Rhodes in what is now Greece (then part of the Ottoman Empire) settled in the Congo. That same year, a Jewish community center was established named the Communauté du Congo Belge et du Ruanda-Urundi. A synagogue was built in Lubumbashi in 1930. Rabbi Moses Levy acted as the Jewish community leader throughout the Congo and Ruanda-Urundi (present day Rwanda and Burundi). Due to an economic crisis during the 1930s, most of the Eastern European Jews left the Congo. However, after the crisis had passed more Jews immigrated from Eastern Europe and were joined by Southern European Jews. Prior to the establishment of the State of Israel in 1948 the Congo was home to numerous Zionist organizations, led by the Association Sioniste du Congo Belge. After the independence of Congo from Belgium in 1960 the majority of Congolese Jews left the country, with most of them settling in Israel or South Africa. At the time of independence, Congo was home to 2,500 Jewish people. 50% of the Jewish population lived in Lubumbashi, while 70 Jewish families lived in Congo's capital Kinshasa. Jewish children at the time were taught classes in Hebrew and Judaism in public schools. In 2013, the Jewish population was around 320 and was settled mostly in Lubumbashi. Most are Sephardi and speak Ladino, a Spanish-Jewish language. There is a synagogue in Lubumbashi that is served by a rabbi. There is also small Jewish community living in Kinshasa that is known as the Congrégation Israélite. Chabad also has operations in the country, and their Central African headquarters in Kinshasa. Chabad has a synagogue and a Hebrew school, and groups of their rabbinical students come to study for a year there while also being sent to other places in sub-Saharan Africa to provide Jewish communities with programs. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/New_Year] | [TOKENS: 1547]
Contents New Year The New Year is the time or day at which a new calendar year begins and the calendar's year count increments by one. Many cultures celebrate the event in some manner. In the Gregorian calendar, the most widely used calendar system today, New Year occurs on January 1 (New Year's Day, preceded by New Year's Eve). This was also the first day of the year in the original Julian calendar and the Roman calendar (after 153 BC). Other cultures begin their traditional or religious year according to their own customs – typically (though not invariably) because they use a lunar calendar or a lunisolar calendar: the lunisolar Chinese calendar (and its variants), the lunar Islamic calendar and the lunisolar Hebrew calendar are among well-known examples. The Iranian calendar begins the year at the March equinox; the Ethiopian calendar begins in (Gregorian) September. India has many traditional calendars with a matching variety of first days. There are many more traditional calendars with associated start days: these are listed below. During the Middle Ages in Western Europe, while the Julian calendar was still in use, authorities moved New Year's Day, depending upon locale, to one of several other days, including March 1, March 25, Easter, September 1, and December 25. Since then, many national civil calendars in the Western World and beyond have changed to using one fixed date for New Year's Day, January 1—most doing so when they adopted the Gregorian calendar. By type Based on the used calendar new years are often categorized between lunar or lunisolar new years or solar new years. By month or season Lunisolar calendars count months according to lunations but, because there are not an even number of lunar cycles in a solar year, the calendar must be restarted annually on the first, second or even third new moon after the winter solstice. (The term "lunar calendar" is often used of lunisolar calendars, but true lunar calendars (such as the Islamic calendar) count only lunations and ignore the solar seasons.) The new year of many South and Southeast Asian calendars falls between April 13–15, marking the beginning of spring. Christian liturgical year The early development of the Christian liturgical year coincided with the Roman Empire (east and west), and later the Byzantine Empire, both of which employed a taxation system labeled the Indiction, the years for which began on September 1. This timing may account for the ancient church's establishment of September 1 as the beginning of the liturgical year, despite the official Roman New Year's Day of January 1 in the Julian calendar, because the Indiction was the principal means for counting years in the empires, apart from the reigns of the Emperors. The September 1 date prevailed throughout all of Christendom for many centuries, until subsequent divisions eventually produced revisions in some places. After the sack of Rome in 410, communications and travel between east and west deteriorated. Liturgical developments in Rome and Constantinople did not always match, although a rigid adherence to form was never mandated in the church. Nevertheless, the principal points of development were maintained between east and west. The Roman and Constantinopolitan liturgical calendars remained compatible even after the East-West Schism in 1054. Separations between the Catholic General Roman Calendar and Eastern Orthodox liturgical calendar grew only over several centuries' time. During those intervening centuries, the Latin Church Catholic ecclesiastic year was moved to the first day of Advent, the Sunday nearest to St. Andrew's Day (November 30). By the time of the Reformation (early 16th century), the Roman Catholic general calendar provided the initial basis for the calendars for the liturgically oriented Protestants, including the Anglican and Lutheran Churches, who inherited this observation of the liturgical new year.[citation needed] The present-day Eastern Orthodox liturgical calendar is the virtual culmination of the ancient eastern development cycle, though it includes later additions based on subsequent history and lives of saints. It still begins on September 1, proceeding annually into the Nativity of the Theotokos (September 8) and Exaltation of the Cross (September 14) to the celebration of Nativity of Christ (Christmas), through his death and resurrection (Pascha/Easter), to his Ascension and the Dormition of the Theotokos ("falling asleep" of the Virgin Mary, August 15). This last feast is known in the Roman Catholic church as the Assumption. The dating of "September 1" is according to the "new" (revised) Julian calendar or the "old" (standard) Julian calendar, depending on which is used by a particular Orthodox Church. Hence, it may fall on September 1 on the civil calendar, or on September 14 (between 1900 and 2099 inclusive). The liturgical calendars of the Coptic and Ethiopian Orthodox churches are unrelated to these systems but instead follow the Alexandrian calendar which fixed the wandering ancient Egyptian calendar to the Julian year. Their New Year celebrations on Neyrouz and Enkutatash were fixed; however, at a point in the Sothic cycle close to the Indiction; between the years 1900 and 2100, they fall on September 11 during most years and September 12 in the years preceding a leap year. Historical European new year dates During the Roman Republic and the Roman Empire, years began on the date on which each consul first entered the office. This was probably May 1 before 222 BC, March 15 from 222 BC to 154 BC, and January 1 from 153 BC. In 45 BC, when Julius Caesar's new Julian calendar took effect, the Senate fixed January 1 as the first day of the year. At that time, this was the date on which those who were to hold civil office assumed their official position, and it was also the traditional annual date for the convening of the Roman Senate. This civil new year remained in effect throughout the Roman Empire, east and west, during its lifetime and well after, wherever the Julian calendar continued in use. In the Middle Ages in Europe a number of significant feast days in the ecclesiastical calendar of the Roman Catholic Church came to be used as the beginning of the Julian year: Over the centuries, countries changed between styles until the Modern Style (January 1) prevailed. In Great Britain, for example, A more unusual case is France, which observed the Northern autumn equinox day (usually September 22) as "New Year's Day" in the French Republican Calendar, which was in use from 1793 to 1805. This was primidi Vendémiaire, the first day of the first month. Adoptions of January 1 It took quite a long time before January 1 again became the universal or standard start of the civil year. The years of adoption of January 1 as the new year are as follows: March 1 was the first day of the numbered year in the Republic of Venice until its destruction in 1797, and in Russia from 988 until 1492 (Anno Mundi 7000 in the Byzantine calendar). September 1 was used in Russia from 1492 (A.M. 7000) until the adoption of both the Anno Domini notation and 1 January as New Year's Day, with effect from 1700, via December 1699 decrees (1735, 1736) of Tsar Peter I. See also Notes References Sources External links
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[SOURCE: https://en.wikipedia.org/wiki/Orion_(constellation)#cite_note-31] | [TOKENS: 4993]
Contents Orion (constellation) Orion is a prominent set of stars visible during winter in the northern celestial hemisphere. It is one of the 88 modern constellations; it was among the 48 constellations listed by the 2nd-century AD/CE astronomer Ptolemy. It is named after a hunter in Greek mythology. Orion is most prominent during winter evenings in the Northern Hemisphere, as are five other constellations that have stars in the Winter Hexagon asterism. Orion's two brightest stars, Rigel (β) and Betelgeuse (α), are both among the brightest stars in the night sky; both are supergiants and slightly variable. There are a further six stars brighter than magnitude 3.0, including three making the short straight line of the Orion's Belt asterism. Orion also hosts the radiant of the annual Orionids, the strongest meteor shower associated with Halley's Comet, and the Orion Nebula, one of the brightest nebulae in the sky. Characteristics Orion is bordered by Taurus to the northwest, Eridanus to the southwest, Lepus to the south, Monoceros to the east, and Gemini to the northeast. Covering 594 square degrees, Orion ranks 26th of the 88 constellations in size. The constellation boundaries, as set by Belgian astronomer Eugène Delporte in 1930, are defined by a polygon of 26 sides. In the equatorial coordinate system, the right ascension coordinates of these borders lie between 04h 43.3m and 06h 25.5m , while the declination coordinates are between 22.87° and −10.97°. The constellation's three-letter abbreviation, as adopted by the International Astronomical Union in 1922, is "Ori". Orion is most visible in the evening sky from January to April, winter in the Northern Hemisphere, and summer in the Southern Hemisphere. In the tropics (less than about 8° from the equator), the constellation transits at the zenith. From May to July (summer in the Northern Hemisphere, winter in the Southern Hemisphere), Orion is in the daytime sky and thus invisible at most latitudes. However, for much of Antarctica in the Southern Hemisphere's winter months, the Sun is below the horizon even at midday. Stars (and thus Orion, but only the brightest stars) are then visible at twilight for a few hours around local noon, just in the brightest section of the sky low in the North where the Sun is just below the horizon. At the same time of day at the South Pole itself (Amundsen–Scott South Pole Station), Rigel is only 8° above the horizon, and the Belt sweeps just along it. In the Southern Hemisphere's summer months, when Orion is normally visible in the night sky, the constellation is actually not visible in Antarctica because the Sun does not set at that time of year south of the Antarctic Circle. In countries close to the equator (e.g. Kenya, Indonesia, Colombia, Ecuador), Orion appears overhead in December around midnight and in the February evening sky. Navigational aid Orion is very useful as an aid to locating other stars. By extending the line of the Belt southeastward, Sirius (α CMa) can be found; northwestward, Aldebaran (α Tau). A line eastward across the two shoulders indicates the direction of Procyon (α CMi). A line from Rigel through Betelgeuse points to Castor and Pollux (α Gem and β Gem). Additionally, Rigel is part of the Winter Circle asterism. Sirius and Procyon, which may be located from Orion by following imaginary lines (see map), also are points in both the Winter Triangle and the Circle. Features Orion's seven brightest stars form a distinctive hourglass-shaped asterism, or pattern, in the night sky. Four stars—Rigel, Betelgeuse, Bellatrix, and Saiph—form a large roughly rectangular shape, at the center of which lie the three stars of Orion's Belt—Alnitak, Alnilam, and Mintaka. His head is marked by an additional eighth star called Meissa, which is fairly bright to the observer. Descending from the Belt is a smaller line of three stars, Orion's Sword (the middle of which is in fact not a star but the Orion Nebula), also known as the hunter's sword. Many of the stars are luminous hot blue supergiants, with the stars of the Belt and Sword forming the Orion OB1 association. Standing out by its red hue, Betelgeuse may nevertheless be a runaway member of the same group. Orion's Belt, or The Belt of Orion, is an asterism within the constellation. It consists of three bright stars: Alnitak (Zeta Orionis), Alnilam (Epsilon Orionis), and Mintaka (Delta Orionis). Alnitak is around 800 light-years away from Earth, 100,000 times more luminous than the Sun, and shines with a magnitude of 1.8; much of its radiation is in the ultraviolet range, which the human eye cannot see. Alnilam is approximately 2,000 light-years from Earth, shines with a magnitude of 1.70, and with an ultraviolet light that is 375,000 times more luminous than the Sun. Mintaka is 915 light-years away and shines with a magnitude of 2.21. It is 90,000 times more luminous than the Sun and is a double star: the two orbit each other every 5.73 days. In the Northern Hemisphere, Orion's Belt is best visible in the night sky during the month of January at around 9:00 pm, when it is approximately around the local meridian. Just southwest of Alnitak lies Sigma Orionis, a multiple star system composed of five stars that have a combined apparent magnitude of 3.7 and lying at a distance of 1150 light-years. Southwest of Mintaka lies the quadruple star Eta Orionis. Orion's Sword contains the Orion Nebula, the Messier 43 nebula, Sh 2-279 (also known as the Running Man Nebula), and the stars Theta Orionis, Iota Orionis, and 42 Orionis. Three stars comprise a small triangle that marks the head. The apex is marked by Meissa (Lambda Orionis), a hot blue giant of spectral type O8 III and apparent magnitude 3.54, which lies some 1100 light-years distant. Phi-1 and Phi-2 Orionis make up the base. Also nearby is the young star FU Orionis. Stretching north from Betelgeuse are the stars that make up Orion's club. Mu Orionis marks the elbow, Nu and Xi mark the handle of the club, and Chi1 and Chi2 mark the end of the club. Just east of Chi1 is the Mira-type variable red giant star U Orionis. West from Bellatrix lie six stars all designated Pi Orionis (π1 Ori, π2 Ori, π3 Ori, π4 Ori, π5 Ori, and π6 Ori) which make up Orion's shield. Around 20 October each year, the Orionid meteor shower (Orionids) reaches its peak. Coming from the border with the constellation Gemini, as many as 20 meteors per hour can be seen. The shower's parent body is Halley's Comet. Hanging from Orion's Belt is his sword, consisting of the multiple stars θ1 and θ2 Orionis, called the Trapezium and the Orion Nebula (M42). This is a spectacular object that can be clearly identified with the naked eye as something other than a star. Using binoculars, its clouds of nascent stars, luminous gas, and dust can be observed. The Trapezium cluster has many newborn stars, including several brown dwarfs, all of which are at an approximate distance of 1,500 light-years. Named for the four bright stars that form a trapezoid, it is largely illuminated by the brightest stars, which are only a few hundred thousand years old. Observations by the Chandra X-ray Observatory show both the extreme temperatures of the main stars—up to 60,000 kelvins—and the star forming regions still extant in the surrounding nebula. M78 (NGC 2068) is a nebula in Orion. With an overall magnitude of 8.0, it is significantly dimmer than the Great Orion Nebula that lies to its south; however, it is at approximately the same distance, at 1600 light-years from Earth. It can easily be mistaken for a comet in the eyepiece of a telescope. M78 is associated with the variable star V351 Orionis, whose magnitude changes are visible in very short periods of time. Another fairly bright nebula in Orion is NGC 1999, also close to the Great Orion Nebula. It has an integrated magnitude of 10.5 and is 1500 light-years from Earth. The variable star V380 Orionis is embedded in NGC 1999. Another famous nebula is IC 434, the Horsehead Nebula, near Alnitak (Zeta Orionis). It contains a dark dust cloud whose shape gives the nebula its name. NGC 2174 is an emission nebula located 6400 light-years from Earth. Besides these nebulae, surveying Orion with a small telescope will reveal a wealth of interesting deep-sky objects, including M43, M78, and multiple stars including Iota Orionis and Sigma Orionis. A larger telescope may reveal objects such as the Flame Nebula (NGC 2024), as well as fainter and tighter multiple stars and nebulae. Barnard's Loop can be seen on very dark nights or using long-exposure photography. All of these nebulae are part of the larger Orion molecular cloud complex, which is located approximately 1,500 light-years away and is hundreds of light-years across. Due to its proximity, it is one of the most intense regions of stellar formation visible from Earth. The Orion molecular cloud complex forms the eastern part of an even larger structure, the Orion–Eridanus Superbubble, which is visible in X-rays and in hydrogen emissions. History and mythology The distinctive pattern of Orion is recognized in numerous cultures around the world, and many myths are associated with it. Orion is used as a symbol in the modern world. In Siberia, the Chukchi people see Orion as a hunter; an arrow he has shot is represented by Aldebaran (Alpha Tauri), with the same figure as other Western depictions. In Greek mythology, Orion was a gigantic, supernaturally strong hunter, born to Euryale, a Gorgon, and Poseidon (Neptune), god of the sea. One myth recounts Gaia's rage at Orion, who dared to say that he would kill every animal on Earth. The angry goddess tried to dispatch Orion with a scorpion. This is given as the reason that the constellations of Scorpius and Orion are never in the sky at the same time. However, Ophiuchus, the Serpent Bearer, revived Orion with an antidote. This is said to be the reason that the constellation of Ophiuchus stands midway between the Scorpion and the Hunter in the sky. The constellation is mentioned in Horace's Odes (Ode 3.27.18), Homer's Odyssey (Book 5, line 283) and Iliad, and Virgil's Aeneid (Book 1, line 535). In old Hungarian tradition, Orion is known as "Archer" (Íjász), or "Reaper" (Kaszás). In recently rediscovered myths, he is called Nimrod (Hungarian: Nimród), the greatest hunter, father of the twins Hunor and Magor. The π and o stars (on upper right) form together the reflex bow or the lifted scythe. In other Hungarian traditions, Orion's Belt is known as "Judge's stick" (Bírópálca). In Ireland and Scotland, Orion was called An Bodach, a figure from Irish folklore whose name literally means "the one with a penis [bod]" and was the husband of the Cailleach (hag). In Scandinavian tradition, Orion's Belt was known as "Frigg's Distaff" (friggerock) or "Freyja's distaff". The Finns call Orion's Belt and the stars below it "Väinämöinen's scythe" (Väinämöisen viikate). Another name for the asterism of Alnilam, Alnitak, and Mintaka is "Väinämöinen's Belt" (Väinämöisen vyö) and the stars "hanging" from the Belt as "Kaleva's sword" (Kalevanmiekka). There are claims in popular media that the Adorant from the Geißenklösterle cave, an ivory carving estimated to be 35,000 to 40,000 years old, is the first known depiction of the constellation. Scholars dismiss such interpretations, saying that perceived details such as a belt and sword derive from preexisting features in the grain structure of the ivory. The Babylonian star catalogues of the Late Bronze Age name Orion MULSIPA.ZI.AN.NA,[note 1] "The Heavenly Shepherd" or "True Shepherd of Anu" – Anu being the chief god of the heavenly realms. The Babylonian constellation is sacred to Papshukal and Ninshubur, both minor gods fulfilling the role of "messenger to the gods". Papshukal is closely associated with the figure of a walking bird on Babylonian boundary stones, and on the star map the figure of the Rooster is located below and behind the figure of the True Shepherd—both constellations represent the herald of the gods, in his bird and human forms respectively. In ancient Egypt, the stars of Orion were regarded as a god, called Sah. Because Orion rises before Sirius, the star whose heliacal rising was the basis for the Solar Egyptian calendar, Sah was closely linked with Sopdet, the goddess who personified Sirius. The god Sopdu is said to be the son of Sah and Sopdet. Sah is syncretized with Osiris, while Sopdet is syncretized with Osiris' mythological wife, Isis. In the Pyramid Texts, from the 24th and 23rd centuries BC, Sah is one of many gods whose form the dead pharaoh is said to take in the afterlife. The Armenians identified their legendary patriarch and founder Hayk with Orion. Hayk is also the name of the Orion constellation in the Armenian translation of the Bible. The Bible mentions Orion three times, naming it "Kesil" (כסיל, literally – fool). Though, this name perhaps is etymologically connected with "Kislev", the name for the ninth month of the Hebrew calendar (i.e. November–December), which, in turn, may derive from the Hebrew root K-S-L as in the words "kesel, kisla" (כֵּסֶל, כִּסְלָה, hope, positiveness), i.e. hope for winter rains.: Job 9:9 ("He is the maker of the Bear and Orion"), Job 38:31 ("Can you loosen Orion's belt?"), and Amos 5:8 ("He who made the Pleiades and Orion"). In ancient Aram, the constellation was known as Nephîlā′, the Nephilim are said to be Orion's descendants. In medieval Muslim astronomy, Orion was known as al-jabbar, "the giant". Orion's sixth brightest star, Saiph, is named from the Arabic, saif al-jabbar, meaning "sword of the giant". In China, Orion was one of the 28 lunar mansions Sieu (Xiù) (宿). It is known as Shen (參), literally meaning "three", for the stars of Orion's Belt. The Chinese character 參 (pinyin shēn) originally meant the constellation Orion (Chinese: 參宿; pinyin: shēnxiù); its Shang dynasty version, over three millennia old, contains at the top a representation of the three stars of Orion's Belt atop a man's head (the bottom portion representing the sound of the word was added later). The Rigveda refers to the constellation as Mriga (the Deer). Nataraja, "the cosmic dancer", is often interpreted as the representation of Orion. Rudra, the Rigvedic form of Shiva, is the presiding deity of Ardra nakshatra (Betelgeuse) of Hindu astrology. The Jain Symbol carved in the Udayagiri and Khandagiri Caves, India in 1st century BCE has a striking resemblance with Orion. Bugis sailors identified the three stars in Orion's Belt as tanra tellué, meaning "sign of three". The Seri people of northwestern Mexico call the three stars in Orion's Belt Hapj (a name denoting a hunter) which consists of three stars: Hap (mule deer), Haamoja (pronghorn), and Mojet (bighorn sheep). Hap is in the middle and has been shot by the hunter; its blood has dripped onto Tiburón Island. The same three stars are known in Spain and most of Latin America as "Las tres Marías" (Spanish for "The Three Marys"). In Puerto Rico, the three stars are known as the "Los Tres Reyes Magos" (Spanish for The Three Wise Men). The Ojibwa/Chippewa Native Americans call this constellation Mesabi for Big Man. To the Lakota Native Americans, Tayamnicankhu (Orion's Belt) is the spine of a bison. The great rectangle of Orion is the bison's ribs; the Pleiades star cluster in nearby Taurus is the bison's head; and Sirius in Canis Major, known as Tayamnisinte, is its tail. Another Lakota myth mentions that the bottom half of Orion, the Constellation of the Hand, represented the arm of a chief that was ripped off by the Thunder People as a punishment from the gods for his selfishness. His daughter offered to marry the person who can retrieve his arm from the sky, so the young warrior Fallen Star (whose father was a star and whose mother was human) returned his arm and married his daughter, symbolizing harmony between the gods and humanity with the help of the younger generation. The index finger is represented by Rigel; the Orion Nebula is the thumb; the Belt of Orion is the wrist; and the star Beta Eridani is the pinky finger. The seven primary stars of Orion make up the Polynesian constellation Heiheionakeiki which represents a child's string figure similar to a cat's cradle. Several precolonial Filipinos referred to the belt region in particular as "balatik" (ballista) as it resembles a trap of the same name which fires arrows by itself and is usually used for catching pigs from the bush. Spanish colonization later led to some ethnic groups referring to Orion's Belt as "Tres Marias" or "Tatlong Maria." In Māori tradition, the star Rigel (known as Puanga or Puaka) is closely connected with the celebration of Matariki. The rising of Matariki (the Pleiades) and Rigel before sunrise in midwinter marks the start of the Māori year. In Javanese culture, the constellation is often called Lintang Waluku or Bintang Bajak, referring to the shape of a paddy field plow. The imagery of the Belt and Sword has found its way into popular Western culture, for example in the form of the shoulder insignia of the 27th Infantry Division of the United States Army during both World Wars, probably owing to a pun on the name of the division's first commander, Major General John F. O'Ryan. The film distribution company Orion Pictures used the constellation as its logo. In artistic renderings, the surrounding constellations are sometimes related to Orion: he is depicted standing next to the river Eridanus with his two hunting dogs Canis Major and Canis Minor, fighting Taurus. He is sometimes depicted hunting Lepus the hare. He sometimes is depicted to have a lion's hide in his hand. There are alternative ways to visualise Orion. From the Southern Hemisphere, Orion is oriented south-upward, and the Belt and Sword are sometimes called the saucepan or pot in Australia and New Zealand. Orion's Belt is called Drie Konings (Three Kings) or the Drie Susters (Three Sisters) by Afrikaans speakers in South Africa and are referred to as les Trois Rois (the Three Kings) in Daudet's Lettres de Mon Moulin (1866). The appellation Driekoningen (the Three Kings) is also often found in 17th and 18th-century Dutch star charts and seaman's guides. The same three stars are known in Spain, Latin America, and the Philippines as "Las Tres Marías" (The Three Marys), and as "Los Tres Reyes Magos" (The Three Wise Men) in Puerto Rico. Even traditional depictions of Orion have varied greatly. Cicero drew Orion in a similar fashion to the modern depiction. The Hunter held an unidentified animal skin aloft in his right hand; his hand was represented by Omicron2 Orionis and the skin was represented by the five stars designated Pi Orionis. Saiph and Rigel represented his left and right knees, while Eta Orionis and Lambda Leporis were his left and right feet, respectively. As in the modern depiction, Mintaka, Alnilam, and Alnitak represented his Belt. His left shoulder was represented by Betelgeuse, and Mu Orionis made up his left arm. Meissa was his head, and Bellatrix his right shoulder. The depiction of Hyginus was similar to that of Cicero, though the two differed in a few important areas. Cicero's animal skin became Hyginus's shield (Omicron and Pi Orionis), and instead of an arm marked out by Mu Orionis, he holds a club (Chi Orionis). His right leg is represented by Theta Orionis and his left leg is represented by Lambda, Mu, and Epsilon Leporis. Further Western European and Arabic depictions have followed these two models. Future Orion is located on the celestial equator, but it will not always be so located due to the effects of precession of the Earth's axis. Orion lies well south of the ecliptic, and it only happens to lie on the celestial equator because the point on the ecliptic that corresponds to the June solstice is close to the border of Gemini and Taurus, to the north of Orion. Precession will eventually carry Orion further south, and by AD 14000, Orion will be far enough south that it will no longer be visible from the latitude of Great Britain. Further in the future, Orion's stars will gradually move away from the constellation due to proper motion. However, Orion's brightest stars all lie at a large distance from Earth on an astronomical scale—much farther away than Sirius, for example. Orion will still be recognizable long after most of the other constellations—composed of relatively nearby stars—have distorted into new configurations, with the exception of a few of its stars eventually exploding as supernovae, for example Betelgeuse, which is predicted to explode sometime in the next million years. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Animal#cite_note-47] | [TOKENS: 6011]
Contents Animal Animals are multicellular, eukaryotic organisms belonging to the biological kingdom Animalia (/ˌænɪˈmeɪliə/). With few exceptions, animals consume organic material, breathe oxygen, have myocytes and are able to move, can reproduce sexually, and grow from a hollow sphere of cells, the blastula, during embryonic development. Animals form a clade, meaning that they arose from a single common ancestor. Over 1.5 million living animal species have been described, of which around 1.05 million are insects, over 85,000 are molluscs, and around 65,000 are vertebrates. It has been estimated there are as many as 7.77 million animal species on Earth. Animal body lengths range from 8.5 μm (0.00033 in) to 33.6 m (110 ft). They have complex ecologies and interactions with each other and their environments, forming intricate food webs. The scientific study of animals is known as zoology, and the study of animal behaviour is known as ethology. The animal kingdom is divided into five major clades, namely Porifera, Ctenophora, Placozoa, Cnidaria and Bilateria. Most living animal species belong to the clade Bilateria, a highly proliferative clade whose members have a bilaterally symmetric and significantly cephalised body plan, and the vast majority of bilaterians belong to two large clades: the protostomes, which includes organisms such as arthropods, molluscs, flatworms, annelids and nematodes; and the deuterostomes, which include echinoderms, hemichordates and chordates, the latter of which contains the vertebrates. The much smaller basal phylum Xenacoelomorpha have an uncertain position within Bilateria. Animals first appeared in the fossil record in the late Cryogenian period and diversified in the subsequent Ediacaran period in what is known as the Avalon explosion. Nearly all modern animal phyla first appeared in the fossil record as marine species during the Cambrian explosion, which began around 539 million years ago (Mya), and most classes during the Ordovician radiation 485.4 Mya. Common to all living animals, 6,331 groups of genes have been identified that may have arisen from a single common ancestor that lived about 650 Mya during the Cryogenian period. Historically, Aristotle divided animals into those with blood and those without. Carl Linnaeus created the first hierarchical biological classification for animals in 1758 with his Systema Naturae, which Jean-Baptiste Lamarck expanded into 14 phyla by 1809. In 1874, Ernst Haeckel divided the animal kingdom into the multicellular Metazoa (now synonymous with Animalia) and the Protozoa, single-celled organisms no longer considered animals. In modern times, the biological classification of animals relies on advanced techniques, such as molecular phylogenetics, which are effective at demonstrating the evolutionary relationships between taxa. Humans make use of many other animal species for food (including meat, eggs, and dairy products), for materials (such as leather, fur, and wool), as pets and as working animals for transportation, and services. Dogs, the first domesticated animal, have been used in hunting, in security and in warfare, as have horses, pigeons and birds of prey; while other terrestrial and aquatic animals are hunted for sports, trophies or profits. Non-human animals are also an important cultural element of human evolution, having appeared in cave arts and totems since the earliest times, and are frequently featured in mythology, religion, arts, literature, heraldry, politics, and sports. Etymology The word animal comes from the Latin noun animal of the same meaning, which is itself derived from Latin animalis 'having breath or soul'. The biological definition includes all members of the kingdom Animalia. In colloquial usage, the term animal is often used to refer only to nonhuman animals. The term metazoa is derived from Ancient Greek μετα meta 'after' (in biology, the prefix meta- stands for 'later') and ζῷᾰ zōia 'animals', plural of ζῷον zōion 'animal'. A metazoan is any member of the group Metazoa. Characteristics Animals have several characteristics that they share with other living things. Animals are eukaryotic, multicellular, and aerobic, as are plants and fungi. Unlike plants and algae, which produce their own food, animals cannot produce their own food, a feature they share with fungi. Animals ingest organic material and digest it internally. Animals have structural characteristics that set them apart from all other living things: Typically, there is an internal digestive chamber with either one opening (in Ctenophora, Cnidaria, and flatworms) or two openings (in most bilaterians). Animal development is controlled by Hox genes, which signal the times and places to develop structures such as body segments and limbs. During development, the animal extracellular matrix forms a relatively flexible framework upon which cells can move about and be reorganised into specialised tissues and organs, making the formation of complex structures possible, and allowing cells to be differentiated. The extracellular matrix may be calcified, forming structures such as shells, bones, and spicules. In contrast, the cells of other multicellular organisms (primarily algae, plants, and fungi) are held in place by cell walls, and so develop by progressive growth. Nearly all animals make use of some form of sexual reproduction. They produce haploid gametes by meiosis; the smaller, motile gametes are spermatozoa and the larger, non-motile gametes are ova. These fuse to form zygotes, which develop via mitosis into a hollow sphere, called a blastula. In sponges, blastula larvae swim to a new location, attach to the seabed, and develop into a new sponge. In most other groups, the blastula undergoes more complicated rearrangement. It first invaginates to form a gastrula with a digestive chamber and two separate germ layers, an external ectoderm and an internal endoderm. In most cases, a third germ layer, the mesoderm, also develops between them. These germ layers then differentiate to form tissues and organs. Repeated instances of mating with a close relative during sexual reproduction generally leads to inbreeding depression within a population due to the increased prevalence of harmful recessive traits. Animals have evolved numerous mechanisms for avoiding close inbreeding. Some animals are capable of asexual reproduction, which often results in a genetic clone of the parent. This may take place through fragmentation; budding, such as in Hydra and other cnidarians; or parthenogenesis, where fertile eggs are produced without mating, such as in aphids. Ecology Animals are categorised into ecological groups depending on their trophic levels and how they consume organic material. Such groupings include carnivores (further divided into subcategories such as piscivores, insectivores, ovivores, etc.), herbivores (subcategorised into folivores, graminivores, frugivores, granivores, nectarivores, algivores, etc.), omnivores, fungivores, scavengers/detritivores, and parasites. Interactions between animals of each biome form complex food webs within that ecosystem. In carnivorous or omnivorous species, predation is a consumer–resource interaction where the predator feeds on another organism, its prey, who often evolves anti-predator adaptations to avoid being fed upon. Selective pressures imposed on one another lead to an evolutionary arms race between predator and prey, resulting in various antagonistic/competitive coevolutions. Almost all multicellular predators are animals. Some consumers use multiple methods; for example, in parasitoid wasps, the larvae feed on the hosts' living tissues, killing them in the process, but the adults primarily consume nectar from flowers. Other animals may have very specific feeding behaviours, such as hawksbill sea turtles which mainly eat sponges. Most animals rely on biomass and bioenergy produced by plants and phytoplanktons (collectively called producers) through photosynthesis. Herbivores, as primary consumers, eat the plant material directly to digest and absorb the nutrients, while carnivores and other animals on higher trophic levels indirectly acquire the nutrients by eating the herbivores or other animals that have eaten the herbivores. Animals oxidise carbohydrates, lipids, proteins and other biomolecules in cellular respiration, which allows the animal to grow and to sustain basal metabolism and fuel other biological processes such as locomotion. Some benthic animals living close to hydrothermal vents and cold seeps on the dark sea floor consume organic matter produced through chemosynthesis (via oxidising inorganic compounds such as hydrogen sulfide) by archaea and bacteria. Animals originated in the ocean; all extant animal phyla, except for Micrognathozoa and Onychophora, feature at least some marine species. However, several lineages of arthropods begun to colonise land around the same time as land plants, probably between 510 and 471 million years ago, during the Late Cambrian or Early Ordovician. Vertebrates such as the lobe-finned fish Tiktaalik started to move on to land in the late Devonian, about 375 million years ago. Other notable animal groups that colonized land environments are Mollusca, Platyhelmintha, Annelida, Tardigrada, Onychophora, Rotifera, Nematoda. Animals occupy virtually all of earth's habitats and microhabitats, with faunas adapted to salt water, hydrothermal vents, fresh water, hot springs, swamps, forests, pastures, deserts, air, and the interiors of other organisms. Animals are however not particularly heat tolerant; very few of them can survive at constant temperatures above 50 °C (122 °F) or in the most extreme cold deserts of continental Antarctica. The collective global geomorphic influence of animals on the processes shaping the Earth's surface remains largely understudied, with most studies limited to individual species and well-known exemplars. Diversity The blue whale (Balaenoptera musculus) is the largest animal that has ever lived, weighing up to 190 tonnes and measuring up to 33.6 metres (110 ft) long. The largest extant terrestrial animal is the African bush elephant (Loxodonta africana), weighing up to 12.25 tonnes and measuring up to 10.67 metres (35.0 ft) long. The largest terrestrial animals that ever lived were titanosaur sauropod dinosaurs such as Argentinosaurus, which may have weighed as much as 73 tonnes, and Supersaurus which may have reached 39 metres. Several animals are microscopic; some Myxozoa (obligate parasites within the Cnidaria) never grow larger than 20 μm, and one of the smallest species (Myxobolus shekel) is no more than 8.5 μm when fully grown. The following table lists estimated numbers of described extant species for the major animal phyla, along with their principal habitats (terrestrial, fresh water, and marine), and free-living or parasitic ways of life. Species estimates shown here are based on numbers described scientifically; much larger estimates have been calculated based on various means of prediction, and these can vary wildly. For instance, around 25,000–27,000 species of nematodes have been described, while published estimates of the total number of nematode species include 10,000–20,000; 500,000; 10 million; and 100 million. Using patterns within the taxonomic hierarchy, the total number of animal species—including those not yet described—was calculated to be about 7.77 million in 2011.[a] 3,000–6,500 4,000–25,000 Evolutionary origin Evidence of animals is found as long ago as the Cryogenian period. 24-Isopropylcholestane (24-ipc) has been found in rocks from roughly 650 million years ago; it is only produced by sponges and pelagophyte algae. Its likely origin is from sponges based on molecular clock estimates for the origin of 24-ipc production in both groups. Analyses of pelagophyte algae consistently recover a Phanerozoic origin, while analyses of sponges recover a Neoproterozoic origin, consistent with the appearance of 24-ipc in the fossil record. The first body fossils of animals appear in the Ediacaran, represented by forms such as Charnia and Spriggina. It had long been doubted whether these fossils truly represented animals, but the discovery of the animal lipid cholesterol in fossils of Dickinsonia establishes their nature. Animals are thought to have originated under low-oxygen conditions, suggesting that they were capable of living entirely by anaerobic respiration, but as they became specialised for aerobic metabolism they became fully dependent on oxygen in their environments. Many animal phyla first appear in the fossil record during the Cambrian explosion, starting about 539 million years ago, in beds such as the Burgess Shale. Extant phyla in these rocks include molluscs, brachiopods, onychophorans, tardigrades, arthropods, echinoderms and hemichordates, along with numerous now-extinct forms such as the predatory Anomalocaris. The apparent suddenness of the event may however be an artefact of the fossil record, rather than showing that all these animals appeared simultaneously. That view is supported by the discovery of Auroralumina attenboroughii, the earliest known Ediacaran crown-group cnidarian (557–562 mya, some 20 million years before the Cambrian explosion) from Charnwood Forest, England. It is thought to be one of the earliest predators, catching small prey with its nematocysts as modern cnidarians do. Some palaeontologists have suggested that animals appeared much earlier than the Cambrian explosion, possibly as early as 1 billion years ago. Early fossils that might represent animals appear for example in the 665-million-year-old rocks of the Trezona Formation of South Australia. These fossils are interpreted as most probably being early sponges. Trace fossils such as tracks and burrows found in the Tonian period (from 1 gya) may indicate the presence of triploblastic worm-like animals, roughly as large (about 5 mm wide) and complex as earthworms. However, similar tracks are produced by the giant single-celled protist Gromia sphaerica, so the Tonian trace fossils may not indicate early animal evolution. Around the same time, the layered mats of microorganisms called stromatolites decreased in diversity, perhaps due to grazing by newly evolved animals. Objects such as sediment-filled tubes that resemble trace fossils of the burrows of wormlike animals have been found in 1.2 gya rocks in North America, in 1.5 gya rocks in Australia and North America, and in 1.7 gya rocks in Australia. Their interpretation as having an animal origin is disputed, as they might be water-escape or other structures. Phylogeny Animals are monophyletic, meaning they are derived from a common ancestor. Animals are the sister group to the choanoflagellates, with which they form the Choanozoa. Ros-Rocher and colleagues (2021) trace the origins of animals to unicellular ancestors, providing the external phylogeny shown in the cladogram. Uncertainty of relationships is indicated with dashed lines. The animal clade had certainly originated by 650 mya, and may have come into being as much as 800 mya, based on molecular clock evidence for different phyla. Holomycota (inc. fungi) Ichthyosporea Pluriformea Filasterea The relationships at the base of the animal tree have been debated. Other than Ctenophora, the Bilateria and Cnidaria are the only groups with symmetry, and other evidence shows they are closely related. In addition to sponges, Placozoa has no symmetry and was often considered a "missing link" between protists and multicellular animals. The presence of hox genes in Placozoa shows that they were once more complex. The Porifera (sponges) have long been assumed to be sister to the rest of the animals, but there is evidence that the Ctenophora may be in that position. Molecular phylogenetics has supported both the sponge-sister and ctenophore-sister hypotheses. In 2017, Roberto Feuda and colleagues, using amino acid differences, presented both, with the following cladogram for the sponge-sister view that they supported (their ctenophore-sister tree simply interchanging the places of ctenophores and sponges): Porifera Ctenophora Placozoa Cnidaria Bilateria Conversely, a 2023 study by Darrin Schultz and colleagues uses ancient gene linkages to construct the following ctenophore-sister phylogeny: Ctenophora Porifera Placozoa Cnidaria Bilateria Sponges are physically very distinct from other animals, and were long thought to have diverged first, representing the oldest animal phylum and forming a sister clade to all other animals. Despite their morphological dissimilarity with all other animals, genetic evidence suggests sponges may be more closely related to other animals than the comb jellies are. Sponges lack the complex organisation found in most other animal phyla; their cells are differentiated, but in most cases not organised into distinct tissues, unlike all other animals. They typically feed by drawing in water through pores, filtering out small particles of food. The Ctenophora and Cnidaria are radially symmetric and have digestive chambers with a single opening, which serves as both mouth and anus. Animals in both phyla have distinct tissues, but these are not organised into discrete organs. They are diploblastic, having only two main germ layers, ectoderm and endoderm. The tiny placozoans have no permanent digestive chamber and no symmetry; they superficially resemble amoebae. Their phylogeny is poorly defined, and under active research. The remaining animals, the great majority—comprising some 29 phyla and over a million species—form the Bilateria clade, which have a bilaterally symmetric body plan. The Bilateria are triploblastic, with three well-developed germ layers, and their tissues form distinct organs. The digestive chamber has two openings, a mouth and an anus, and in the Nephrozoa there is an internal body cavity, a coelom or pseudocoelom. These animals have a head end (anterior) and a tail end (posterior), a back (dorsal) surface and a belly (ventral) surface, and a left and a right side. A modern consensus phylogenetic tree for the Bilateria is shown below. Xenacoelomorpha Ambulacraria Chordata Ecdysozoa Spiralia Having a front end means that this part of the body encounters stimuli, such as food, favouring cephalisation, the development of a head with sense organs and a mouth. Many bilaterians have a combination of circular muscles that constrict the body, making it longer, and an opposing set of longitudinal muscles, that shorten the body; these enable soft-bodied animals with a hydrostatic skeleton to move by peristalsis. They also have a gut that extends through the basically cylindrical body from mouth to anus. Many bilaterian phyla have primary larvae which swim with cilia and have an apical organ containing sensory cells. However, over evolutionary time, descendant spaces have evolved which have lost one or more of each of these characteristics. For example, adult echinoderms are radially symmetric (unlike their larvae), while some parasitic worms have extremely simplified body structures. Genetic studies have considerably changed zoologists' understanding of the relationships within the Bilateria. Most appear to belong to two major lineages, the protostomes and the deuterostomes. It is often suggested that the basalmost bilaterians are the Xenacoelomorpha, with all other bilaterians belonging to the subclade Nephrozoa. However, this suggestion has been contested, with other studies finding that xenacoelomorphs are more closely related to Ambulacraria than to other bilaterians. Protostomes and deuterostomes differ in several ways. Early in development, deuterostome embryos undergo radial cleavage during cell division, while many protostomes (the Spiralia) undergo spiral cleavage. Animals from both groups possess a complete digestive tract, but in protostomes the first opening of the embryonic gut develops into the mouth, and the anus forms secondarily. In deuterostomes, the anus forms first while the mouth develops secondarily. Most protostomes have schizocoelous development, where cells simply fill in the interior of the gastrula to form the mesoderm. In deuterostomes, the mesoderm forms by enterocoelic pouching, through invagination of the endoderm. The main deuterostome taxa are the Ambulacraria and the Chordata. Ambulacraria are exclusively marine and include acorn worms, starfish, sea urchins, and sea cucumbers. The chordates are dominated by the vertebrates (animals with backbones), which consist of fishes, amphibians, reptiles, birds, and mammals. The protostomes include the Ecdysozoa, named after their shared trait of ecdysis, growth by moulting, Among the largest ecdysozoan phyla are the arthropods and the nematodes. The rest of the protostomes are in the Spiralia, named for their pattern of developing by spiral cleavage in the early embryo. Major spiralian phyla include the annelids and molluscs. History of classification In the classical era, Aristotle divided animals,[d] based on his own observations, into those with blood (roughly, the vertebrates) and those without. The animals were then arranged on a scale from man (with blood, two legs, rational soul) down through the live-bearing tetrapods (with blood, four legs, sensitive soul) and other groups such as crustaceans (no blood, many legs, sensitive soul) down to spontaneously generating creatures like sponges (no blood, no legs, vegetable soul). Aristotle was uncertain whether sponges were animals, which in his system ought to have sensation, appetite, and locomotion, or plants, which did not: he knew that sponges could sense touch and would contract if about to be pulled off their rocks, but that they were rooted like plants and never moved about. In 1758, Carl Linnaeus created the first hierarchical classification in his Systema Naturae. In his original scheme, the animals were one of three kingdoms, divided into the classes of Vermes, Insecta, Pisces, Amphibia, Aves, and Mammalia. Since then, the last four have all been subsumed into a single phylum, the Chordata, while his Insecta (which included the crustaceans and arachnids) and Vermes have been renamed or broken up. The process was begun in 1793 by Jean-Baptiste de Lamarck, who called the Vermes une espèce de chaos ('a chaotic mess')[e] and split the group into three new phyla: worms, echinoderms, and polyps (which contained corals and jellyfish). By 1809, in his Philosophie Zoologique, Lamarck had created nine phyla apart from vertebrates (where he still had four phyla: mammals, birds, reptiles, and fish) and molluscs, namely cirripedes, annelids, crustaceans, arachnids, insects, worms, radiates, polyps, and infusorians. In his 1817 Le Règne Animal, Georges Cuvier used comparative anatomy to group the animals into four embranchements ('branches' with different body plans, roughly corresponding to phyla), namely vertebrates, molluscs, articulated animals (arthropods and annelids), and zoophytes (radiata) (echinoderms, cnidaria and other forms). This division into four was followed by the embryologist Karl Ernst von Baer in 1828, the zoologist Louis Agassiz in 1857, and the comparative anatomist Richard Owen in 1860. In 1874, Ernst Haeckel divided the animal kingdom into two subkingdoms: Metazoa (multicellular animals, with five phyla: coelenterates, echinoderms, articulates, molluscs, and vertebrates) and Protozoa (single-celled animals), including a sixth animal phylum, sponges. The protozoa were later moved to the former kingdom Protista, leaving only the Metazoa as a synonym of Animalia. In human culture The human population exploits a large number of other animal species for food, both of domesticated livestock species in animal husbandry and, mainly at sea, by hunting wild species. Marine fish of many species are caught commercially for food. A smaller number of species are farmed commercially. Humans and their livestock make up more than 90% of the biomass of all terrestrial vertebrates, and almost as much as all insects combined. Invertebrates including cephalopods, crustaceans, insects—principally bees and silkworms—and bivalve or gastropod molluscs are hunted or farmed for food, fibres. Chickens, cattle, sheep, pigs, and other animals are raised as livestock for meat across the world. Animal fibres such as wool and silk are used to make textiles, while animal sinews have been used as lashings and bindings, and leather is widely used to make shoes and other items. Animals have been hunted and farmed for their fur to make items such as coats and hats. Dyestuffs including carmine (cochineal), shellac, and kermes have been made from the bodies of insects. Working animals including cattle and horses have been used for work and transport from the first days of agriculture. Animals such as the fruit fly Drosophila melanogaster serve a major role in science as experimental models. Animals have been used to create vaccines since their discovery in the 18th century. Some medicines such as the cancer drug trabectedin are based on toxins or other molecules of animal origin. People have used hunting dogs to help chase down and retrieve animals, and birds of prey to catch birds and mammals, while tethered cormorants have been used to catch fish. Poison dart frogs have been used to poison the tips of blowpipe darts. A wide variety of animals are kept as pets, from invertebrates such as tarantulas, octopuses, and praying mantises, reptiles such as snakes and chameleons, and birds including canaries, parakeets, and parrots all finding a place. However, the most kept pet species are mammals, namely dogs, cats, and rabbits. There is a tension between the role of animals as companions to humans, and their existence as individuals with rights of their own. A wide variety of terrestrial and aquatic animals are hunted for sport. The signs of the Western and Chinese zodiacs are based on animals. In China and Japan, the butterfly has been seen as the personification of a person's soul, and in classical representation the butterfly is also the symbol of the soul. Animals have been the subjects of art from the earliest times, both historical, as in ancient Egypt, and prehistoric, as in the cave paintings at Lascaux. Major animal paintings include Albrecht Dürer's 1515 The Rhinoceros, and George Stubbs's c. 1762 horse portrait Whistlejacket. Insects, birds and mammals play roles in literature and film, such as in giant bug movies. Animals including insects and mammals feature in mythology and religion. The scarab beetle was sacred in ancient Egypt, and the cow is sacred in Hinduism. Among other mammals, deer, horses, lions, bats, bears, and wolves are the subjects of myths and worship. See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Grey_alien#cite_ref-DenofGeek_3-0] | [TOKENS: 2835]
Contents Grey alien Grey aliens, also referred to as Zeta Reticulans, Roswell Greys, or simply, Greys,[a] are purported extraterrestrial beings. They are frequently featured in claims of close encounter and alien abduction. Greys are typically described as having small, humanoid bodies, smooth, grey skin, disproportionately large, hairless heads, and large, black, almond-shaped eyes. The 1961 Barney and Betty Hill abduction claim was key to the popularization of Grey aliens. Precursor figures have been described in science fiction and similar descriptions appeared in later accounts of the 1947 Roswell UFO incident and early accounts of the 1948 Aztec UFO hoax. The Grey alien is cited an archetypal image of an intelligent non-human creature and extraterrestrial life in general, as well as an iconic trope of popular culture in the age of space exploration. Description Greys are typically depicted as grey-skinned, diminutive humanoid beings that possess reduced forms of, or completely lack, external human body parts such as noses, ears, or sex organs. Their bodies are usually depicted as being elongated, having a small chest, and lacking in muscular definition and visible skeletal structure. Their legs are depicted as being shorter and jointed differently from humans with limbs proportionally different from a human. Greys are depicted as having unusually large heads in proportion to their bodies, and as having no hair, no noticeable outer ears or noses, and small orifices for ears, nostrils, and mouths. In drawings, Greys are almost always shown with very large, opaque, black eyes, without eye whites. They are frequently described as shorter than average adult humans. The association between Grey aliens and Zeta Reticuli originated with the interpretation of a map drawn by Betty Hill by a school-teacher named Marjorie Fish sometime in 1969. Betty Hill, under hypnosis, had claimed to have been shown a map that displayed the aliens' home system and nearby stars. Upon learning of this, Fish attempted to create a model from a drawing produced by Hill, eventually determining that the stars marked as the aliens' home were Zeta Reticuli, a binary star system. History In literature, descriptions of beings similar to Grey aliens predate claims of supposed encounters with them. In 1893, H. G. Wells presented a description of humanity's future appearance in the article "The Man of the Year Million", describing humans as having no mouths, noses, or hair, and with large heads. In 1895, Wells also depicted the Eloi, a successor species to humanity, in similar terms in the novel The Time Machine. Both share many characteristics with future perceptions of Greys. As early as 1917, the occultist Aleister Crowley described a meeting with a "preternatural entity" named Lam that was similar in appearance to a modern Grey. Crowley claimed to have contacted Lam through a process called the "Amalantrah Workings," which he believed allowed humans to contact beings from outer space and across dimensions. Other occultists and ufologists, many of whom have retroactively linked Lam to later Grey encounters, have since described their own visitations from him, with one describing the being as a "cold, computer-like intelligence," and utterly beyond human comprehension. ...the creatures did not resemble any race of humans. They were short, shorter than the average Japanese, and their heads were big and bald, with strong, square foreheads, and very small noses and mouths, and weak chins. What was most extraordinary about them were the eyes—large, dark, gleaming, with a sharp gaze. They wore clothes made of soft grey fabric, and their limbs seemed to be similar to those of humans. In 1933, the Swedish novelist Gustav Sandgren, using the pen name Gabriel Linde, published a science fiction novel called Den okända faran (The Unknown Danger), in which he describes a race of extraterrestrials who wore clothes made of soft grey fabric and were short, with big bald heads, and large, dark, gleaming eyes. The novel, aimed at young readers, included illustrations of the imagined aliens. This description would become the template upon which the popular image of grey aliens is based. The conception remained a niche one until 1965, when newspaper reports of the Betty and Barney Hill abduction made the archetype famous. The alleged abductees, Betty and Barney Hill, claimed that in 1961, humanoid alien beings with greyish skin had abducted them and taken them to a flying saucer. In his 1990 article "Entirely Unpredisposed", Martin Kottmeyer suggested that Barney's memories revealed under hypnosis might have been influenced by an episode of the science-fiction television show The Outer Limits titled "The Bellero Shield", which was broadcast 12 days before Barney's first hypnotic session. The episode featured an extraterrestrial with large eyes, who says, "In all the universes, in all the unities beyond the universes, all who have eyes have eyes that speak." The report from the regression featured a scenario that was in some respects similar to the television show. In part, Kottmeyer wrote: Wraparound eyes are an extreme rarity in science fiction films. I know of only one instance. They appeared on the alien of an episode of an old TV series The Outer Limits entitled "The Bellero Shield." A person familiar with Barney's sketch in "The Interrupted Journey" and the sketch done in collaboration with the artist David Baker will find a "frisson" of "déjà vu" creeping up his spine when seeing this episode. The resemblance is much abetted by an absence of ears, hair, and nose on both aliens. Could it be by chance? Consider this: Barney first described and drew the wraparound eyes during the hypnosis session dated 22 February 1964. "The Bellero Shield" was first broadcast on 10 February 1964. Only twelve days separate the two instances. If the identification is admitted, the commonness of wraparound eyes in the abduction literature falls to cultural forces. — Martin Kottmeyer, Entirely Unpredisposed: The Cultural Background of UFO Reports Carl Sagan echoed Kottmeyer's suspicions in his 1997 book, The Demon Haunted World: Science as a Candle in the Dark, where Invaders from Mars was cited as another potential inspiration. After the Hills' encounter, Greys would go on to become an integral part of ufology and other extraterrestrial-related folklore. This is particularly true in the case of the United States: according to journalist C. D. B. Bryan, 73% of all reported alien encounters in the United States describe Grey aliens, a significantly higher proportion than other countries.: 68 During the early 1980s, Greys were linked to the alleged crash-landing of a flying saucer in Roswell, New Mexico, in 1947. A number of publications contained statements from individuals who claimed to have seen the U.S. military handling a number of unusually proportioned, bald, child-sized beings. These individuals claimed, during and after the incident, that the beings had oversized heads and slanted eyes, but scant other distinguishable facial features. In 1987, novelist Whitley Strieber published the book Communion, which, unlike his previous works, was categorized as non-fiction, and in which he describes a number of close encounters he alleges to have experienced with Greys and other extraterrestrial beings. The book became a New York Times bestseller, and New Line Cinema released a 1989 film adaption that starred Christopher Walken as Strieber. In 1988, Christophe Dechavanne interviewed the French science-fiction writer and ufologist Jimmy Guieu on TF1's Ciel, mon mardi !. Besides mentioning Majestic 12, Guieu described the existence of what he called "the little greys", which later on became better known in French under the name: les Petits-Gris. Guieu later wrote two docudramas, using as a plot the Grey aliens / Majestic-12 conspiracy theory as described by John Lear and Milton William Cooper: the series "E.B.E." (for "Extraterrestrial Biological Entity"): E.B.E.: Alerte rouge (first part) (1990) and E.B.E.: L'entité noire d'Andamooka (second part) (1991).[citation needed] Greys have since become the subject of many conspiracy theories. Many conspiracy theorists believe that Greys represent part of a government-led disinformation or plausible deniability campaign, or that they are a product of government mind-control experiments. During the 1990s, popular culture also began to increasingly link Greys to a number of military-industrial complex and New World Order conspiracy theories. In 1995, filmmaker Ray Santilli claimed to have obtained 22 reels of 16 mm film that depicted the autopsy of a "real" Grey supposedly recovered from the site of the 1947 incident in Roswell. In 2006, though, Santilli announced that the film was not original, but was instead a "reconstruction" created after the original film was found to have degraded. He maintained that a real Grey had been found and autopsied on camera in 1947, and that the footage released to the public contained a percentage of that original footage. Analysis Greys are often involved in alien abduction claims. Among reports of alien encounters, Greys make up about 50% in Australia, 73% in the United States, 48% in continental Europe, and around 12% in the United Kingdom.: 68 These reports include two distinct groups of Greys that differ in height.: 74 Abduction claims are often described as extremely traumatic, similar to an abduction by humans or even a sexual assault in the level of trauma and distress. The emotional impact of perceived abductions can be as great as that of combat, sexual abuse, and other traumatic events. The eyes are often a focus of abduction claims, which often describe a Grey staring into the eyes of an abductee when conducting mental procedures. This staring is claimed to induce hallucinogenic states or directly provoke different emotions. Neurologist Steven Novella proposes that Grey aliens are a byproduct of the human imagination, with the Greys' most distinctive features representing everything that modern humans traditionally link with intelligence. "The aliens, however, do not just appear as humans, they appear like humans with those traits we psychologically associate with intelligence." In 2005, Frederick V. Malmstrom, writing in Skeptic magazine, Volume 11, issue 4, presents his idea that Greys are actually residual memories of early childhood development. Malmstrom reconstructs the face of a Grey through transformation of a mother's face based on our best understanding of early-childhood sensation and perception. Malmstrom's study offers another alternative to the existence of Greys, the intense instinctive response many people experience when presented an image of a Grey, and the act of regression hypnosis and recovered-memory therapy in "recovering" memories of alien abduction experiences, along with their common themes. According to biologist Jack Cohen, the typical image of a Grey, assuming that it would have evolved from a world with different environmental and ecological conditions from Earth, is too physiologically similar to a human to be credible as a representation of an alien. The interdimensional hypothesis, the cryptoterrestrial hypothesis, and the time-traveller hypothesis attempt to provide an alternative explanation to the humanoid anatomy and behavior of these alleged beings. In popular culture Depictions of Grey aliens have gone on to appear in a number of films and television shows, supplanting the previously popular little green men. As early as 1966, for example, the superhero character Ultraman was explicitly based on them, and in 1977 they were featured in Close Encounters of the Third Kind. Greys have also been worked into space opera and other interstellar settings: in Babylon 5, the Greys are referred to as the "Vree", and are depicted as being allies and trade partners of 23rd-century Earth, while in the Stargate franchise they are called the "Asgard" and depicted as ancient astronauts allied with modern-day Earth.[citation needed] South Park refers to them as "visitors". During the 1990s, plotlines wherein Greys were linked to conspiracy theories became common. A well-known example is the Fox television series The X-Files, which first aired in 1993. It combined the quest to find proof of the existence of Grey-like extraterrestrials with a number of UFO conspiracy theory subplots, to form its primary story arc. Other notable examples include the XCOM video game franchise (where they are called "Sectoids"); Dark Skies, first broadcast in 1996, which expanded upon the MJ-12 conspiracy;[citation needed] and American Dad!, which features a Grey-like alien named Roger, whose backstory draws from both the Roswell incident and Area 51 conspiracy theories. The 2011 film Paul tells the story of a Grey named Paul who attributes the Greys' frequent presence in science fiction pop culture to the US government deliberately inserting the stereotypical Grey alien image into mainstream media; this is done so that if humanity came into contact with Paul's species, no immediate shock would occur as to their appearance. Child abduction by Greys is a key plot point in the 2013 film, Dark Skies. Greys appear in Syfy's 2021 science fiction dramedy series Resident Alien. The Greys appear as the main antagonistic faction in the 2023 independent game Greyhill Incident. See also Notes References External links
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Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links
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[SOURCE: https://github.com/#hero] | [TOKENS: 508]
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. The future of building happens together Tools and trends evolve, but collaboration endures. With GitHub, developers, agents, and code come together on one platform. GitHub features Write, test, and fix code quickly with GitHub Copilot, from simple boilerplate to complex features. GitHub customers Accelerate your entire workflow From your first line of code to final deployment, GitHub provides AI and automation tools to help you build and ship better software faster. Duolingo boosts developer speed by 25% with GitHub Copilot 2025 Gartner® Magic Quadrant™ for AI Code Assistants Ship faster with secure, reliable CI/CD. Launch a full, cloud-based development environment in seconds. Manage projects and assign tasks to Copilot, all from your mobile device. Extend your stack with apps, actions, and AI models. Built-in application security where found means fixed Use AI to find and fix vulnerabilities so your team can ship more secure software faster. Security debt, solved. Leverage security campaigns and Copilot Autofix to reduce application vulnerabilities. Dependencies you can depend on. Update vulnerable dependencies with supported fixes for breaking changes. Your secrets, your business. Detect, prevent, and remediate leaked secrets across your organization. 70% MTTR reduction with Copilot Autofix 8.3M secret leaks stopped in the past 12 months with push protection Work together, achieve more From planning and discussion to code review, GitHub keeps your team’s conversation and context next to your code. Create issues and manage projects with tools that adapt to your code. Create space for open-ended conversations alongside your project. Assign initial reviews to Copilot for greater speed and quality. Become an open source partner and support the tools and libraries that power your work. From startups to enterprises, GitHub scales with teams of any size in any industry. Figma streamlines development and strengthens security Mercedes-Benz standardizes source code and automates onboarding Mercado Libre cuts coding time by 50% Millions of developers and businesses call GitHub home Whether you’re scaling your development process or just learning how to code, GitHub is where you belong. Join the world’s most widely adopted developer platform to build the technologies that shape what’s next. Site-wide Links Get tips, technical guides, and best practices. Twice a month.
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[SOURCE: https://en.wikipedia.org/wiki/Thrive_Capital] | [TOKENS: 702]
Contents Thrive Capital Thrive Capital Management, LLC, commonly Thrive Capital, is an American venture capital firm based in New York City. It focuses on software and internet investments. The firm was founded by Joshua Kushner, who is also a co-founder of Oscar Health and minority owner of the Miami Heat. History Joshua Kushner founded Thrive Capital in 2009, at 24 years old. General Catalyst co-founder Joel Cutler provided the initial $5 million in seed money for the firm in 2010 as well as introduced investors to the firm and Kushner. In 2011, the firm launched its first institutional fund, raising another $40 million from Princeton University, Wellcome Trust, Peter Thiel and other investors. General Catalyst served as the core LP yet again for this second funding round. Following the 2016 United States presidential election, Jared Kushner was appointed as Senior Advisor to the President. Jared sold his entire Thrive Capital stake to avoid conflict of interest between him and the Trump administration. In May 2021, Petershill Partners invested around $120 million in Thrive Capital for a 3% stake, which valued the firm at $3.6 billion. In September 2021, the firm registered as an investment adviser with the U.S. Securities and Exchange Commission. The firm stated as part of its regulatory filing that it planned to use some funds to investment in public companies and crypto assets. The same year, ten of Thrive's portfolio companies went public, including Affirm and Nubank. In 2022, Nitin Nohria, former dean of Harvard Business School, became the firm's first executive chairman. In 2022, Thrive invested $130 million in OpenAI at a $29 billion valuation, the only term sheet the organization received at the time. In January 2023, a group of five investors, Bob Iger, Mukesh Ambani, Henry Kravis, Xavier Niel and Jorge Paulo Lemann, acquired a 3.3% stake of Thrive Capital. This put Thrive at a $5.3 billion valuation - a 50% increase from when Goldman Sachs paid $175 million for the same stake in 2021. Thrive then raised $1.8 billion in March 2023 to invest into Stripe at a $50 billion valuation. Thrive announced in August 2024 that it raised over $5 billion for Thrive IX, its biggest-ever set of funds and among the “largest completed this year by a venture firm.” The funds will be split between a $4 billion late-stage investment fund and a $1 billion fund dedicated to early-stage ventures. The firm is noted for being an early investor in several high-profile technology platforms such as Instagram, GitHub, Spotify and Twitch, Physical Intelligence, and Anysphere. Thrive has also invested in Scale AI, A24, Stripe, Airtable, Glossier, Plaid, Anduril, Ramp, and Databricks. In November 2024, Financial Times detailed how Thrive’s strategy is “investing heavily in fewer companies [to] provide a closer relationship with founders and more visibility into companies”; the firm is able to simultaneously “remain faithful to early-stage investing” while also participating in growth and late stage investments. Funds As of 2024, Thrive has raised a total of $22.3bn, and has over $25bn under management. Notable investments References External links
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[SOURCE: https://en.wikipedia.org/wiki/Individual] | [TOKENS: 1198]
Contents Individual An individual is one that exists as a distinct entity. Individuality (or self-hood) is the state or quality of living as an individual; particularly (in the case of humans) as a person unique from other people and possessing one's own needs or goals, rights and responsibilities. The concept of an individual features in many fields, including biology, law, and philosophy. Every individual contributes significantly to the growth of a civilization. Society is a multifaceted concept that is shaped and influenced by a wide range of different things, including human behaviors, attitudes, and ideas. The culture, morals, and beliefs of others as well as the general direction and trajectory of the society can all be influenced and shaped by an individual's activities. Etymology From the 15th century and earlier (and also today within the fields of statistics and metaphysics) individual meant "indivisible", typically describing any numerically singular thing, but sometimes meaning "a person". From the 17th century on, an individual has indicated separateness, as in individualism. Biology In biology, the question of the individual is related to the definition of an organism, which is an important question in biology and the philosophy of biology, despite there having been little work devoted explicitly to this question. An individual organism is not the only kind of individual that is considered as a "unit of selection". Genes, genomes, or groups may function as individual units. Asexual reproduction occurs in some colonial organisms so that the individuals are genetically identical. Such a colony is called a genet, and an individual in such a population is referred to as a ramet. The colony, rather than the individual, functions as a unit of selection. In other colonial organisms, individuals may be closely related to one another but may differ as a result of sexual reproduction. Law Although individuality and individualism are commonly considered to mature with age/time and experience/wealth, a sane adult human being is usually considered by the state as an "individual person" in law, even if the person denies individual culpability ("I followed instructions"). An individual person is accountable for their actions/decisions/instructions, subject to prosecution in both national and international law, from the time that they have reached the age of majority, often though not always more or less coinciding with the granting of voting rights, responsibility for paying tax, military duties, and the individual right to bear arms (protected only under certain constitutions). Philosophy In Buddhism, the concept of the individual lies in anatman, or "no-self". According to anatman, the individual is really a series of interconnected processes that, working together, give the appearance of being a single, separated whole. In this way, anatman, together with anicca, resembles a kind of bundle theory. Instead of an atomic, indivisible self distinct from reality, the individual in Buddhism is understood as an interrelated part of an ever-changing, impermanent universe (see Interdependence, Nondualism, Reciprocity). Empiricists such as Ibn Tufail in early 12th century Islamic Spain and John Locke in late 17th century England viewed the individual as a tabula rasa ("blank slate"), shaped from birth by experience and education. This ties into the idea of the liberty and rights of the individual, society as a social contract between rational individuals, and the beginnings of individualism as a doctrine. Georg Wilhelm Friedrich Hegel regarded history as the gradual evolution of the Mind as it tests its own concepts against the external world. Each time the mind applies its concepts to the world, the concept is revealed to be only partly true, within a certain context; thus the mind continually revises these incomplete concepts so as to reflect a fuller reality (commonly known as the process of thesis, antithesis, and synthesis). The individual comes to rise above their own particular viewpoint, and grasps that they are a part of a greater whole insofar as they are bound to family, a social context, and/or a political order. With the rise of existentialism, Søren Kierkegaard rejected Hegel's notion of the individual as subordinated to the forces of history. Instead, he elevated the individual's subjectivity and capacity to choose their own fate. Later Existentialists built upon this notion. Friedrich Nietzsche, for example, examines the individual's need to define his/her own self and circumstances in his concept of the will to power and the heroic ideal of the Übermensch. The individual is also central to Sartre's philosophy, which emphasizes individual authenticity, responsibility, and free will. In both Sartre and Nietzsche (and in Nikolai Berdyaev), the individual is called upon to create their own values, rather than rely on external, socially imposed codes of morality. Ayn Rand's Objectivism regards every human as an independent, sovereign entity that possesses an inalienable right to their own life, a right derived from their nature as a rational being. Individualism and Objectivism hold that a civilized society, or any form of association, cooperation or peaceful coexistence among humans, can be achieved only on the basis of the recognition of individual rights — and that a group, as such, has no rights other than the individual rights of its members. The principle of individual rights is the only moral base of all groups or associations. Since only an individual man or woman can possess rights, the expression "individual rights" is a redundancy (which one has to use for purposes of clarification in today's intellectual chaos), but the expression "collective rights" is a contradiction in terms. Individual rights are not subject to a public vote; a majority has no right to vote away the rights of a minority; the political function of rights is precisely to protect minorities from oppression by majorities (and the smallest minority on earth is the individual). See also References Further reading
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[SOURCE: https://en.wikipedia.org/wiki/History_of_the_Jews_in_Djibouti] | [TOKENS: 792]
Contents History of the Jews in Djibouti In the history of the Jews in Djibouti, the Jews of Djibouti are classified as part of the wider Yemenite Jewish community similar to those in Eritrea and Aden. Originally settling in Obock, and finally Djibouti City, in the wake of the British succession of the Gulf of Tadjoura to the French in 1884. The vast majority of the community made aliyah to Israel in 1949. History Though situated between the historic homelands of the ancient communities of the Beta Israel and Yemenite Jewery and geographically serving as the main link between Arabia and the Horn of Africa there is no documented major presence of Jews in Djibouti until the 1800s. The history of the settlement of Jews in Djibouti begins primarily with the development of the port city of Djibouti at the end of the nineteenth century by the French, in the territory then called Côte Française des Somalis, which Jews would play a key role in helping to build. The first documented Jews to permanently settle in Djibouti came from Aden, which had been a British colony since 1839. They were Jews from Yemen, a region where a large and diverse Jewish community existed at the time. It is unknown if the Djiboutian Jews are from the Adeni community or are Baladi from the north having just passed through Aden, as they have minhagim (customs) that reflect both. Their arrival is concomitant with the arrival of a large number of Yemeni Muslims. There were fifty Jewish families in Djibouti in 1901 and 111 in 1921. With a slowing of migration between Yemen and Djibouti in the early 20th century much of the community consisted of native Djiboutians who converted and married into the established families. The French authorities counted eleven Jewish traders in 1902, and indicated that they mainly worked as jewelers and craftsmen. They had several synagogues, including the grand synagogue in the city center on Rue deRome. The Hahamim of Djibouti were sought for their halakhic expertise and skill throughout the region. One of the last Rabbi's of Djibouti, Haham Yoseph Moshe would travel to Jewish communities as far as Addis Ababa and Asmara who sought out his skills as a mohel. The Jews were distinguished from their Muslim neighbours by their wearing of long sidelocks called payot and white fringed garments, similar to that of Yemenite Jews. After Israel's independence in 1948, the state organized Operation Magic Carpet in 1949 which evacuated about 45,000 Yemenite Jews threatened by political unrest from Yemen to Israel. Two hundred Jews from Djibouti were included in the evacuation operation. Moshe Sion, a member of the Djibouti Jewish community recalls “a plane came from Aden and we all got on and flew to Israel.” Prior to moving to Israel, his father had served as a posek, hazzan, mohel and sofer of the Djibouti community. After the mass aliyah of 1949, the community never recovered. Over the decades, the remaining families gradually left Djibouti in favor of Israel or France. Following their departure, most Jewish properties were settled by the local Issa people. A modest cemetery and the grand synagogue (which was renovated into office spaces in 2012, leaving only the original outside facade) are the only two Jewish structures still standing in the country. Nowadays, the Jews that live in Djibouti are mostly French expatriates with Jewish origins and the native population of “just a few isolated, unaffiliated Jews.” References
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[SOURCE: https://en.wikipedia.org/wiki/Mars#cite_note-ismars-46] | [TOKENS: 11899]
Contents Mars Mars is the fourth planet from the Sun. It is also known as the "Red Planet", for its orange-red appearance. Mars is a desert-like rocky planet with a tenuous atmosphere that is primarily carbon dioxide (CO2). At the average surface level the atmospheric pressure is a few thousandths of Earth's, atmospheric temperature ranges from −153 to 20 °C (−243 to 68 °F), and cosmic radiation is high. Mars retains some water, in the ground as well as thinly in the atmosphere, forming cirrus clouds, fog, frost, larger polar regions of permafrost and ice caps (with seasonal CO2 snow), but no bodies of liquid surface water. Its surface gravity is roughly a third of Earth's or double that of the Moon. Its diameter, 6,779 km (4,212 mi), is about half the Earth's, or twice the Moon's, and its surface area is the size of all the dry land of Earth. Fine dust is prevalent across the surface and the atmosphere, being picked up and spread at the low Martian gravity even by the weak wind of the tenuous atmosphere. The terrain of Mars roughly follows a north-south divide, the Martian dichotomy, with the northern hemisphere mainly consisting of relatively flat, low lying plains, and the southern hemisphere of cratered highlands. Geologically, the planet is fairly active with marsquakes trembling underneath the ground, but also hosts many enormous volcanoes that are extinct (the tallest is Olympus Mons, 21.9 km or 13.6 mi tall), as well as one of the largest canyons in the Solar System (Valles Marineris, 4,000 km or 2,500 mi long). Mars has two natural satellites that are small and irregular in shape: Phobos and Deimos. With a significant axial tilt of 25 degrees, Mars experiences seasons, like Earth (which has an axial tilt of 23.5 degrees). A Martian solar year is equal to 1.88 Earth years (687 Earth days), a Martian solar day (sol) is equal to 24.6 hours. Mars formed along with the other planets approximately 4.5 billion years ago. During the martian Noachian period (4.5 to 3.5 billion years ago), its surface was marked by meteor impacts, valley formation, erosion, the possible presence of water oceans and the loss of its magnetosphere. The Hesperian period (beginning 3.5 billion years ago and ending 3.3–2.9 billion years ago) was dominated by widespread volcanic activity and flooding that carved immense outflow channels. The Amazonian period, which continues to the present, is the currently dominating and remaining influence on geological processes. Because of Mars's geological history, the possibility of past or present life on Mars remains an area of active scientific investigation, with some possible traces needing further examination. Being visible with the naked eye in Earth's sky as a red wandering star, Mars has been observed throughout history, acquiring diverse associations in different cultures. In 1963 the first flight to Mars took place with Mars 1, but communication was lost en route. The first successful flyby exploration of Mars was conducted in 1965 with Mariner 4. In 1971 Mariner 9 entered orbit around Mars, being the first spacecraft to orbit any body other than the Moon, Sun or Earth; following in the same year were the first uncontrolled impact (Mars 2) and first successful landing (Mars 3) on Mars. Probes have been active on Mars continuously since 1997. At times, more than ten probes have simultaneously operated in orbit or on the surface, more than at any other planet beyond Earth. Mars is an often proposed target for future crewed exploration missions, though no such mission is currently planned. Natural history Scientists have theorized that during the Solar System's formation, Mars was created as the result of a random process of run-away accretion of material from the protoplanetary disk that orbited the Sun. Mars has many distinctive chemical features caused by its position in the Solar System. Elements with comparatively low boiling points, such as chlorine, phosphorus, and sulfur, are much more common on Mars than on Earth; these elements were probably pushed outward by the young Sun's energetic solar wind. After the formation of the planets, the inner Solar System may have been subjected to the so-called Late Heavy Bombardment. About 60% of the surface of Mars shows a record of impacts from that era, whereas much of the remaining surface is probably underlain by immense impact basins caused by those events. However, more recent modeling has disputed the existence of the Late Heavy Bombardment. There is evidence of an enormous impact basin in the Northern Hemisphere of Mars, spanning 10,600 by 8,500 kilometres (6,600 by 5,300 mi), or roughly four times the size of the Moon's South Pole–Aitken basin, which would be the largest impact basin yet discovered if confirmed. It has been hypothesized that the basin was formed when Mars was struck by a Pluto-sized body about four billion years ago. The event, thought to be the cause of the Martian hemispheric dichotomy, created the smooth Borealis basin that covers 40% of the planet. A 2023 study shows evidence, based on the orbital inclination of Deimos (a small moon of Mars), that Mars may once have had a ring system 3.5 billion years to 4 billion years ago. This ring system may have been formed from a moon, 20 times more massive than Phobos, orbiting Mars billions of years ago; and Phobos would be a remnant of that ring. Epochs: The geological history of Mars can be split into many periods, but the following are the three primary periods: Geological activity is still taking place on Mars. The Athabasca Valles is home to sheet-like lava flows created about 200 million years ago. Water flows in the grabens called the Cerberus Fossae occurred less than 20 million years ago, indicating equally recent volcanic intrusions. The Mars Reconnaissance Orbiter has captured images of avalanches. Physical characteristics Mars is approximately half the diameter of Earth or twice that of the Moon, with a surface area only slightly less than the total area of Earth's dry land. Mars is less dense than Earth, having about 15% of Earth's volume and 11% of Earth's mass, resulting in about 38% of Earth's surface gravity. Mars is the only presently known example of a desert planet, a rocky planet with a surface akin to that of Earth's deserts. The red-orange appearance of the Martian surface is caused by iron(III) oxide (nanophase Fe2O3) and the iron(III) oxide-hydroxide mineral goethite. It can look like butterscotch; other common surface colors include golden, brown, tan, and greenish, depending on the minerals present. Like Earth, Mars is differentiated into a dense metallic core overlaid by less dense rocky layers. The outermost layer is the crust, which is on average about 42–56 kilometres (26–35 mi) thick, with a minimum thickness of 6 kilometres (3.7 mi) in Isidis Planitia, and a maximum thickness of 117 kilometres (73 mi) in the southern Tharsis plateau. For comparison, Earth's crust averages 27.3 ± 4.8 km in thickness. The most abundant elements in the Martian crust are silicon, oxygen, iron, magnesium, aluminum, calcium, and potassium. Mars is confirmed to be seismically active; in 2019, it was reported that InSight had detected and recorded over 450 marsquakes and related events. Beneath the crust is a silicate mantle responsible for many of the tectonic and volcanic features on the planet's surface. The upper Martian mantle is a low-velocity zone, where the velocity of seismic waves is lower than surrounding depth intervals. The mantle appears to be rigid down to the depth of about 250 km, giving Mars a very thick lithosphere compared to Earth. Below this the mantle gradually becomes more ductile, and the seismic wave velocity starts to grow again. The Martian mantle does not appear to have a thermally insulating layer analogous to Earth's lower mantle; instead, below 1050 km in depth, it becomes mineralogically similar to Earth's transition zone. At the bottom of the mantle lies a basal liquid silicate layer approximately 150–180 km thick. The Martian mantle appears to be highly heterogenous, with dense fragments up to 4 km across, likely injected deep into the planet by colossal impacts ~4.5 billion years ago; high-frequency waves from eight marsquakes slowed as they passed these localized regions, and modeling indicates the heterogeneities are compositionally distinct debris preserved because Mars lacks plate tectonics and has a sluggishly convecting interior that prevents complete homogenization. Mars's iron and nickel core is at least partially molten, and may have a solid inner core. It is around half of Mars's radius, approximately 1650–1675 km, and is enriched in light elements such as sulfur, oxygen, carbon, and hydrogen. The temperature of the core is estimated to be 2000–2400 K, compared to 5400–6230 K for Earth's solid inner core. In 2025, based on data from the InSight lander, a group of researchers reported the detection of a solid inner core 613 kilometres (381 mi) ± 67 kilometres (42 mi) in radius. Mars is a terrestrial planet with a surface that consists of minerals containing silicon and oxygen, metals, and other elements that typically make up rock. The Martian surface is primarily composed of tholeiitic basalt, although parts are more silica-rich than typical basalt and may be similar to andesitic rocks on Earth, or silica glass. Regions of low albedo suggest concentrations of plagioclase feldspar, with northern low albedo regions displaying higher than normal concentrations of sheet silicates and high-silicon glass. Parts of the southern highlands include detectable amounts of high-calcium pyroxenes. Localized concentrations of hematite and olivine have been found. Much of the surface is deeply covered by finely grained iron(III) oxide dust. The Phoenix lander returned data showing Martian soil to be slightly alkaline and containing elements such as magnesium, sodium, potassium and chlorine. These nutrients are found in soils on Earth, and are necessary for plant growth. Experiments performed by the lander showed that the Martian soil has a basic pH of 7.7, and contains 0.6% perchlorate by weight, concentrations that are toxic to humans. Streaks are common across Mars and new ones appear frequently on steep slopes of craters, troughs, and valleys. The streaks are dark at first and get lighter with age. The streaks can start in a tiny area, then spread out for hundreds of metres. They have been seen to follow the edges of boulders and other obstacles in their path. The commonly accepted hypotheses include that they are dark underlying layers of soil revealed after avalanches of bright dust or dust devils. Several other explanations have been put forward, including those that involve water or even the growth of organisms. Environmental radiation levels on the surface are on average 0.64 millisieverts of radiation per day, and significantly less than the radiation of 1.84 millisieverts per day or 22 millirads per day during the flight to and from Mars. For comparison the radiation levels in low Earth orbit, where Earth's space stations orbit, are around 0.5 millisieverts of radiation per day. Hellas Planitia has the lowest surface radiation at about 0.342 millisieverts per day, featuring lava tubes southwest of Hadriacus Mons with potentially levels as low as 0.064 millisieverts per day, comparable to radiation levels during flights on Earth. Although Mars has no evidence of a structured global magnetic field, observations show that parts of the planet's crust have been magnetized, suggesting that alternating polarity reversals of its dipole field have occurred in the past. This paleomagnetism of magnetically susceptible minerals is similar to the alternating bands found on Earth's ocean floors. One hypothesis, published in 1999 and re-examined in October 2005 (with the help of the Mars Global Surveyor), is that these bands suggest plate tectonic activity on Mars four billion years ago, before the planetary dynamo ceased to function and the planet's magnetic field faded. Geography and features Although better remembered for mapping the Moon, Johann Heinrich von Mädler and Wilhelm Beer were the first areographers. They began by establishing that most of Mars's surface features were permanent and by more precisely determining the planet's rotation period. In 1840, Mädler combined ten years of observations and drew the first map of Mars. Features on Mars are named from a variety of sources. Albedo features are named for classical mythology. Craters larger than roughly 50 km are named for deceased scientists and writers and others who have contributed to the study of Mars. Smaller craters are named for towns and villages of the world with populations of less than 100,000. Large valleys are named for the word "Mars" or "star" in various languages; smaller valleys are named for rivers. Large albedo features retain many of the older names but are often updated to reflect new knowledge of the nature of the features. For example, Nix Olympica (the snows of Olympus) has become Olympus Mons (Mount Olympus). The surface of Mars as seen from Earth is divided into two kinds of areas, with differing albedo. The paler plains covered with dust and sand rich in reddish iron oxides were once thought of as Martian "continents" and given names like Arabia Terra (land of Arabia) or Amazonis Planitia (Amazonian plain). The dark features were thought to be seas, hence their names Mare Erythraeum, Mare Sirenum and Aurorae Sinus. The largest dark feature seen from Earth is Syrtis Major Planum. The permanent northern polar ice cap is named Planum Boreum. The southern cap is called Planum Australe. Mars's equator is defined by its rotation, but the location of its Prime Meridian was specified, as was Earth's (at Greenwich), by choice of an arbitrary point; Mädler and Beer selected a line for their first maps of Mars in 1830. After the spacecraft Mariner 9 provided extensive imagery of Mars in 1972, a small crater (later called Airy-0), located in the Sinus Meridiani ("Middle Bay" or "Meridian Bay"), was chosen by Merton E. Davies, Harold Masursky, and Gérard de Vaucouleurs for the definition of 0.0° longitude to coincide with the original selection. Because Mars has no oceans, and hence no "sea level", a zero-elevation surface had to be selected as a reference level; this is called the areoid of Mars, analogous to the terrestrial geoid. Zero altitude was defined by the height at which there is 610.5 Pa (6.105 mbar) of atmospheric pressure. This pressure corresponds to the triple point of water, and it is about 0.6% of the sea level surface pressure on Earth (0.006 atm). For mapping purposes, the United States Geological Survey divides the surface of Mars into thirty cartographic quadrangles, each named for a classical albedo feature it contains. In April 2023, The New York Times reported an updated global map of Mars based on images from the Hope spacecraft. A related, but much more detailed, global Mars map was released by NASA on 16 April 2023. The vast upland region Tharsis contains several massive volcanoes, which include the shield volcano Olympus Mons. The edifice is over 600 km (370 mi) wide. Because the mountain is so large, with complex structure at its edges, giving a definite height to it is difficult. Its local relief, from the foot of the cliffs which form its northwest margin to its peak, is over 21 km (13 mi), a little over twice the height of Mauna Kea as measured from its base on the ocean floor. The total elevation change from the plains of Amazonis Planitia, over 1,000 km (620 mi) to the northwest, to the summit approaches 26 km (16 mi), roughly three times the height of Mount Everest, which in comparison stands at just over 8.8 kilometres (5.5 mi). Consequently, Olympus Mons is either the tallest or second-tallest mountain in the Solar System; the only known mountain which might be taller is the Rheasilvia peak on the asteroid Vesta, at 20–25 km (12–16 mi). The dichotomy of Martian topography is striking: northern plains flattened by lava flows contrast with the southern highlands, pitted and cratered by ancient impacts. It is possible that, four billion years ago, the Northern Hemisphere of Mars was struck by an object one-tenth to two-thirds the size of Earth's Moon. If this is the case, the Northern Hemisphere of Mars would be the site of an impact crater 10,600 by 8,500 kilometres (6,600 by 5,300 mi) in size, or roughly the area of Europe, Asia, and Australia combined, surpassing Utopia Planitia and the Moon's South Pole–Aitken basin as the largest impact crater in the Solar System. Mars is scarred by 43,000 impact craters with a diameter of 5 kilometres (3.1 mi) or greater. The largest exposed crater is Hellas, which is 2,300 kilometres (1,400 mi) wide and 7,000 metres (23,000 ft) deep, and is a light albedo feature clearly visible from Earth. There are other notable impact features, such as Argyre, which is around 1,800 kilometres (1,100 mi) in diameter, and Isidis, which is around 1,500 kilometres (930 mi) in diameter. Due to the smaller mass and size of Mars, the probability of an object colliding with the planet is about half that of Earth. Mars is located closer to the asteroid belt, so it has an increased chance of being struck by materials from that source. Mars is more likely to be struck by short-period comets, i.e., those that lie within the orbit of Jupiter. Martian craters can[discuss] have a morphology that suggests the ground became wet after the meteor impact. The large canyon, Valles Marineris (Latin for 'Mariner Valleys, also known as Agathodaemon in the old canal maps), has a length of 4,000 kilometres (2,500 mi) and a depth of up to 7 kilometres (4.3 mi). The length of Valles Marineris is equivalent to the length of Europe and extends across one-fifth the circumference of Mars. By comparison, the Grand Canyon on Earth is only 446 kilometres (277 mi) long and nearly 2 kilometres (1.2 mi) deep. Valles Marineris was formed due to the swelling of the Tharsis area, which caused the crust in the area of Valles Marineris to collapse. In 2012, it was proposed that Valles Marineris is not just a graben, but a plate boundary where 150 kilometres (93 mi) of transverse motion has occurred, making Mars a planet with possibly a two-tectonic plate arrangement. Images from the Thermal Emission Imaging System (THEMIS) aboard NASA's Mars Odyssey orbiter have revealed seven possible cave entrances on the flanks of the volcano Arsia Mons. The caves, named after loved ones of their discoverers, are collectively known as the "seven sisters". Cave entrances measure from 100 to 252 metres (328 to 827 ft) wide and they are estimated to be at least 73 to 96 metres (240 to 315 ft) deep. Because light does not reach the floor of most of the caves, they may extend much deeper than these lower estimates and widen below the surface. "Dena" is the only exception; its floor is visible and was measured to be 130 metres (430 ft) deep. The interiors of these caverns may be protected from micrometeoroids, UV radiation, solar flares and high energy particles that bombard the planet's surface. Martian geysers (or CO2 jets) are putative sites of small gas and dust eruptions that occur in the south polar region of Mars during the spring thaw. "Dark dune spots" and "spiders" – or araneiforms – are the two most visible types of features ascribed to these eruptions. Similarly sized dust will settle from the thinner Martian atmosphere sooner than it would on Earth. For example, the dust suspended by the 2001 global dust storms on Mars only remained in the Martian atmosphere for 0.6 years, while the dust from Mount Pinatubo took about two years to settle. However, under current Martian conditions, the mass movements involved are generally much smaller than on Earth. Even the 2001 global dust storms on Mars moved only the equivalent of a very thin dust layer – about 3 μm thick if deposited with uniform thickness between 58° north and south of the equator. Dust deposition at the two rover sites has proceeded at a rate of about the thickness of a grain every 100 sols. Atmosphere Mars lost its magnetosphere 4 billion years ago, possibly because of numerous asteroid strikes, so the solar wind interacts directly with the Martian ionosphere, lowering the atmospheric density by stripping away atoms from the outer layer. Both Mars Global Surveyor and Mars Express have detected ionized atmospheric particles trailing off into space behind Mars, and this atmospheric loss is being studied by the MAVEN orbiter. Compared to Earth, the atmosphere of Mars is quite rarefied. Atmospheric pressure on the surface today ranges from a low of 30 Pa (0.0044 psi) on Olympus Mons to over 1,155 Pa (0.1675 psi) in Hellas Planitia, with a mean pressure at the surface level of 600 Pa (0.087 psi). The highest atmospheric density on Mars is equal to that found 35 kilometres (22 mi) above Earth's surface. The resulting mean surface pressure is only 0.6% of Earth's 101.3 kPa (14.69 psi). The scale height of the atmosphere is about 10.8 kilometres (6.7 mi), which is higher than Earth's 6 kilometres (3.7 mi), because the surface gravity of Mars is only about 38% of Earth's. The atmosphere of Mars consists of about 96% carbon dioxide, 1.93% argon and 1.89% nitrogen along with traces of oxygen and water. The atmosphere is quite dusty, containing particulates about 1.5 μm in diameter which give the Martian sky a tawny color when seen from the surface. It may take on a pink hue due to iron oxide particles suspended in it. Despite repeated detections of methane on Mars, there is no scientific consensus as to its origin. One suggestion is that methane exists on Mars and that its concentration fluctuates seasonally. The existence of methane could be produced by non-biological process such as serpentinization involving water, carbon dioxide, and the mineral olivine, which is known to be common on Mars, or by Martian life. Compared to Earth, its higher concentration of atmospheric CO2 and lower surface pressure may be why sound is attenuated more on Mars, where natural sources are rare apart from the wind. Using acoustic recordings collected by the Perseverance rover, researchers concluded that the speed of sound there is approximately 240 m/s for frequencies below 240 Hz, and 250 m/s for those above. Auroras have been detected on Mars. Because Mars lacks a global magnetic field, the types and distribution of auroras there differ from those on Earth; rather than being mostly restricted to polar regions as is the case on Earth, a Martian aurora can encompass the planet. In September 2017, NASA reported radiation levels on the surface of the planet Mars were temporarily doubled, and were associated with an aurora 25 times brighter than any observed earlier, due to a massive, and unexpected, solar storm in the middle of the month. Mars has seasons, alternating between its northern and southern hemispheres, similar to on Earth. Additionally the orbit of Mars has, compared to Earth's, a large eccentricity and approaches perihelion when it is summer in its southern hemisphere and winter in its northern, and aphelion when it is winter in its southern hemisphere and summer in its northern. As a result, the seasons in its southern hemisphere are more extreme and the seasons in its northern are milder than would otherwise be the case. The summer temperatures in the south can be warmer than the equivalent summer temperatures in the north by up to 30 °C (54 °F). Martian surface temperatures vary from lows of about −110 °C (−166 °F) to highs of up to 35 °C (95 °F) in equatorial summer. The wide range in temperatures is due to the thin atmosphere which cannot store much solar heat, the low atmospheric pressure (about 1% that of the atmosphere of Earth), and the low thermal inertia of Martian soil. The planet is 1.52 times as far from the Sun as Earth, resulting in just 43% of the amount of sunlight. Mars has the largest dust storms in the Solar System, reaching speeds of over 160 km/h (100 mph). These can vary from a storm over a small area, to gigantic storms that cover the entire planet. They tend to occur when Mars is closest to the Sun, and have been shown to increase global temperature. Seasons also produce dry ice covering polar ice caps. Hydrology While Mars contains water in larger amounts, most of it is dust covered water ice at the Martian polar ice caps. The volume of water ice in the south polar ice cap, if melted, would be enough to cover most of the surface of the planet with a depth of 11 metres (36 ft). Water in its liquid form cannot persist on the surface due to Mars's low atmospheric pressure, which is less than 1% that of Earth. Only at the lowest of elevations are the pressure and temperature high enough for liquid water to exist for short periods. Although little water is present in the atmosphere, there is enough to produce clouds of water ice and different cases of snow and frost, often mixed with snow of carbon dioxide dry ice. Landforms visible on Mars strongly suggest that liquid water has existed on the planet's surface. Huge linear swathes of scoured ground, known as outflow channels, cut across the surface in about 25 places. These are thought to be a record of erosion caused by the catastrophic release of water from subsurface aquifers, though some of these structures have been hypothesized to result from the action of glaciers or lava. One of the larger examples, Ma'adim Vallis, is 700 kilometres (430 mi) long, much greater than the Grand Canyon, with a width of 20 kilometres (12 mi) and a depth of 2 kilometres (1.2 mi) in places. It is thought to have been carved by flowing water early in Mars's history. The youngest of these channels is thought to have formed only a few million years ago. Elsewhere, particularly on the oldest areas of the Martian surface, finer-scale, dendritic networks of valleys are spread across significant proportions of the landscape. Features of these valleys and their distribution strongly imply that they were carved by runoff resulting from precipitation in early Mars history. Subsurface water flow and groundwater sapping may play important subsidiary roles in some networks, but precipitation was probably the root cause of the incision in almost all cases. Along craters and canyon walls, there are thousands of features that appear similar to terrestrial gullies. The gullies tend to be in the highlands of the Southern Hemisphere and face the Equator; all are poleward of 30° latitude. A number of authors have suggested that their formation process involves liquid water, probably from melting ice, although others have argued for formation mechanisms involving carbon dioxide frost or the movement of dry dust. No partially degraded gullies have formed by weathering and no superimposed impact craters have been observed, indicating that these are young features, possibly still active. Other geological features, such as deltas and alluvial fans preserved in craters, are further evidence for warmer, wetter conditions at an interval or intervals in earlier Mars history. Such conditions necessarily require the widespread presence of crater lakes across a large proportion of the surface, for which there is independent mineralogical, sedimentological and geomorphological evidence. Further evidence that liquid water once existed on the surface of Mars comes from the detection of specific minerals such as hematite and goethite, both of which sometimes form in the presence of water. The chemical signature of water vapor on Mars was first unequivocally demonstrated in 1963 by spectroscopy using an Earth-based telescope. In 2004, Opportunity detected the mineral jarosite. This forms only in the presence of acidic water, showing that water once existed on Mars. The Spirit rover found concentrated deposits of silica in 2007 that indicated wet conditions in the past, and in December 2011, the mineral gypsum, which also forms in the presence of water, was found on the surface by NASA's Mars rover Opportunity. It is estimated that the amount of water in the upper mantle of Mars, represented by hydroxyl ions contained within Martian minerals, is equal to or greater than that of Earth at 50–300 parts per million of water, which is enough to cover the entire planet to a depth of 200–1,000 metres (660–3,280 ft). On 18 March 2013, NASA reported evidence from instruments on the Curiosity rover of mineral hydration, likely hydrated calcium sulfate, in several rock samples including the broken fragments of "Tintina" rock and "Sutton Inlier" rock as well as in veins and nodules in other rocks like "Knorr" rock and "Wernicke" rock. Analysis using the rover's DAN instrument provided evidence of subsurface water, amounting to as much as 4% water content, down to a depth of 60 centimetres (24 in), during the rover's traverse from the Bradbury Landing site to the Yellowknife Bay area in the Glenelg terrain. In September 2015, NASA announced that they had found strong evidence of hydrated brine flows in recurring slope lineae, based on spectrometer readings of the darkened areas of slopes. These streaks flow downhill in Martian summer, when the temperature is above −23 °C, and freeze at lower temperatures. These observations supported earlier hypotheses, based on timing of formation and their rate of growth, that these dark streaks resulted from water flowing just below the surface. However, later work suggested that the lineae may be dry, granular flows instead, with at most a limited role for water in initiating the process. A definitive conclusion about the presence, extent, and role of liquid water on the Martian surface remains elusive. Researchers suspect much of the low northern plains of the planet were covered with an ocean hundreds of meters deep, though this theory remains controversial. In March 2015, scientists stated that such an ocean might have been the size of Earth's Arctic Ocean. This finding was derived from the ratio of protium to deuterium in the modern Martian atmosphere compared to that ratio on Earth. The amount of Martian deuterium (D/H = 9.3 ± 1.7 10−4) is five to seven times the amount on Earth (D/H = 1.56 10−4), suggesting that ancient Mars had significantly higher levels of water. Results from the Curiosity rover had previously found a high ratio of deuterium in Gale Crater, though not significantly high enough to suggest the former presence of an ocean. Other scientists caution that these results have not been confirmed, and point out that Martian climate models have not yet shown that the planet was warm enough in the past to support bodies of liquid water. Near the northern polar cap is the 81.4 kilometres (50.6 mi) wide Korolev Crater, which the Mars Express orbiter found to be filled with approximately 2,200 cubic kilometres (530 cu mi) of water ice. In November 2016, NASA reported finding a large amount of underground ice in the Utopia Planitia region. The volume of water detected has been estimated to be equivalent to the volume of water in Lake Superior (which is 12,100 cubic kilometers). During observations from 2018 through 2021, the ExoMars Trace Gas Orbiter spotted indications of water, probably subsurface ice, in the Valles Marineris canyon system. Orbital motion Mars's average distance from the Sun is roughly 230 million km (143 million mi), and its orbital period is 687 (Earth) days. The solar day (or sol) on Mars is only slightly longer than an Earth day: 24 hours, 39 minutes, and 35.244 seconds. A Martian year is equal to 1.8809 Earth years, or 1 year, 320 days, and 18.2 hours. The gravitational potential difference and thus the delta-v needed to transfer between Mars and Earth is the second lowest for Earth. The axial tilt of Mars is 25.19° relative to its orbital plane, which is similar to the axial tilt of Earth. As a result, Mars has seasons like Earth, though on Mars they are nearly twice as long because its orbital period is that much longer. In the present day, the orientation of the north pole of Mars is close to the star Deneb. Mars has a relatively pronounced orbital eccentricity of about 0.09; of the seven other planets in the Solar System, only Mercury has a larger orbital eccentricity. It is known that in the past, Mars has had a much more circular orbit. At one point, 1.35 million Earth years ago, Mars had an eccentricity of roughly 0.002, much less than that of Earth today. Mars's cycle of eccentricity is 96,000 Earth years compared to Earth's cycle of 100,000 years. Mars has its closest approach to Earth (opposition) in a synodic period of 779.94 days. It should not be confused with Mars conjunction, where the Earth and Mars are at opposite sides of the Solar System and form a straight line crossing the Sun. The average time between the successive oppositions of Mars, its synodic period, is 780 days; but the number of days between successive oppositions can range from 764 to 812. The distance at close approach varies between about 54 and 103 million km (34 and 64 million mi) due to the planets' elliptical orbits, which causes comparable variation in angular size. At their furthest Mars and Earth can be as far as 401 million km (249 million mi) apart. Mars comes into opposition from Earth every 2.1 years. The planets come into opposition near Mars's perihelion in 2003, 2018 and 2035, with the 2020 and 2033 events being particularly close to perihelic opposition. The mean apparent magnitude of Mars is +0.71 with a standard deviation of 1.05. Because the orbit of Mars is eccentric, the magnitude at opposition from the Sun can range from about −3.0 to −1.4. The minimum brightness is magnitude +1.86 when the planet is near aphelion and in conjunction with the Sun. At its brightest, Mars (along with Jupiter) is second only to Venus in apparent brightness. Mars usually appears distinctly yellow, orange, or red. When farthest away from Earth, it is more than seven times farther away than when it is closest. Mars is usually close enough for particularly good viewing once or twice at 15-year or 17-year intervals. Optical ground-based telescopes are typically limited to resolving features about 300 kilometres (190 mi) across when Earth and Mars are closest because of Earth's atmosphere. As Mars approaches opposition, it begins a period of retrograde motion, which means it will appear to move backwards in a looping curve with respect to the background stars. This retrograde motion lasts for about 72 days, and Mars reaches its peak apparent brightness in the middle of this interval. Moons Mars has two relatively small (compared to Earth's) natural moons, Phobos (about 22 km (14 mi) in diameter) and Deimos (about 12 km (7.5 mi) in diameter), which orbit at 9,376 km (5,826 mi) and 23,460 km (14,580 mi) around the planet. The origin of both moons is unclear, although a popular theory states that they were asteroids captured into Martian orbit. Both satellites were discovered in 1877 by Asaph Hall and were named after the characters Phobos (the deity of panic and fear) and Deimos (the deity of terror and dread), twins from Greek mythology who accompanied their father Ares, god of war, into battle. Mars was the Roman equivalent to Ares. In modern Greek, the planet retains its ancient name Ares (Aris: Άρης). From the surface of Mars, the motions of Phobos and Deimos appear different from that of the Earth's satellite, the Moon. Phobos rises in the west, sets in the east, and rises again in just 11 hours. Deimos, being only just outside synchronous orbit – where the orbital period would match the planet's period of rotation – rises as expected in the east, but slowly. Because the orbit of Phobos is below a synchronous altitude, tidal forces from Mars are gradually lowering its orbit. In about 50 million years, it could either crash into Mars's surface or break up into a ring structure around the planet. The origin of the two satellites is not well understood. Their low albedo and carbonaceous chondrite composition have been regarded as similar to asteroids, supporting a capture theory. The unstable orbit of Phobos would seem to point toward a relatively recent capture. But both have circular orbits near the equator, which is unusual for captured objects, and the required capture dynamics are complex. Accretion early in the history of Mars is plausible, but would not account for a composition resembling asteroids rather than Mars itself, if that is confirmed. Mars may have yet-undiscovered moons, smaller than 50 to 100 metres (160 to 330 ft) in diameter, and a dust ring is predicted to exist between Phobos and Deimos. A third possibility for their origin as satellites of Mars is the involvement of a third body or a type of impact disruption. More-recent lines of evidence for Phobos having a highly porous interior, and suggesting a composition containing mainly phyllosilicates and other minerals known from Mars, point toward an origin of Phobos from material ejected by an impact on Mars that reaccreted in Martian orbit, similar to the prevailing theory for the origin of Earth's satellite. Although the visible and near-infrared (VNIR) spectra of the moons of Mars resemble those of outer-belt asteroids, the thermal infrared spectra of Phobos are reported to be inconsistent with chondrites of any class. It is also possible that Phobos and Deimos were fragments of an older moon, formed by debris from a large impact on Mars, and then destroyed by a more recent impact upon the satellite. More recently, a study conducted by a team of researchers from multiple countries suggests that a lost moon, at least fifteen times the size of Phobos, may have existed in the past. By analyzing rocks which point to tidal processes on the planet, it is possible that these tides may have been regulated by a past moon. Human observations and exploration The history of observations of Mars is marked by oppositions of Mars when the planet is closest to Earth and hence is most easily visible, which occur every couple of years. Even more notable are the perihelic oppositions of Mars, which are distinguished because Mars is close to perihelion, making it even closer to Earth. The ancient Sumerians named Mars Nergal, the god of war and plague. During Sumerian times, Nergal was a minor deity of little significance, but, during later times, his main cult center was the city of Nineveh. In Mesopotamian texts, Mars is referred to as the "star of judgement of the fate of the dead". The existence of Mars as a wandering object in the night sky was also recorded by the ancient Egyptian astronomers and, by 1534 BCE, they were familiar with the retrograde motion of the planet. By the period of the Neo-Babylonian Empire, the Babylonian astronomers were making regular records of the positions of the planets and systematic observations of their behavior. For Mars, they knew that the planet made 37 synodic periods, or 42 circuits of the zodiac, every 79 years. They invented arithmetic methods for making minor corrections to the predicted positions of the planets. In Ancient Greece, the planet was known as Πυρόεις. Commonly, the Greek name for the planet now referred to as Mars, was Ares. It was the Romans who named the planet Mars, for their god of war, often represented by the sword and shield of the planet's namesake. In the fourth century BCE, Aristotle noted that Mars disappeared behind the Moon during an occultation, indicating that the planet was farther away. Ptolemy, a Greek living in Alexandria, attempted to address the problem of the orbital motion of Mars. Ptolemy's model and his collective work on astronomy was presented in the multi-volume collection later called the Almagest (from the Arabic for "greatest"), which became the authoritative treatise on Western astronomy for the next fourteen centuries. Literature from ancient China confirms that Mars was known by Chinese astronomers by no later than the fourth century BCE. In the East Asian cultures, Mars is traditionally referred to as the "fire star" (火星) based on the Wuxing system. In 1609 Johannes Kepler published a 10 year study of Martian orbit, using the diurnal parallax of Mars, measured by Tycho Brahe, to make a preliminary calculation of the relative distance to the planet. From Brahe's observations of Mars, Kepler deduced that the planet orbited the Sun not in a circle, but in an ellipse. Moreover, Kepler showed that Mars sped up as it approached the Sun and slowed down as it moved farther away, in a manner that later physicists would explain as a consequence of the conservation of angular momentum.: 433–437 In 1610 the first use of a telescope for astronomical observation, including Mars, was performed by Italian astronomer Galileo Galilei. With the telescope the diurnal parallax of Mars was again measured in an effort to determine the Sun-Earth distance. This was first performed by Giovanni Domenico Cassini in 1672. The early parallax measurements were hampered by the quality of the instruments. The only occultation of Mars by Venus observed was that of 13 October 1590, seen by Michael Maestlin at Heidelberg. By the 19th century, the resolution of telescopes reached a level sufficient for surface features to be identified. On 5 September 1877, a perihelic opposition to Mars occurred. The Italian astronomer Giovanni Schiaparelli used a 22-centimetre (8.7 in) telescope in Milan to help produce the first detailed map of Mars. These maps notably contained features he called canali, which, with the possible exception of the natural canyon Valles Marineris, were later shown to be an optical illusion. These canali were supposedly long, straight lines on the surface of Mars, to which he gave names of famous rivers on Earth. His term, which means "channels" or "grooves", was popularly mistranslated in English as "canals". Influenced by the observations, the orientalist Percival Lowell founded an observatory which had 30- and 45-centimetre (12- and 18-in) telescopes. The observatory was used for the exploration of Mars during the last good opportunity in 1894, and the following less favorable oppositions. He published several books on Mars and life on the planet, which had a great influence on the public. The canali were independently observed by other astronomers, like Henri Joseph Perrotin and Louis Thollon in Nice, using one of the largest telescopes of that time. The seasonal changes (consisting of the diminishing of the polar caps and the dark areas formed during Martian summers) in combination with the canals led to speculation about life on Mars, and it was a long-held belief that Mars contained vast seas and vegetation. As bigger telescopes were used, fewer long, straight canali were observed. During observations in 1909 by Antoniadi with an 84-centimetre (33 in) telescope, irregular patterns were observed, but no canali were seen. The first spacecraft from Earth to visit Mars was Mars 1 of the Soviet Union, which flew by in 1963, but contact was lost en route. NASA's Mariner 4 followed and became the first spacecraft to successfully transmit from Mars; launched on 28 November 1964, it made its closest approach to the planet on 15 July 1965. Mariner 4 detected the weak Martian radiation belt, measured at about 0.1% that of Earth, and captured the first images of another planet from deep space. Once spacecraft visited the planet during the 1960s and 1970s, many previous concepts of Mars were radically broken. After the results of the Viking life-detection experiments, the hypothesis of a dead planet was generally accepted. The data from Mariner 9 and Viking allowed better maps of Mars to be made. Until 1997 and after Viking 1 shut down in 1982, Mars was only visited by three unsuccessful probes, two flying past without contact (Phobos 1, 1988; Mars Observer, 1993), and one (Phobos 2 1989) malfunctioning in orbit before reaching its destination Phobos. In 1997 Mars Pathfinder became the first successful rover mission beyond the Moon and started together with Mars Global Surveyor (operated until late 2006) an uninterrupted active robotic presence at Mars that has lasted until today. It produced complete, extremely detailed maps of the Martian topography, magnetic field and surface minerals. Starting with these missions a range of new improved crewless spacecraft, including orbiters, landers, and rovers, have been sent to Mars, with successful missions by the NASA (United States), Jaxa (Japan), ESA, United Kingdom, ISRO (India), Roscosmos (Russia), the United Arab Emirates, and CNSA (China) to study the planet's surface, climate, and geology, uncovering the different elements of the history and dynamic of the hydrosphere of Mars and possible traces of ancient life. As of 2023[update], Mars is host to ten functioning spacecraft. Eight are in orbit: 2001 Mars Odyssey, Mars Express, Mars Reconnaissance Orbiter, MAVEN, ExoMars Trace Gas Orbiter, the Hope orbiter, and the Tianwen-1 orbiter. Another two are on the surface: the Mars Science Laboratory Curiosity rover and the Perseverance rover. Collected maps are available online at websites including Google Mars. NASA provides two online tools: Mars Trek, which provides visualizations of the planet using data from 50 years of exploration, and Experience Curiosity, which simulates traveling on Mars in 3-D with Curiosity. Planned missions to Mars include: As of February 2024[update], debris from these types of missions has reached over seven tons. Most of it consists of crashed and inactive spacecraft as well as discarded components. In April 2024, NASA selected several companies to begin studies on providing commercial services to further enable robotic science on Mars. Key areas include establishing telecommunications, payload delivery and surface imaging. Habitability and habitation During the late 19th century, it was widely accepted in the astronomical community that Mars had life-supporting qualities, including the presence of oxygen and water. However, in 1894 W. W. Campbell at Lick Observatory observed the planet and found that "if water vapor or oxygen occur in the atmosphere of Mars it is in quantities too small to be detected by spectroscopes then available". That observation contradicted many of the measurements of the time and was not widely accepted. Campbell and V. M. Slipher repeated the study in 1909 using better instruments, but with the same results. It was not until the findings were confirmed by W. S. Adams in 1925 that the myth of the Earth-like habitability of Mars was finally broken. However, even in the 1960s, articles were published on Martian biology, putting aside explanations other than life for the seasonal changes on Mars. The current understanding of planetary habitability – the ability of a world to develop environmental conditions favorable to the emergence of life – favors planets that have liquid water on their surface. Most often this requires the orbit of a planet to lie within the habitable zone, which for the Sun is estimated to extend from within the orbit of Earth to about that of Mars. During perihelion, Mars dips inside this region, but Mars's thin (low-pressure) atmosphere prevents liquid water from existing over large regions for extended periods. The past flow of liquid water demonstrates the planet's potential for habitability. Recent evidence has suggested that any water on the Martian surface may have been too salty and acidic to support regular terrestrial life. The environmental conditions on Mars are a challenge to sustaining organic life: the planet has little heat transfer across its surface, it has poor insulation against bombardment by the solar wind due to the absence of a magnetosphere and has insufficient atmospheric pressure to retain water in a liquid form (water instead sublimes to a gaseous state). Mars is nearly, or perhaps totally, geologically dead; the end of volcanic activity has apparently stopped the recycling of chemicals and minerals between the surface and interior of the planet. Evidence suggests that the planet was once significantly more habitable than it is today, but whether living organisms ever existed there remains unknown. The Viking probes of the mid-1970s carried experiments designed to detect microorganisms in Martian soil at their respective landing sites and had positive results, including a temporary increase in CO2 production on exposure to water and nutrients. This sign of life was later disputed by scientists, resulting in a continuing debate, with NASA scientist Gilbert Levin asserting that Viking may have found life. A 2014 analysis of Martian meteorite EETA79001 found chlorate, perchlorate, and nitrate ions in sufficiently high concentrations to suggest that they are widespread on Mars. UV and X-ray radiation would turn chlorate and perchlorate ions into other, highly reactive oxychlorines, indicating that any organic molecules would have to be buried under the surface to survive. Small quantities of methane and formaldehyde detected by Mars orbiters are both claimed to be possible evidence for life, as these chemical compounds would quickly break down in the Martian atmosphere. Alternatively, these compounds may instead be replenished by volcanic or other geological means, such as serpentinite. Impact glass, formed by the impact of meteors, which on Earth can preserve signs of life, has also been found on the surface of the impact craters on Mars. Likewise, the glass in impact craters on Mars could have preserved signs of life, if life existed at the site. The Cheyava Falls rock discovered on Mars in June 2024 has been designated by NASA as a "potential biosignature" and was core sampled by the Perseverance rover for possible return to Earth and further examination. Although highly intriguing, no definitive final determination on a biological or abiotic origin of this rock can be made with the data currently available. Several plans for a human mission to Mars have been proposed, but none have come to fruition. The NASA Authorization Act of 2017 directed NASA to study the feasibility of a crewed Mars mission in the early 2030s; the resulting report concluded that this would be unfeasible. In addition, in 2021, China was planning to send a crewed Mars mission in 2033. Privately held companies such as SpaceX have also proposed plans to send humans to Mars, with the eventual goal to settle on the planet. As of 2024, SpaceX has proceeded with the development of the Starship launch vehicle with the goal of Mars colonization. In plans shared with the company in April 2024, Elon Musk envisions the beginning of a Mars colony within the next twenty years. This would be enabled by the planned mass manufacturing of Starship and initially sustained by resupply from Earth, and in situ resource utilization on Mars, until the Mars colony reaches full self sustainability. Any future human mission to Mars will likely take place within the optimal Mars launch window, which occurs every 26 months. The moon Phobos has been proposed as an anchor point for a space elevator. Besides national space agencies and space companies, groups such as the Mars Society and The Planetary Society advocate for human missions to Mars. In culture Mars is named after the Roman god of war (Greek Ares), but was also associated with the demi-god Heracles (Roman Hercules) by ancient Greek astronomers, as detailed by Aristotle. This association between Mars and war dates back at least to Babylonian astronomy, in which the planet was named for the god Nergal, deity of war and destruction. It persisted into modern times, as exemplified by Gustav Holst's orchestral suite The Planets, whose famous first movement labels Mars "The Bringer of War". The planet's symbol, a circle with a spear pointing out to the upper right, is also used as a symbol for the male gender. The symbol dates from at least the 11th century, though a possible predecessor has been found in the Greek Oxyrhynchus Papyri. The idea that Mars was populated by intelligent Martians became widespread in the late 19th century. Schiaparelli's "canali" observations combined with Percival Lowell's books on the subject put forward the standard notion of a planet that was a drying, cooling, dying world with ancient civilizations constructing irrigation works. Many other observations and proclamations by notable personalities added to what has been termed "Mars Fever". In the present day, high-resolution mapping of the surface of Mars has revealed no artifacts of habitation, but pseudoscientific speculation about intelligent life on Mars still continues. Reminiscent of the canali observations, these speculations are based on small scale features perceived in the spacecraft images, such as "pyramids" and the "Face on Mars". In his book Cosmos, planetary astronomer Carl Sagan wrote: "Mars has become a kind of mythic arena onto which we have projected our Earthly hopes and fears." The depiction of Mars in fiction has been stimulated by its dramatic red color and by nineteenth-century scientific speculations that its surface conditions might support not just life but intelligent life. This gave way to many science fiction stories involving these concepts, such as H. G. Wells's The War of the Worlds, in which Martians seek to escape their dying planet by invading Earth; Ray Bradbury's The Martian Chronicles, in which human explorers accidentally destroy a Martian civilization; as well as Edgar Rice Burroughs's series Barsoom, C. S. Lewis's novel Out of the Silent Planet (1938), and a number of Robert A. Heinlein stories before the mid-sixties. Since then, depictions of Martians have also extended to animation. A comic figure of an intelligent Martian, Marvin the Martian, appeared in Haredevil Hare (1948) as a character in the Looney Tunes animated cartoons of Warner Brothers, and has continued as part of popular culture to the present. After the Mariner and Viking spacecraft had returned pictures of Mars as a lifeless and canal-less world, these ideas about Mars were abandoned; for many science-fiction authors, the new discoveries initially seemed like a constraint, but eventually the post-Viking knowledge of Mars became itself a source of inspiration for works like Kim Stanley Robinson's Mars trilogy. See also Notes References Further reading External links Solar System → Local Interstellar Cloud → Local Bubble → Gould Belt → Orion Arm → Milky Way → Milky Way subgroup → Local Group → Local Sheet → Local Volume → Virgo Supercluster → Laniakea Supercluster → Pisces–Cetus Supercluster Complex → Local Hole → Observable universe → UniverseEach arrow (→) may be read as "within" or "part of".
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[SOURCE: https://en.wikipedia.org/wiki/High_Level_Shader_Language] | [TOKENS: 1544]
Contents High-Level Shader Language The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. It was developed alongside the Cg (short for C for Graphics) shading language from Nvidia. Early versions of the two languages were considered identical, only marketed differently. Although Cg and HLSL share the same core syntax, some features of C were modified and new data types were added to make Cg/HLSL more suitable for programming graphics processing units. Two main branches of the Cg/HLSL language exist: the Nvidia Cg compiler (cgc) which outputs DirectX or OpenGL and the Microsoft HLSL which outputs DirectX shaders in bytecode format. Nvidia's cgc was deprecated in 2012, with no additional development or support available. HLSL shaders can enable many special effects in both 2D and 3D computer graphics. D3D11.3 and D3D12 introduced Shader Model 5.1 and later 6.0. Background Due to technical advances in graphics hardware, some areas of 3D graphics programming have become quite complex. To simplify the process, new features were added to graphics cards, including the ability to modify their rendering pipelines using vertex and pixel shaders. In the beginning, vertex and pixel shaders were programmed at a very low level with only the assembly language of the graphics processing unit. Although using the assembly language gave the programmer complete control over code and flexibility, it was fairly hard to use. A portable, higher level language for programming the GPU was needed, so Cg was created to overcome these problems and make shader development easier. Some of the benefits of using Cg/HLSL over assembly are: Language Cg/HLSL has six basic data types. Some of them are the same as in C, while others are especially added for GPU programming. These types are: Cg also features vector and matrix data types that are based on the basic data types, such as float3 and float4x4. Such data types are quite common when dealing with 3D graphics programming. Cg also has struct and array data types, which work in a similar way to their C equivalents. Cg supports a wide range of operators, including the common arithmetic operators from C, the equivalent arithmetic operators for vector and matrix data types, and the common logical operators. Cg shares the basic control structures with C, like if/else, while, and for. It also has a similar way of defining functions.[examples needed] Cg implements many C preprocessor directives and its macro expansion system. It implements #include. Environment Cg programs are built for different shader profiles that stand for GPUs with different capabilities. These profiles decide, among others, how many instructions can be in each shader, how many registers are available, and what kind of resources a shader can use. Even if a program is correct, it might be too complex to work on a profile. As the number of profile and shader types cropped up, Microsoft has switched to use the term "Shader Model" to group a set of profiles found in a generation of GPUs. Cg supports some of the newer profiles up to Shader Model 5.0 as well as translation to glsl or hlsl. GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline. 1.3 5.0 "32 + 64" for Executed Instructions means "32 texture instructions and 64 arithmetic instructions." As in C, Cg/HLSL features a set of functions for common tasks in GPU programming. Some of the functions have equivalents in C, like the mathematical functions abs and sin, while others are specialized in GPU programming tasks, like the texture mapping functions tex1D and tex2D. Cg/HLSL programs are merely vertex and pixel shaders, and they need supporting programs that handle the rest of the rendering process. Cg can be used with two graphics APIs: OpenGL or DirectX. Each has its own set of Cg functions to communicate with the Cg program, like setting the current Cg shader, passing parameters, and such tasks. (HLSL only targets DirectX.) In addition to being able to compile Cg source to assembly code, the Cg runtime also has the ability to compile shaders during execution of the supporting program. This allows the runtime to compile the shader using the latest optimizations available for hardware that the program is currently executing on. However, this technique requires that the source code for the shader be available in plain text to the compiler, allowing the user of the program to access the source-code for the shader. Some developers view this as a major drawback of this technique. To avoid exposing the source code of the shader, and still maintain some of the hardware specific optimizations, the concept of profiles was developed. Shaders can be compiled to suit different graphics hardware platforms (according to profiles). When executing the supporting program, the best/most optimized shader is loaded according to its profile. For instance there might be a profile for a graphics card that supports complex pixel shaders, and another profile for one that supports only minimal pixel shaders. By creating a pixel shader for each of these profiles a supporting program enlarges the number of supported hardware platforms without sacrificing picture quality on powerful systems.' Compilers and dialects The Cg dialect has only ever had one compiler, in the form of Nvidia's Cg toolkit. Microsoft has released two compilers for HLSL. The original compiler was the closed-source FXC (Effect Compiler), supported until 2015. It was deprecated in favor of the open-source LLVM-based DXC (DirectXShaderCompiler) with support for newer HLSL features. Both compilers generate bytecode: while the older FXC used DXBC, DXC now uses DXIL. DXC can also emit SPIR-V bytecode. The Khronos Group has also written a LLVM-based HLSL compiler, in the form of a frontend for glslang, their GLSL-to-SPIR_V compiler. Support for SPIR-V means that the shaders can be cross-platform, no longer limiting them to a DirectX stack. This task was previously performed by source-level converters like HLSL2GLSL, but the resulting code is often bloated. The PlayStation Shader Language (PSSL) is based on Cg/HLSL. The ReshadeFX shading language is also based on Cg/HLSL. Shaders written in ReshadeFX are compiled to OpenGL, DX, or Vulkan and injected into games to act as post-processing filters. Khronos has since evolved glslang into slang, a shading language and compiler that is mostly source-code-compatible with HLSL. Slang can compile to textual shading languages (GLSL, MSL, CUDA, WGSL), bytecodes (D3D11, D3D12, Vulkan SPIR-V) as well as the CPU. It also has a GLSL-compatibility mode. Applications and games that use Cg or HLSL See also References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/PlayStation_(console)#cite_note-eusuccess-70] | [TOKENS: 10728]
Contents PlayStation (console) The PlayStation[a] (codenamed PSX, abbreviated as PS, and retroactively PS1 or PS one) is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, followed by North America on 9 September 1995, Europe on 29 September 1995, and other regions following thereafter. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn. Sony began developing the PlayStation after a failed venture with Nintendo to create a CD-ROM peripheral for the Super Nintendo Entertainment System in the early 1990s. The console was primarily designed by Ken Kutaragi and Sony Computer Entertainment in Japan, while additional development was outsourced in the United Kingdom. An emphasis on 3D polygon graphics was placed at the forefront of the console's design. PlayStation game production was designed to be streamlined and inclusive, enticing the support of many third party developers. The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults. Critically acclaimed games that defined the console include Gran Turismo, Crash Bandicoot, Spyro the Dragon, Tomb Raider, Resident Evil, Metal Gear Solid, Tekken 3, and Final Fantasy VII. Sony ceased production of the PlayStation on 23 March 2006—over eleven years after it had been released, and in the same year the PlayStation 3 debuted. More than 4,000 PlayStation games were released, with cumulative sales of 962 million units. The PlayStation signaled Sony's rise to power in the video game industry. It received acclaim and sold strongly; in less than a decade, it became the first computer entertainment platform to ship over 100 million units. Its use of compact discs heralded the game industry's transition from cartridges. The PlayStation's success led to a line of successors, beginning with the PlayStation 2 in 2000. In the same year, Sony released a smaller and cheaper model, the PS one. History The PlayStation was conceived by Ken Kutaragi, a Sony executive who managed a hardware engineering division and was later dubbed "the Father of the PlayStation". Kutaragi's interest in working with video games stemmed from seeing his daughter play games on Nintendo's Famicom. Kutaragi convinced Nintendo to use his SPC-700 sound processor in the Super Nintendo Entertainment System (SNES) through a demonstration of the processor's capabilities. His willingness to work with Nintendo was derived from both his admiration of the Famicom and conviction in video game consoles becoming the main home-use entertainment systems. Although Kutaragi was nearly fired because he worked with Nintendo without Sony's knowledge, president Norio Ohga recognised the potential in Kutaragi's chip and decided to keep him as a protégé. The inception of the PlayStation dates back to a 1988 joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges in the form of the Family Computer Disk System, and wanted to continue this complementary storage strategy for the SNES. Since Sony was already contracted to produce the SPC-700 sound processor for the SNES, Nintendo contracted Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". The PlayStation name had already been trademarked by Yamaha, but Nobuyuki Idei liked it so much that he agreed to acquire it for an undisclosed sum rather than search for an alternative. Sony was keen to obtain a foothold in the rapidly expanding video game market. Having been the primary manufacturer of the MSX home computer format, Sony had wanted to use their experience in consumer electronics to produce their own video game hardware. Although the initial agreement between Nintendo and Sony was about producing a CD-ROM drive add-on, Sony had also planned to develop a SNES-compatible Sony-branded console. This iteration was intended to be more of a home entertainment system, playing both SNES cartridges and a new CD format named the "Super Disc", which Sony would design. Under the agreement, Sony would retain sole international rights to every Super Disc game, giving them a large degree of control despite Nintendo's leading position in the video game market. Furthermore, Sony would also be the sole benefactor of licensing related to music and film software that it had been aggressively pursuing as a secondary application. The Play Station was to be announced at the 1991 Consumer Electronics Show (CES) in Las Vegas. However, Nintendo president Hiroshi Yamauchi was wary of Sony's increasing leverage at this point and deemed the original 1988 contract unacceptable upon realising it essentially handed Sony control over all games written on the SNES CD-ROM format. Although Nintendo was dominant in the video game market, Sony possessed a superior research and development department. Wanting to protect Nintendo's existing licensing structure, Yamauchi cancelled all plans for the joint Nintendo–Sony SNES CD attachment without telling Sony. He sent Nintendo of America president Minoru Arakawa (his son-in-law) and chairman Howard Lincoln to Amsterdam to form a more favourable contract with Dutch conglomerate Philips, Sony's rival. This contract would give Nintendo total control over their licences on all Philips-produced machines. Kutaragi and Nobuyuki Idei, Sony's director of public relations at the time, learned of Nintendo's actions two days before the CES was due to begin. Kutaragi telephoned numerous contacts, including Philips, to no avail. On the first day of the CES, Sony announced their partnership with Nintendo and their new console, the Play Station. At 9 am on the next day, in what has been called "the greatest ever betrayal" in the industry, Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips and would abandon their work with Sony. Incensed by Nintendo's renouncement, Ohga and Kutaragi decided that Sony would develop their own console. Nintendo's contract-breaking was met with consternation in the Japanese business community, as they had broken an "unwritten law" of native companies not turning against each other in favour of foreign ones. Sony's American branch considered allying with Sega to produce a CD-ROM-based machine called the Sega Multimedia Entertainment System, but the Sega board of directors in Tokyo vetoed the idea when Sega of America CEO Tom Kalinske presented them the proposal. Kalinske recalled them saying: "That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?" Sony halted their research, but decided to develop what it had developed with Nintendo and Sega into a console based on the SNES. Despite the tumultuous events at the 1991 CES, negotiations between Nintendo and Sony were still ongoing. A deal was proposed: the Play Station would still have a port for SNES games, on the condition that it would still use Kutaragi's audio chip and that Nintendo would own the rights and receive the bulk of the profits. Roughly two hundred prototype machines were created, and some software entered development. Many within Sony were still opposed to their involvement in the video game industry, with some resenting Kutaragi for jeopardising the company. Kutaragi remained adamant that Sony not retreat from the growing industry and that a deal with Nintendo would never work. Knowing that they had to take decisive action, Sony severed all ties with Nintendo on 4 May 1992. To determine the fate of the PlayStation project, Ohga chaired a meeting in June 1992, consisting of Kutaragi and several senior Sony board members. Kutaragi unveiled a proprietary CD-ROM-based system he had been secretly working on which played games with immersive 3D graphics. Kutaragi was confident that his LSI chip could accommodate one million logic gates, which exceeded the capabilities of Sony's semiconductor division at the time. Despite gaining Ohga's enthusiasm, there remained opposition from a majority present at the meeting. Older Sony executives also opposed it, who saw Nintendo and Sega as "toy" manufacturers. The opposers felt the game industry was too culturally offbeat and asserted that Sony should remain a central player in the audiovisual industry, where companies were familiar with one another and could conduct "civili[s]ed" business negotiations. After Kutaragi reminded him of the humiliation he suffered from Nintendo, Ohga retained the project and became one of Kutaragi's most staunch supporters. Ohga shifted Kutaragi and nine of his team from Sony's main headquarters to Sony Music Entertainment Japan (SMEJ), a subsidiary of the main Sony group, so as to retain the project and maintain relationships with Philips for the MMCD development project. The involvement of SMEJ proved crucial to the PlayStation's early development as the process of manufacturing games on CD-ROM format was similar to that used for audio CDs, with which Sony's music division had considerable experience. While at SMEJ, Kutaragi worked with Epic/Sony Records founder Shigeo Maruyama and Akira Sato; both later became vice-presidents of the division that ran the PlayStation business. Sony Computer Entertainment (SCE) was jointly established by Sony and SMEJ to handle the company's ventures into the video game industry. On 27 October 1993, Sony publicly announced that it was entering the game console market with the PlayStation. According to Maruyama, there was uncertainty over whether the console should primarily focus on 2D, sprite-based graphics or 3D polygon graphics. After Sony witnessed the success of Sega's Virtua Fighter (1993) in Japanese arcades, the direction of the PlayStation became "instantly clear" and 3D polygon graphics became the console's primary focus. SCE president Teruhisa Tokunaka expressed gratitude for Sega's timely release of Virtua Fighter as it proved "just at the right time" that making games with 3D imagery was possible. Maruyama claimed that Sony further wanted to emphasise the new console's ability to utilise redbook audio from the CD-ROM format in its games alongside high quality visuals and gameplay. Wishing to distance the project from the failed enterprise with Nintendo, Sony initially branded the PlayStation the "PlayStation X" (PSX). Sony formed their European division and North American division, known as Sony Computer Entertainment Europe (SCEE) and Sony Computer Entertainment America (SCEA), in January and May 1995. The divisions planned to market the new console under the alternative branding "PSX" following the negative feedback regarding "PlayStation" in focus group studies. Early advertising prior to the console's launch in North America referenced PSX, but the term was scrapped before launch. The console was not marketed with Sony's name in contrast to Nintendo's consoles. According to Phil Harrison, much of Sony's upper management feared that the Sony brand would be tarnished if associated with the console, which they considered a "toy". Since Sony had no experience in game development, it had to rely on the support of third-party game developers. This was in contrast to Sega and Nintendo, which had versatile and well-equipped in-house software divisions for their arcade games and could easily port successful games to their home consoles. Recent consoles like the Atari Jaguar and 3DO suffered low sales due to a lack of developer support, prompting Sony to redouble their efforts in gaining the endorsement of arcade-savvy developers. A team from Epic Sony visited more than a hundred companies throughout Japan in May 1993 in hopes of attracting game creators with the PlayStation's technological appeal. Sony found that many disliked Nintendo's practices, such as favouring their own games over others. Through a series of negotiations, Sony acquired initial support from Namco, Konami, and Williams Entertainment, as well as 250 other development teams in Japan alone. Namco in particular was interested in developing for PlayStation since Namco rivalled Sega in the arcade market. Attaining these companies secured influential games such as Ridge Racer (1993) and Mortal Kombat 3 (1995), Ridge Racer being one of the most popular arcade games at the time, and it was already confirmed behind closed doors that it would be the PlayStation's first game by December 1993, despite Namco being a longstanding Nintendo developer. Namco's research managing director Shegeichi Nakamura met with Kutaragi in 1993 to discuss the preliminary PlayStation specifications, with Namco subsequently basing the Namco System 11 arcade board on PlayStation hardware and developing Tekken to compete with Virtua Fighter. The System 11 launched in arcades several months before the PlayStation's release, with the arcade release of Tekken in September 1994. Despite securing the support of various Japanese studios, Sony had no developers of their own by the time the PlayStation was in development. This changed in 1993 when Sony acquired the Liverpudlian company Psygnosis (later renamed SCE Liverpool) for US$48 million, securing their first in-house development team. The acquisition meant that Sony could have more launch games ready for the PlayStation's release in Europe and North America. Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas; at one point it was suggested that a television with a built-in PlayStation be produced. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on games and assisting with software development. The purchase of Psygnosis marked another turning point for the PlayStation as it played a vital role in creating the console's development kits. While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations and asked Bristol-based SN Systems to create an alternative PC-based development system. Andy Beveridge and Martin Day, owners of SN Systems, had previously supplied development hardware for other consoles such as the Mega Drive, Atari ST, and the SNES. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems's, thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and SN Systems supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems produced development kits for future PlayStation systems, including the PlayStation 2 and was bought out by Sony in 2005. Sony strived to make game production as streamlined and inclusive as possible, in contrast to the relatively isolated approach of Sega and Nintendo. Phil Harrison, representative director of SCEE, believed that Sony's emphasis on developer assistance reduced most time-consuming aspects of development. As well as providing programming libraries, SCE headquarters in London, California, and Tokyo housed technical support teams that could work closely with third-party developers if needed. Sony did not favour their own over non-Sony products, unlike Nintendo; Peter Molyneux of Bullfrog Productions admired Sony's open-handed approach to software developers and lauded their decision to use PCs as a development platform, remarking that "[it was] like being released from jail in terms of the freedom you have". Another strategy that helped attract software developers was the PlayStation's use of the CD-ROM format instead of traditional cartridges. Nintendo cartridges were expensive to manufacture, and the company controlled all production, prioritising their own games, while inexpensive compact disc manufacturing occurred at dozens of locations around the world. The PlayStation's architecture and interconnectability with PCs was beneficial to many software developers. The use of the programming language C proved useful, as it safeguarded future compatibility of the machine should developers decide to make further hardware revisions. Despite the inherent flexibility, some developers found themselves restricted due to the console's lack of RAM. While working on beta builds of the PlayStation, Molyneux observed that its MIPS processor was not "quite as bullish" compared to that of a fast PC and said that it took his team two weeks to port their PC code to the PlayStation development kits and another fortnight to achieve a four-fold speed increase. An engineer from Ocean Software, one of Europe's largest game developers at the time, thought that allocating RAM was a challenging aspect given the 3.5 megabyte restriction. Kutaragi said that while it would have been easy to double the amount of RAM for the PlayStation, the development team refrained from doing so to keep the retail cost down. Kutaragi saw the biggest challenge in developing the system to be balancing the conflicting goals of high performance, low cost, and being easy to program for, and felt he and his team were successful in this regard. Its technical specifications were finalised in 1993 and its design during 1994. The PlayStation name and its final design were confirmed during a press conference on May 10, 1994, although the price and release dates had not been disclosed yet. Sony released the PlayStation in Japan on 3 December 1994, a week after the release of the Sega Saturn, at a price of ¥39,800. Sales in Japan began with a "stunning" success with long queues in shops. Ohga later recalled that he realised how important PlayStation had become for Sony when friends and relatives begged for consoles for their children. PlayStation sold 100,000 units on the first day and two million units within six months, although the Saturn outsold the PlayStation in the first few weeks due to the success of Virtua Fighter. By the end of 1994, 300,000 PlayStation units were sold in Japan compared to 500,000 Saturn units. A grey market emerged for PlayStations shipped from Japan to North America and Europe, with buyers of such consoles paying up to £700. "When September 1995 arrived and Sony's Playstation roared out of the gate, things immediately felt different than [sic] they did with the Saturn launch earlier that year. Sega dropped the Saturn $100 to match the Playstation's $299 debut price, but sales weren't even close—Playstations flew out the door as fast as we could get them in stock. Before the release in North America, Sega and Sony presented their consoles at the first Electronic Entertainment Expo (E3) in Los Angeles on 11 May 1995. At their keynote presentation, Sega of America CEO Tom Kalinske revealed that their Saturn console would be released immediately to select retailers at a price of $399. Next came Sony's turn: Olaf Olafsson, the head of SCEA, summoned Steve Race, the head of development, to the conference stage, who said "$299" and left the audience with a round of applause. The attention to the Sony conference was further bolstered by the surprise appearance of Michael Jackson and the showcase of highly anticipated games, including Wipeout (1995), Ridge Racer and Tekken (1994). In addition, Sony announced that no games would be bundled with the console. Although the Saturn had released early in the United States to gain an advantage over the PlayStation, the surprise launch upset many retailers who were not informed in time, harming sales. Some retailers such as KB Toys responded by dropping the Saturn entirely. The PlayStation went on sale in North America on 9 September 1995. It sold more units within two days than the Saturn had in five months, with almost all of the initial shipment of 100,000 units sold in advance and shops across the country running out of consoles and accessories. The well-received Ridge Racer contributed to the PlayStation's early success, — with some critics considering it superior to Sega's arcade counterpart Daytona USA (1994) — as did Battle Arena Toshinden (1995). There were over 100,000 pre-orders placed and 17 games available on the market by the time of the PlayStation's American launch, in comparison to the Saturn's six launch games. The PlayStation released in Europe on 29 September 1995 and in Australia on 15 November 1995. By November it had already outsold the Saturn by three to one in the United Kingdom, where Sony had allocated a £20 million marketing budget during the Christmas season compared to Sega's £4 million. Sony found early success in the United Kingdom by securing listings with independent shop owners as well as prominent High Street chains such as Comet and Argos. Within its first year, the PlayStation secured over 20% of the entire American video game market. From September to the end of 1995, sales in the United States amounted to 800,000 units, giving the PlayStation a commanding lead over the other fifth-generation consoles,[b] though the SNES and Mega Drive from the fourth generation still outsold it. Sony reported that the attach rate of sold games and consoles was four to one. To meet increasing demand, Sony chartered jumbo jets and ramped up production in Europe and North America. By early 1996, the PlayStation had grossed $2 billion (equivalent to $4.106 billion 2025) from worldwide hardware and software sales. By late 1996, sales in Europe totalled 2.2 million units, including 700,000 in the UK. Approximately 400 PlayStation games were in development, compared to around 200 games being developed for the Saturn and 60 for the Nintendo 64. In India, the PlayStation was launched in test market during 1999–2000 across Sony showrooms, selling 100 units. Sony finally launched the console (PS One model) countrywide on 24 January 2002 with the price of Rs 7,990 and 26 games available from start. PlayStation was also doing well in markets where it was never officially released. For example, in Brazil, due to the registration of the trademark by a third company, the console could not be released, which was why the market was taken over by the officially distributed Sega Saturn during the first period, but as the Sega console withdraws, PlayStation imports and large piracy increased. In another market, China, the most popular 32-bit console was Sega Saturn, but after leaving the market, PlayStation grown with a base of 300,000 users until January 2000, although Sony China did not have plans to release it. The PlayStation was backed by a successful marketing campaign, allowing Sony to gain an early foothold in Europe and North America. Initially, PlayStation demographics were skewed towards adults, but the audience broadened after the first price drop. While the Saturn was positioned towards 18- to 34-year-olds, the PlayStation was initially marketed exclusively towards teenagers. Executives from both Sony and Sega reasoned that because younger players typically looked up to older, more experienced players, advertising targeted at teens and adults would draw them in too. Additionally, Sony found that adults reacted best to advertising aimed at teenagers; Lee Clow surmised that people who started to grow into adulthood regressed and became "17 again" when they played video games. The console was marketed with advertising slogans stylised as "LIVE IN YUR WRLD. PLY IN URS" (Live in Your World. Play in Ours.) and "U R NOT E" (red E). The four geometric shapes were derived from the symbols for the four buttons on the controller. Clow thought that by invoking such provocative statements, gamers would respond to the contrary and say "'Bullshit. Let me show you how ready I am.'" As the console's appeal enlarged, Sony's marketing efforts broadened from their earlier focus on mature players to specifically target younger children as well. Shortly after the PlayStation's release in Europe, Sony tasked marketing manager Geoff Glendenning with assessing the desires of a new target audience. Sceptical over Nintendo and Sega's reliance on television campaigns, Glendenning theorised that young adults transitioning from fourth-generation consoles would feel neglected by marketing directed at children and teenagers. Recognising the influence early 1990s underground clubbing and rave culture had on young people, especially in the United Kingdom, Glendenning felt that the culture had become mainstream enough to help cultivate PlayStation's emerging identity. Sony partnered with prominent nightclub owners such as Ministry of Sound and festival promoters to organise dedicated PlayStation areas where demonstrations of select games could be tested. Sheffield-based graphic design studio The Designers Republic was contracted by Sony to produce promotional materials aimed at a fashionable, club-going audience. Psygnosis' Wipeout in particular became associated with nightclub culture as it was widely featured in venues. By 1997, there were 52 nightclubs in the United Kingdom with dedicated PlayStation rooms. Glendenning recalled that he had discreetly used at least £100,000 a year in slush fund money to invest in impromptu marketing. In 1996, Sony expanded their CD production facilities in the United States due to the high demand for PlayStation games, increasing their monthly output from 4 million discs to 6.5 million discs. This was necessary because PlayStation sales were running at twice the rate of Saturn sales, and its lead dramatically increased when both consoles dropped in price to $199 that year. The PlayStation also outsold the Saturn at a similar ratio in Europe during 1996, with 2.2 million consoles sold in the region by the end of the year. Sales figures for PlayStation hardware and software only increased following the launch of the Nintendo 64. Tokunaka speculated that the Nintendo 64 launch had actually helped PlayStation sales by raising public awareness of the gaming market through Nintendo's added marketing efforts. Despite this, the PlayStation took longer to achieve dominance in Japan. Tokunaka said that, even after the PlayStation and Saturn had been on the market for nearly two years, the competition between them was still "very close", and neither console had led in sales for any meaningful length of time. By 1998, Sega, encouraged by their declining market share and significant financial losses, launched the Dreamcast as a last-ditch attempt to stay in the industry. Although its launch was successful, the technically superior 128-bit console was unable to subdue Sony's dominance in the industry. Sony still held 60% of the overall video game market share in North America at the end of 1999. Sega's initial confidence in their new console was undermined when Japanese sales were lower than expected, with disgruntled Japanese consumers reportedly returning their Dreamcasts in exchange for PlayStation software. On 2 March 1999, Sony officially revealed details of the PlayStation 2, which Kutaragi announced would feature a graphics processor designed to push more raw polygons than any console in history, effectively rivalling most supercomputers. The PlayStation continued to sell strongly at the turn of the new millennium: in June 2000, Sony released the PSOne, a smaller, redesigned variant which went on to outsell all other consoles in that year, including the PlayStation 2. In 2005, PlayStation became the first console to ship 100 million units with the PlayStation 2 later achieving this faster than its predecessor. The combined successes of both PlayStation consoles led to Sega retiring the Dreamcast in 2001, and abandoning the console business entirely. The PlayStation was eventually discontinued on 23 March 2006—over eleven years after its release, and less than a year before the debut of the PlayStation 3. Hardware The main microprocessor is a R3000 CPU made by LSI Logic operating at a clock rate of 33.8688 MHz and 30 MIPS. This 32-bit CPU relies heavily on the "cop2" 3D and matrix math coprocessor on the same die to provide the necessary speed to render complex 3D graphics. The role of the separate GPU chip is to draw 2D polygons and apply shading and textures to them: the rasterisation stage of the graphics pipeline. Sony's custom 16-bit sound chip supports ADPCM sources with up to 24 sound channels and offers a sampling rate of up to 44.1 kHz and music sequencing. It features 2 MB of main RAM, with an additional 1 MB of video RAM. The PlayStation has a maximum colour depth of 16.7 million true colours with 32 levels of transparency and unlimited colour look-up tables. The PlayStation can output composite, S-Video or RGB video signals through its AV Multi connector (with older models also having RCA connectors for composite), displaying resolutions from 256×224 to 640×480 pixels. Different games can use different resolutions. Earlier models also had proprietary parallel and serial ports that could be used to connect accessories or multiple consoles together; these were later removed due to a lack of usage. The PlayStation uses a proprietary video compression unit, MDEC, which is integrated into the CPU and allows for the presentation of full motion video at a higher quality than other consoles of its generation. Unusual for the time, the PlayStation lacks a dedicated 2D graphics processor; 2D elements are instead calculated as polygons by the Geometry Transfer Engine (GTE) so that they can be processed and displayed on screen by the GPU. While running, the GPU can also generate a total of 4,000 sprites and 180,000 polygons per second, in addition to 360,000 per second flat-shaded. The PlayStation went through a number of variants during its production run. Externally, the most notable change was the gradual reduction in the number of external connectors from the rear of the unit. This started with the original Japanese launch units; the SCPH-1000, released on 3 December 1994, was the only model that had an S-Video port, as it was removed from the next model. Subsequent models saw a reduction in number of parallel ports, with the final version only retaining one serial port. Sony marketed a development kit for amateur developers known as the Net Yaroze (meaning "Let's do it together" in Japanese). It was launched in June 1996 in Japan, and following public interest, was released the next year in other countries. The Net Yaroze allowed hobbyists to create their own games and upload them via an online forum run by Sony. The console was only available to buy through an ordering service and with the necessary documentation and software to program PlayStation games and applications through C programming compilers. On 7 July 2000, Sony released the PS One (stylised as "PS one" or "PSone"), a smaller, redesigned version of the original PlayStation. It was the highest-selling console through the end of the year, outselling all other consoles—including the PlayStation 2. In 2002, Sony released a 5-inch (130 mm) LCD screen add-on for the PS One, referred to as the "Combo pack". It also included a car cigarette lighter adaptor adding an extra layer of portability. Production of the LCD "Combo Pack" ceased in 2004, when the popularity of the PlayStation began to wane in markets outside Japan. A total of 28.15 million PS One units had been sold by the time it was discontinued in March 2006. Three iterations of the PlayStation's controller were released over the console's lifespan. The first controller, the PlayStation controller, was released alongside the PlayStation in December 1994. It features four individual directional buttons (as opposed to a conventional D-pad), a pair of shoulder buttons on both sides, Start and Select buttons in the centre, and four face buttons consisting of simple geometric shapes: a green triangle, red circle, blue cross, and a pink square (, , , ). Rather than depicting traditionally used letters or numbers onto its buttons, the PlayStation controller established a trademark which would be incorporated heavily into the PlayStation brand. Teiyu Goto, the designer of the original PlayStation controller, said that the circle and cross represent "yes" and "no", respectively (though this layout is reversed in Western versions); the triangle symbolises a point of view and the square is equated to a sheet of paper to be used to access menus. The European and North American models of the original PlayStation controllers are roughly 10% larger than its Japanese variant, to account for the fact the average person in those regions has larger hands than the average Japanese person. Sony's first analogue gamepad, the PlayStation Analog Joystick (often erroneously referred to as the "Sony Flightstick"), was first released in Japan in April 1996. Featuring two parallel joysticks, it uses potentiometer technology previously used on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller detects minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. The Analog Joystick sold poorly in Japan due to its high cost and cumbersome size. The increasing popularity of 3D games prompted Sony to add analogue sticks to its controller design to give users more freedom over their movements in virtual 3D environments. The first official analogue controller, the Dual Analog Controller, was revealed to the public in a small glass booth at the 1996 PlayStation Expo in Japan, and released in April 1997 to coincide with the Japanese releases of analogue-capable games Tobal 2 and Bushido Blade. In addition to the two analogue sticks (which also introduced two new buttons mapped to clicking in the analogue sticks), the Dual Analog controller features an "Analog" button and LED beneath the "Start" and "Select" buttons which toggles analogue functionality on or off. The controller also features rumble support, though Sony decided that haptic feedback would be removed from all overseas iterations before the United States release. A Sony spokesman stated that the feature was removed for "manufacturing reasons", although rumours circulated that Nintendo had attempted to legally block the release of the controller outside Japan due to similarities with the Nintendo 64 controller's Rumble Pak. However, a Nintendo spokesman denied that Nintendo took legal action. Next Generation's Chris Charla theorised that Sony dropped vibration feedback to keep the price of the controller down. In November 1997, Sony introduced the DualShock controller. Its name derives from its use of two (dual) vibration motors (shock). Unlike its predecessor, its analogue sticks feature textured rubber grips, longer handles, slightly different shoulder buttons and has rumble feedback included as standard on all versions. The DualShock later replaced its predecessors as the default controller. Sony released a series of peripherals to add extra layers of functionality to the PlayStation. Such peripherals include memory cards, the PlayStation Mouse, the PlayStation Link Cable, the Multiplayer Adapter (a four-player multitap), the Memory Drive (a disk drive for 3.5-inch floppy disks), the GunCon (a light gun), and the Glasstron (a monoscopic head-mounted display). Released exclusively in Japan, the PocketStation is a memory card peripheral which acts as a miniature personal digital assistant. The device features a monochrome liquid crystal display (LCD), infrared communication capability, a real-time clock, built-in flash memory, and sound capability. Sharing similarities with the Dreamcast's VMU peripheral, the PocketStation was typically distributed with certain PlayStation games, enhancing them with added features. The PocketStation proved popular in Japan, selling over five million units. Sony planned to release the peripheral outside Japan but the release was cancelled, despite receiving promotion in Europe and North America. In addition to playing games, most PlayStation models are equipped to play CD-Audio. The Asian model SCPH-5903 can also play Video CDs. Like most CD players, the PlayStation can play songs in a programmed order, shuffle the playback order of the disc and repeat one song or the entire disc. Later PlayStation models use a music visualisation function called SoundScope. This function, as well as a memory card manager, is accessed by starting the console without either inserting a game or closing the CD tray, thereby accessing a graphical user interface (GUI) for the PlayStation BIOS. The GUI for the PS One and PlayStation differ depending on the firmware version: the original PlayStation GUI had a dark blue background with rainbow graffiti used as buttons, while the early PAL PlayStation and PS One GUI had a grey blocked background with two icons in the middle. PlayStation emulation is versatile and can be run on numerous modern devices. Bleem! was a commercial emulator which was released for IBM-compatible PCs and the Dreamcast in 1999. It was notable for being aggressively marketed during the PlayStation's lifetime, and was the centre of multiple controversial lawsuits filed by Sony. Bleem! was programmed in assembly language, which allowed it to emulate PlayStation games with improved visual fidelity, enhanced resolutions, and filtered textures that was not possible on original hardware. Sony sued Bleem! two days after its release, citing copyright infringement and accusing the company of engaging in unfair competition and patent infringement by allowing use of PlayStation BIOSs on a Sega console. Bleem! were subsequently forced to shut down in November 2001. Sony was aware that using CDs for game distribution could have left games vulnerable to piracy, due to the growing popularity of CD-R and optical disc drives with burning capability. To preclude illegal copying, a proprietary process for PlayStation disc manufacturing was developed that, in conjunction with an augmented optical drive in Tiger H/E assembly, prevented burned copies of games from booting on an unmodified console. Specifically, all genuine PlayStation discs were printed with a small section of deliberate irregular data, which the PlayStation's optical pick-up was capable of detecting and decoding. Consoles would not boot game discs without a specific wobble frequency contained in the data of the disc pregap sector (the same system was also used to encode discs' regional lockouts). This signal was within Red Book CD tolerances, so PlayStation discs' actual content could still be read by a conventional disc drive; however, the disc drive could not detect the wobble frequency (therefore duplicating the discs omitting it), since the laser pick-up system of any optical disc drive would interpret this wobble as an oscillation of the disc surface and compensate for it in the reading process. Early PlayStations, particularly early 1000 models, experience skipping full-motion video or physical "ticking" noises from the unit. The problems stem from poorly placed vents leading to overheating in some environments, causing the plastic mouldings inside the console to warp slightly and create knock-on effects with the laser assembly. The solution is to sit the console on a surface which dissipates heat efficiently in a well vented area or raise the unit up slightly from its resting surface. Sony representatives also recommended unplugging the PlayStation when it is not in use, as the system draws in a small amount of power (and therefore heat) even when turned off. The first batch of PlayStations use a KSM-440AAM laser unit, whose case and movable parts are all built out of plastic. Over time, the plastic lens sled rail wears out—usually unevenly—due to friction. The placement of the laser unit close to the power supply accelerates wear, due to the additional heat, which makes the plastic more vulnerable to friction. Eventually, one side of the lens sled will become so worn that the laser can tilt, no longer pointing directly at the CD; after this, games will no longer load due to data read errors. Sony fixed the problem by making the sled out of die-cast metal and placing the laser unit further away from the power supply on later PlayStation models. Due to an engineering oversight, the PlayStation does not produce a proper signal on several older models of televisions, causing the display to flicker or bounce around the screen. Sony decided not to change the console design, since only a small percentage of PlayStation owners used such televisions, and instead gave consumers the option of sending their PlayStation unit to a Sony service centre to have an official modchip installed, allowing play on older televisions. Game library The PlayStation featured a diverse game library which grew to appeal to all types of players. Critically acclaimed PlayStation games included Final Fantasy VII (1997), Crash Bandicoot (1996), Spyro the Dragon (1998), Metal Gear Solid (1998), all of which became established franchises. Final Fantasy VII is credited with allowing role-playing games to gain mass-market appeal outside Japan, and is considered one of the most influential and greatest video games ever made. The PlayStation's bestselling game is Gran Turismo (1997), which sold 10.85 million units. After the PlayStation's discontinuation in 2006, the cumulative software shipment was 962 million units. Following its 1994 launch in Japan, early games included Ridge Racer, Crime Crackers, King's Field, Motor Toon Grand Prix, Toh Shin Den (i.e. Battle Arena Toshinden), and Kileak: The Blood. The first two games available at its later North American launch were Jumping Flash! (1995) and Ridge Racer, with Jumping Flash! heralded as an ancestor for 3D graphics in console gaming. Wipeout, Air Combat, Twisted Metal, Warhawk and Destruction Derby were among the popular first-year games, and the first to be reissued as part of Sony's Greatest Hits or Platinum range. At the time of the PlayStation's first Christmas season, Psygnosis had produced around 70% of its launch catalogue; their breakthrough racing game Wipeout was acclaimed for its techno soundtrack and helped raise awareness of Britain's underground music community. Eidos Interactive's action-adventure game Tomb Raider contributed substantially to the success of the console in 1996, with its main protagonist Lara Croft becoming an early gaming icon and garnering unprecedented media promotion. Licensed tie-in video games of popular films were also prevalent; Argonaut Games' 2001 adaptation of Harry Potter and the Philosopher's Stone went on to sell over eight million copies late in the console's lifespan. Third-party developers committed largely to the console's wide-ranging game catalogue even after the launch of the PlayStation 2; some of the notable exclusives in this era include Harry Potter and the Philosopher's Stone, Fear Effect 2: Retro Helix, Syphon Filter 3, C-12: Final Resistance, Dance Dance Revolution Konamix and Digimon World 3.[c] Sony assisted with game reprints as late as 2008 with Metal Gear Solid: The Essential Collection, this being the last PlayStation game officially released and licensed by Sony. Initially, in the United States, PlayStation games were packaged in long cardboard boxes, similar to non-Japanese 3DO and Saturn games. Sony later switched to the jewel case format typically used for audio CDs and Japanese video games, as this format took up less retailer shelf space (which was at a premium due to the large number of PlayStation games being released), and focus testing showed that most consumers preferred this format. Reception The PlayStation was mostly well received upon release. Critics in the west generally welcomed the new console; the staff of Next Generation reviewed the PlayStation a few weeks after its North American launch, where they commented that, while the CPU is "fairly average", the supplementary custom hardware, such as the GPU and sound processor, is stunningly powerful. They praised the PlayStation's focus on 3D, and complemented the comfort of its controller and the convenience of its memory cards. Giving the system 41⁄2 out of 5 stars, they concluded, "To succeed in this extremely cut-throat market, you need a combination of great hardware, great games, and great marketing. Whether by skill, luck, or just deep pockets, Sony has scored three out of three in the first salvo of this war." Albert Kim from Entertainment Weekly praised the PlayStation as a technological marvel, rivalling that of Sega and Nintendo. Famicom Tsūshin scored the console a 19 out of 40, lower than the Saturn's 24 out of 40, in May 1995. In a 1997 year-end review, a team of five Electronic Gaming Monthly editors gave the PlayStation scores of 9.5, 8.5, 9.0, 9.0, and 9.5—for all five editors, the highest score they gave to any of the five consoles reviewed in the issue. They lauded the breadth and quality of the games library, saying it had vastly improved over previous years due to developers mastering the system's capabilities in addition to Sony revising their stance on 2D and role playing games. They also complimented the low price point of the games compared to the Nintendo 64's, and noted that it was the only console on the market that could be relied upon to deliver a solid stream of games for the coming year, primarily due to third party developers almost unanimously favouring it over its competitors. Legacy SCE was an upstart in the video game industry in late 1994, as the video game market in the early 1990s was dominated by Nintendo and Sega. Nintendo had been the clear leader in the industry since the introduction of the Nintendo Entertainment System in 1985 and the Nintendo 64 was initially expected to maintain this position. The PlayStation's target audience included the generation which was the first to grow up with mainstream video games, along with 18- to 29-year-olds who were not the primary focus of Nintendo. By the late 1990s, Sony became a highly regarded console brand due to the PlayStation, with a significant lead over second-place Nintendo, while Sega was relegated to a distant third. The PlayStation became the first "computer entertainment platform" to ship over 100 million units worldwide, with many critics attributing the console's success to third-party developers. It remains the sixth best-selling console of all time as of 2025[update], with a total of 102.49 million units sold. Around 7,900 individual games were published for the console during its 11-year life span, the second-most games ever produced for a console. Its success resulted in a significant financial boon for Sony as profits from their video game division contributed to 23%. Sony's next-generation PlayStation 2, which is backward compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The PlayStation's lead in installed base and developer support paved the way for the success of its successor, which overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube. The PlayStation 2's immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market. To date, five PlayStation home consoles have been released, which have continued the same numbering scheme, as well as two portable systems. The PlayStation 3 also maintained backward compatibility with original PlayStation discs. Hundreds of PlayStation games have been digitally re-released on the PlayStation Portable, PlayStation 3, PlayStation Vita, PlayStation 4, and PlayStation 5. The PlayStation has often ranked among the best video game consoles. In 2018, Retro Gamer named it the third best console, crediting its sophisticated 3D capabilities as one of its key factors in gaining mass success, and lauding it as a "game-changer in every sense possible". In 2009, IGN ranked the PlayStation the seventh best console in their list, noting its appeal towards older audiences to be a crucial factor in propelling the video game industry, as well as its assistance in transitioning game industry to use the CD-ROM format. Keith Stuart from The Guardian likewise named it as the seventh best console in 2020, declaring that its success was so profound it "ruled the 1990s". In January 2025, Lorentio Brodesco announced the nsOne project, attempting to reverse engineer PlayStation's motherboard. Brodesco stated that "detailed documentation on the original motherboard was either incomplete or entirely unavailable". The project was successfully crowdfunded via Kickstarter. In June, Brodesco manufactured the first working motherboard, promising to bring a fully rooted version with multilayer routing as well as documentation and design files in the near future. The success of the PlayStation contributed to the demise of cartridge-based home consoles. While not the first system to use an optical disc format, it was the first highly successful one, and ended up going head-to-head with the proprietary cartridge-relying Nintendo 64,[d] which the industry had expected to use CDs like PlayStation. After the demise of the Sega Saturn, Nintendo was left as Sony's main competitor in Western markets. Nintendo chose not to use CDs for the Nintendo 64; they were likely concerned with the proprietary cartridge format's ability to help enforce copy protection, given their substantial reliance on licensing and exclusive games for their revenue. Besides their larger capacity, CD-ROMs could be produced in bulk quantities at a much faster rate than ROM cartridges, a week compared to two to three months. Further, the cost of production per unit was far cheaper, allowing Sony to offer games about 40% lower cost to the user compared to ROM cartridges while still making the same amount of net revenue. In Japan, Sony published fewer copies of a wide variety of games for the PlayStation as a risk-limiting step, a model that had been used by Sony Music for CD audio discs. The production flexibility of CD-ROMs meant that Sony could produce larger volumes of popular games to get onto the market quickly, something that could not be done with cartridges due to their manufacturing lead time. The lower production costs of CD-ROMs also allowed publishers an additional source of profit: budget-priced reissues of games which had already recouped their development costs. Tokunaka remarked in 1996: Choosing CD-ROM is one of the most important decisions that we made. As I'm sure you understand, PlayStation could just as easily have worked with masked ROM [cartridges]. The 3D engine and everything—the whole PlayStation format—is independent of the media. But for various reasons (including the economies for the consumer, the ease of the manufacturing, inventory control for the trade, and also the software publishers) we deduced that CD-ROM would be the best media for PlayStation. The increasing complexity of developing games pushed cartridges to their storage limits and gradually discouraged some third-party developers. Part of the CD format's appeal to publishers was that they could be produced at a significantly lower cost and offered more production flexibility to meet demand. As a result, some third-party developers switched to the PlayStation, including Square and Enix, whose Final Fantasy VII and Dragon Quest VII respectively had been planned for the Nintendo 64 (both companies later merged to form Square Enix). Other developers released fewer games for the Nintendo 64 (Konami, releasing only thirteen N64 games but over fifty on the PlayStation). Nintendo 64 game releases were less frequent than the PlayStation's, with many being developed by either Nintendo themselves or second-parties such as Rare. The PlayStation Classic is a dedicated video game console made by Sony Interactive Entertainment that emulates PlayStation games. It was announced in September 2018 at the Tokyo Game Show, and released on 3 December 2018, the 24th anniversary of the release of the original console. As a dedicated console, the PlayStation Classic features 20 pre-installed games; the games run off the open source emulator PCSX. The console is bundled with two replica wired PlayStation controllers (those without analogue sticks), an HDMI cable, and a USB-Type A cable. Internally, the console uses a MediaTek MT8167a Quad A35 system on a chip with four central processing cores clocked at @ 1.5 GHz and a Power VR GE8300 graphics processing unit. It includes 16 GB of eMMC flash storage and 1 Gigabyte of DDR3 SDRAM. The PlayStation Classic is 45% smaller than the original console. The PlayStation Classic received negative reviews from critics and was compared unfavorably to Nintendo's rival Nintendo Entertainment System Classic Edition and Super Nintendo Entertainment System Classic Edition. Criticism was directed at its meagre game library, user interface, emulation quality, use of PAL versions for certain games, use of the original controller, and high retail price, though the console's design received praise. The console sold poorly. See also Notes References
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Contents Reference counting In computer science, reference counting is a programming technique of storing the number of references, pointers, or handles to a resource, such as an object, a block of memory, disk space, and others. In garbage collection algorithms, reference counts may be used to deallocate objects that are no longer needed. Advantages and disadvantages The main advantage of the reference counting over tracing garbage collection is that objects are reclaimed as soon as they can no longer be referenced, and in an incremental fashion, without long pauses for collection cycles and with clearly defined lifetime of every object. In real-time applications or systems with limited memory, this is important to maintain responsiveness. Reference counting is also among the simplest forms of memory management to implement. It also allows for effective management of non-memory resources such as operating system objects, which are often much scarcer than memory (tracing garbage collection systems use finalizers for this,[citation needed] but the delayed reclamation may cause problems). Weighted reference counts are a good solution for garbage collecting a distributed system. Tracing garbage collection cycles are triggered too often if the set of live objects fills most of the available memory;[citation needed] it requires extra space to be efficient.[citation needed] Reference counting performance does not deteriorate as the total amount of free space decreases. Reference counts are also useful information to use as input to other runtime optimizations. For example, systems that depend heavily on immutable objects such as many functional programming languages can suffer an efficiency penalty due to frequent copies.[citation needed] However, if the compiler (or runtime system) knows that a particular object has only one reference (as most do in many systems), and that the reference is lost at the same time that a similar new object is created (as in the string append statement str ← str + "a"), it can replace the operation with a mutation on the original object. Reference counting in naive form has three main disadvantages over the tracing garbage collection, both of which require additional mechanisms to ameliorate: In addition to these, if the memory is allocated from a free list, reference counting suffers from poor locality. Reference counting alone cannot move objects to improve cache performance, so high performance collectors implement a tracing garbage collector as well. Most implementations (such as the ones in PHP and Objective-C) suffer from poor cache performance since they do not implement copying objects. Graph interpretation When dealing with garbage collection schemes, it is often helpful to think of the reference graph, which is a directed graph where the vertices are objects and there is an edge from an object A to an object B if A holds a reference to B. We also have a special vertex or vertices representing the local variables and references held by the runtime system, and no edges ever go to these nodes, although edges can go from them to other nodes. In this context, the simple reference count of an object is the in-degree of its vertex. Deleting a vertex is like collecting an object. It can only be done when the vertex has no incoming edges, so it does not affect the out-degree of any other vertices, but it can affect the in-degree of other vertices, causing their corresponding objects to be collected as well if their in-degree also becomes 0 as a result. The connected component containing the special vertex contains the objects that can't be collected, while other connected components of the graph only contain garbage. If a reference-counting garbage collection algorithm is implemented, then each of these garbage components must contain at least one cycle; otherwise, they would have been collected as soon as their reference count (i.e., the number of incoming edges) dropped to zero. Dealing with inefficiency of updates Incrementing and decrementing reference counts every time a reference is created or destroyed can significantly impede performance. Not only do the operations take time, but they damage cache performance and can lead to pipeline bubbles. Even read-only operations like calculating the length of a list require a large number of reads and writes for reference updates with naive reference counting. One simple technique is for the compiler to combine a number of nearby reference updates into one. This is especially effective for references which are created and quickly destroyed. Care must be taken, however, to put the combined update at the right position so that a premature free can be avoided. The Deutsch-Bobrow method of reference counting capitalizes on the fact that most reference count updates are in fact generated by references stored in local variables. It ignores these references, only counting references in data structures, but before an object with reference count zero can be deleted, the system must verify with a scan of the stack and registers that no other reference to it still exists. Another technique devised by Henry Baker involves deferred increments, in which references which are stored in local variables do not immediately increment the corresponding reference count, but instead defer this until it is necessary. If such a reference is destroyed quickly, then there is no need to update the counter. This eliminates a large number of updates associated with short-lived references (such as the above list-length-counting example). However, if such a reference is copied into a data structure, then the deferred increment must be performed at that time. It is also critical to perform the deferred increment before the object's count drops to zero, to avoid a premature free. A dramatic decrease in the overhead on counter updates was obtained by Levanoni and Petrank. They introduce the update coalescing method which coalesces many of the redundant reference count updates. Consider a pointer that in a given interval of the execution is updated several times. It first points to an object O1, then to an object O2, and so forth until at the end of the interval it points to some object On. A reference counting algorithm would typically execute rc(O1)--, rc(O2)++, rc(O2)--, rc(O3)++, rc(O3)--, ..., rc(On)++. But most of these updates are redundant. In order to have the reference count properly evaluated at the end of the interval it is enough to perform rc(O1)-- and rc(On)++. The rest of the updates are redundant. Levanoni and Petrank showed in 2001 how to use such update coalescing in a reference counting collector. When using update coalescing with an appropriate treatment of new objects, more than 99% of the counter updates are eliminated for typical Java benchmarks. Interestingly, update coalescing also eliminates the need to employ atomic operations during pointer updates in a concurrent setting, this solving reference counting issues in a concurrent setting. Therefore, update coalescing solves the third problem of naive reference counting (i.e., a costly overhead in a concurrent setting). Levanoni and Petrank presented an enhanced algorithm that may run concurrently with multithreaded applications employing only fine synchronization. Blackburn and McKinley's ulterior reference counting method in 2003 combines deferred reference counting with a copying nursery, observing that the majority of pointer mutations occur in young objects. This algorithm achieves throughput comparable with the fastest generational copying collectors with the low bounded pause times of reference counting. Dealing with reference cycles Perhaps the most obvious way to handle reference cycles is to design the system to avoid creating them. A system may explicitly forbid reference cycles; file systems with hard links often do this. Judicious use of "weak" (non-counted) references may also help avoid retain cycles; the Cocoa framework, for instance, recommends using "strong" references for parent-to-child relationships and "weak" references for child-to-parent relationships. Systems may also be designed to tolerate or correct the cycles they create in some way. Developers may design code to explicitly "tear down" the references in a data structure when it is no longer needed, though this has the cost of requiring them to manually track that data structure's lifetime. This technique can be automated by creating an "owner" object that does the tearing-down when it is destroyed; for instance, a Graph object's destructor could delete the edges of its GraphNodes, breaking the reference cycles in the graph. Cycles may even be ignored in systems with short lives and a small amount of cyclic garbage, particularly when the system was developed using a methodology of avoiding cyclic data structures wherever possible, typically at the expense of efficiency. Computer scientists have also discovered ways to detect and collect reference cycles automatically, without requiring changes in the data structure design. One simple solution is to periodically use a tracing garbage collector to reclaim cycles; since cycles typically constitute a relatively small amount of reclaimed space, the collector can be run much less often than with an ordinary tracing garbage collector. Bacon describes a cycle-collection algorithm for reference counting with similarities to tracing collectors, including the same theoretical time bounds. It is based on the observation that a cycle can only be isolated when a reference count is decremented to a nonzero value. All objects which this occurs on are put on a roots list, and then periodically the program searches through the objects reachable from the roots for cycles. It knows it has found a cycle that can be collected when decrementing all the reference counts on a cycle of references brings them all down to zero. An enhanced version of this algorithm by Paz et al. is able to run concurrently with other operations and improve its efficiency by using the update coalescing method of Levanoni and Petrank. Variant forms Although it is possible to augment simple reference counts in a variety of ways, often a better solution can be found by performing reference counting in a fundamentally different way. Here we describe some of the variants on reference counting and their benefits and drawbacks. In weighted reference counting, each reference is assigned a weight, and each object tracks not the number of references referring to it, but the total weight of the references referring to it. The initial reference to a newly created object has a large weight, such as 216. Whenever this reference is copied, half of the weight goes to the new reference, and half of the weight stays with the old reference. Since the total weight does not change, the object's reference count does not need to be updated. Destroying a reference decrements the total weight by the weight of that reference. When the total weight becomes zero, all references have been destroyed. If an attempt is made to copy a reference with a weight of 1, the reference has to "get more weight" by adding to the total weight and then adding this new weight to the reference, and then splitting it. An alternative in this situation is to create an indirection reference object, the initial reference to which is created with a large weight which can then be split. The property of not needing to access a reference count when a reference is copied is particularly helpful when the object's reference count is expensive to access, for example because it is in another process, on disk, or even across a network. It can also help increase concurrency by avoiding many threads locking a reference count to increase it. Thus, weighted reference counting is most useful in parallel, multiprocess, database, or distributed applications. The primary problem with simple weighted reference counting is that destroying a reference still requires accessing the reference count, and if many references are destroyed, this can cause the same bottlenecks we seek to avoid. Some adaptations of weighted reference counting seek to avoid this by transferring weight from a dying reference to an active reference. Weighted reference counting was independently devised by Bevan and Watson & Watson in 1987. In indirect reference counting, it is necessary to keep track of the reference's source. This means that two references are kept to the object: a direct one which is used for invocations; and an indirect one which forms part of a diffusion tree, such as in the Dijkstra–Scholten algorithm, which allows a garbage collector to identify dead objects. This approach prevents an object from being discarded prematurely. Examples of use As a collection algorithm, reference counting tracks, for each object, a count of the number of references to it held by other objects. If an object's reference count reaches zero, the object has become inaccessible, and can be destroyed. When an object is destroyed, any objects referenced by that object also have their reference counts decreased. Because of this, removing a single reference can potentially lead to a large number of objects being freed. A common modification allows reference counting to be made incremental: instead of destroying an object as soon as its reference count becomes zero, it is added to a list of unreferenced objects, and periodically (or as needed) one or more items from this list are destroyed. Simple reference counts require frequent updates. Whenever a reference is destroyed or overwritten, the reference count of the object it references is decremented, and whenever one is created or copied, the reference count of the object it references is incremented. Reference counting is also used in file systems and distributed systems, where full non-incremental tracing garbage collection is too time-consuming because of the size of the object graph and slow access speed. Microsoft's Component Object Model (COM) and WinRT makes pervasive use of reference counting. In fact, two of the three methods that all COM objects must provide (in the IUnknown interface) increment or decrement the reference count. Much of the Windows Shell and many Windows applications (including MS Internet Explorer, MS Office, and countless third-party products) are built on COM, demonstrating the viability of reference counting in large-scale systems.[citation needed] One primary motivation for reference counting in COM is to enable interoperability across different programming languages and runtime systems. A client need only know how to invoke object methods in order to manage object life cycle; thus, the client is completely abstracted from whatever memory allocator the implementation of the COM object uses. As a typical example, a Visual Basic program using a COM object is agnostic towards whether that object was allocated (and must later be deallocated) by a C++ allocator or another Visual Basic component. C++ does not perform reference-counting by default, fulfilling its philosophy of not adding functionality that might incur overheads where the user has not explicitly requested it. Objects that are shared but not owned can be accessed via a reference, raw pointer, or iterator (a conceptual generalisation of pointers). However, by the same token, C++ provides native ways for users to opt-into such functionality: C++11 provides reference counted smart pointers, via the std::shared_ptr class, enabling automatic shared memory-management of dynamically allocated objects. Programmers can use this in conjunction with weak pointers (via std::weak_ptr) to break cyclic dependencies. Objects that are dynamically allocated but not intended to be shared can have their lifetime automatically managed using a std::unique_ptr. In addition, C++11's move semantics further reduce the extent to which reference counts need to be modified by removing the deep copy normally used when a function returns an object, as it allows for a simple copy of the pointer of said object. Apple's Cocoa and Cocoa Touch frameworks (and related frameworks, such as Core Foundation) use manual reference counting, much like COM. Traditionally this was accomplished by the programmer manually sending retain and release messages to objects, but Automatic Reference Counting, a Clang compiler feature that automatically inserts these messages as needed, was added in iOS 5 and Mac OS X 10.7. Mac OS X 10.5 introduced a tracing garbage collector as an alternative to reference counting, but it was deprecated in OS X 10.8 and removed from the Objective-C runtime library in macOS Sierra. iOS has never supported a tracing garbage collector. Delphi is mostly not a garbage collected language, in that user-defined types must still be manually allocated and deallocated; however, it does provide automatic collection using reference counting for a few built-in types, such as strings, dynamic arrays, and interfaces, for ease of use and to simplify the generic database functionality. It is up to the programmer to decide whether to use the built-in types; Delphi programmers have complete access to low-level memory management like in C/C++. So all potential cost of Delphi's reference counting can, if desired, be easily circumvented. Some of the reasons reference counting may have been preferred to other forms of garbage collection in Delphi include: The GObject object-oriented programming framework implements reference counting on its base types, including weak references. Reference incrementing and decrementing uses atomic operations for thread safety. A significant amount of the work in writing bindings to GObject from high-level languages lies in adapting GObject reference counting to work with the language's own memory management system. The Vala programming language uses GObject reference counting as its primary garbage collection system, along with copy-heavy string handling. Perl also uses reference counting, without any special handling of circular references, although (as in Cocoa and C++ above), Perl does support weak references, which allows programmers to avoid creating a cycle. PHP uses a reference counting mechanism for its internal variable management. Since PHP 5.3, it implements the algorithm from Bacon's above mentioned paper. PHP allows you to turn on and off the cycle collection with user-level functions. It also allows you to manually force the purging mechanism to be run. The above example will output: Python also uses reference counting and offers cycle detection as well (and can reclaim reference cycles). Like other low-level languages, Rust does not provide reference counting by default. Instead, any constructed type will be dropped when it falls out of scope. When a programmer needs to define the scope of a constructed type, they often use lifetimes. However, the language also offers various alternatives to complex forms of memory management. Reference counting functionality is provided by the Rc and Arc types, which are non-atomic and atomic respectively. For example, the type Rc<T> provides shared ownership of a value of type T, allocated on the heap for multiple references to its data. Using these constructs allows programmers to avoid lifetimes for a small runtime cost. Both reference counters keep track of the number of owners, as they must drop themselves when no owners remain. One noteworthy facet of these types is related to their usage as a shared reference. In Rust, shared references cannot mutate their held data, so Rc often comes bundled with Cell, and Arc with Mutex, in contexts where interior mutability is necessary. Interior mutability without UnsafeCell has performance costs, too, so, for maximum performance, some applications may call for additional complexity. Squirrel uses reference counting with cycle detection. This tiny language is relatively unknown outside the video game industry; however, it is a concrete example of how reference counting can be practical and efficient (especially in realtime environments).[citation needed] Swift uses reference counting to track and manage the memory of class instances, and provides the weak keyword for creating weak references. Instances of value types do not use reference counting. Tcl 8 uses reference counting for memory management of values (Tcl Obj structs). Since Tcl's values are immutable, reference cycles are impossible to form and no cycle detection scheme is needed. Operations that would replace a value with a modified copy are generally optimized to instead modify the original when its reference count indicates that it is not shared. The references are counted at a data structure level, so the problems with very frequent updates discussed above do not arise. Xojo also uses reference counting, without any special handling of circular references, although (as in Cocoa and C++ above), Xojo does support weak references, which allows programmers to avoid creating a cycle. Many file systems maintain reference counts to any particular block or file, for example the inode link count on Unix-style file systems, which are usually known as hard links. When the count reaches zero, the file can be safely deallocated. While references can still be made from directories, some Unixes only allow references from live processes, and there can be files that exist outside the file system hierarchy. References External links
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[SOURCE: https://en.wikipedia.org/wiki/TempleOS#HolyC] | [TOKENS: 1142]
Contents TempleOS TempleOS (formerly J Operating System, LoseThos, and SparrowOS) is a biblical-themed lightweight operating system (OS) designed to be the Third Temple from the Hebrew Bible. It was created by American computer programmer Terry A. Davis, who developed it alone over the course of a decade after a series of manic episodes that he later described as a revelation from God. TempleOS could be considered as an example of coding as an art form, with the nature of his psychological instability and its influence over the project lending to comparisons to similar Outsider Art (see also Creativity and mental health). The system was characterized as a modern x86-64 Commodore 64, using an interface similar to a mixture of DOS and Turbo C. Davis proclaimed that the system's features, such as its 640×480 resolution, 16-color display, and single-voice audio, were designed according to explicit instructions from God. It was programmed with a custom JIT variant of C (named HolyC) in place of BASIC, and included an original flight simulator, compiler, and kernel. First released in 2005 as J Operating System, TempleOS was renamed in 2013 and was last updated in 2017. Background Terry A. Davis began developing TempleOS circa 1993. One of its early names was the "J Operating System" before renaming it to "LoseThos", a reference to a scene from the 1986 film Platoon. In 2008, Davis wrote that LoseThos was "primarily for making video games. It has no networking or Internet support. As far as I'm concerned, that would be reinventing the wheel". Another name he used was "SparrowOS" before settling on "TempleOS". System overview TempleOS is a 64-bit, non-preemptive multitasking, multi-core, public domain, open source, ring-0-only, single address space, non-networked, PC operating system for recreational programming. The OS uses 8-bit ASCII text and includes built-in 2D and 3D graphics libraries, running at 640×480 VGA resolution with 16 colors. It includes keyboard and mouse support. It supports ISO 9660, FAT32 and RedSea file systems (the latter created by Davis) with support for file compression. According to Davis, many of these specifications—such as the 640×480 resolution, 16-color display and single-voice audio—were directly requested of him by God. He explained that the limited resolution was to make it easier for children to draw illustrations for God. The operating system includes an original flight simulator, compiler, and kernel. One bundled program, "After Egypt", is a game in which the player travels to a burning bush to use a "high-speed stopwatch". The stopwatch is meant to act as an oracle that generates pseudorandom text, something Davis likened to a Ouija board and glossolalia. An example of generated text follows: among consigned penally result perverseness checked stated held sensation reasonings skies adversity Dakota lip Suffer approached enact displacing feast Canst pearl doing alms comprehendeth nought TempleOS was written in a programming language developed by Davis called "HolyC". Davis ultimately wrote over 100,000 lines of code for the OS. HolyC HolyC (formerly C+), possibly a pun on Holy See, is a middle ground between the C and C++ programming languages with some unique differences, designed by Terry A. Davis specifically for TempleOS. It functions as both a general-purpose language for application development and a scripting language for automating tasks within TempleOS. HolyC is the just-in-time compiled language of TempleOS. It is an imperative, statically typed programming language, although it uses some object-oriented programming paradigms. Critical reception TempleOS received mostly "sympathetic" reviews. Tech journalist David Cassel opined that "programming websites tried to find the necessary patience and understanding to accommodate Davis". TechRepublic and OSNews published positive articles on Davis's work, even though Davis was banned from the latter for hostile comments targeting its readers and staff. In his review for TechRepublic, James Sanders concluded that "TempleOS is a testament to the dedication and passion of one man displaying his technological prowess. It doesn't need to be anything more." OSNews editor Kroc Camen wrote that the OS "shows that computing can still be a hobby; why is everybody so serious these days? If I want to code an OS that uses interpretive dance as the input method, I should be allowed to do so, companies like Apple be damned." In 2017, the OS was shown as a part of an outsider art exhibition in Bourgogne, France. Legacy After Davis' death, OSNews editor Thom Holwerda wrote: "Davis was clearly a gifted programmer – writing an entire operating system is no small feat – and it was sad to see him affected by his mental illness". One fan described Davis as a "programming legend", while another, a computer engineer, compared the development of TempleOS to a one-man-built skyscraper. He added that it "actually boggles my mind that one man wrote all that" and that it was "hard for a lay person to understand what a phenomenal achievement" it is to write an entire operating system alone. On February 2026 TempleOS has been officially published on the Ethereum Virtual Machine File System (EVMFS) through Ur uncensorable application store, so becoming the first fully undeletable operating system in history. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Second_Continental_Congress] | [TOKENS: 1916]
Contents Second Continental Congress The Second Continental Congress (1775–1781) was the meeting of delegates from the Thirteen Colonies that united in support of the American Revolution and Revolutionary War, which established American independence from the British Empire. The Congress constituted a new federation that it first named the United Colonies of North America, and in 1776, renamed the United States of America. The Congress began convening in present-day Independence Hall in Philadelphia, on May 10, 1775, with representatives from 12 of the 13 colonies, following the Battles of Lexington and Concord, the first battles of the Revolutionary War, which were fought on April 19, 1775. The Second Continental Congress succeeded the First Continental Congress, which met from September 5 to October 26, 1774, also in Philadelphia. The Second Congress functioned as the de facto federation government at the outset of the Revolutionary War by raising militias, directing strategy, appointing diplomats, and writing petitions such as the Declaration of the Causes and Necessity of Taking Up Arms and the Olive Branch Petition. All 13 colonies were represented by the time the Congress adopted the Lee Resolution, which declared independence from Great Britain on July 2, 1776, and the Congress unanimously agreed to the Declaration of Independence two days later. Congress functioned as the provisional government of the United States of America through March 1, 1781, when congress became what is now often called the Confederation Congress. During this period, it successfully managed the war effort, drafted the Articles of Confederation and Perpetual Union, adopted the first U.S. constitution, secured diplomatic recognition and support from foreign nations, and resolved state land claims west of the Appalachian Mountains. Many of the delegates who attended the Second Congress had also attended the First. They again elected Peyton Randolph as president of the Congress and Charles Thomson as secretary. Notable new arrivals included Benjamin Franklin of Pennsylvania and John Hancock of Massachusetts. Within two weeks, Randolph was summoned back to Virginia to preside over the House of Burgesses; Hancock succeeded him as president, and Thomas Jefferson replaced Randolph in the Virginia delegation. The number of participating colonies also grew, as Georgia endorsed the Congress in July 1775 and adopted the continental ban on trade with Britain. History The First Continental Congress had sent entreaties to King George III to stop the Intolerable Acts. They also created the Continental Association to establish a coordinated protest of these acts, boycotting British goods in protest to them. The Second Continental Congress met on May 10, 1775, to plan further responses if the British government did not repeal or modify the acts; however, the American Revolutionary War had started by that time with the Battles of Lexington and Concord, and the Congress was called upon to take charge of the war effort. For the first few months of the Revolutionary War, the patriots carried on their struggle in a largely ad-hoc and uncoordinated manner. Even so, they had numerous successes, seizing numerous British arsenals, driving royal officials out of several colonies, and launching the Siege of Boston in order to prevent the movement by land of British troops stationed there. On June 14, 1775, the Second Continental Congress voted to create the Continental Army out of the militia units around Boston, and the next day unanimously approved a motion naming George Washington of Virginia as its commanding general. On July 6, 1775, Congress approved a Declaration of Causes outlining the rationale and necessity for taking up arms in the Thirteen Colonies. Two days later, delegates signed the Olive Branch Petition to King George III affirming the colonies' loyalty to the crown and imploring the king to prevent further conflict. However, by the time British Colonial Secretary Lord Dartmouth received the petition, King George III had already issued a proclamation on August 23, 1775, in response to the Battle of Bunker Hill, declaring elements of Britain's continental American possessions to be in a state of what he called an "open and avowed rebellion". As a result, the king refused to receive the petition. Georgia had not participated in the First Continental Congress and did not initially send delegates to the Second. But with the Revolutionary War escalating, the residents of St. John's Parish in present-day Liberty County sent Lyman Hall to the gathering in Philadelphia on their behalf. He participated in debates but did not vote, as he did not represent the entire colony. That changed after July 1775, when a provincial Congress decided to send delegates to the Continental Congress and to adopt a ban on trade with Britain. The Continental Congress had no explicit legal authority from the British to govern, but it assumed all the functions of a national government, including appointing ambassadors, signing treaties, raising armies, appointing generals, obtaining loans from Europe, issuing paper money called "Continentals", and disbursing funds. Congress lacked the authority to levy taxes and was instead compelled to request funds, supplies, and troops from the individual states to sustain the war effort. These requests were frequently disregarded, highlighting the limitations of the central government under the Articles of Confederation. Congress was moving towards declaring independence from the British Empire in 1776, but many delegates lacked the authority from their home governments to take such drastic action. Advocates of independence moved to have reluctant colonial governments revise instructions to their delegations, or even replace those governments which would not authorize independence. On May 10, 1776, Congress passed a resolution recommending that any colony with a government that was not inclined toward independence should form one that was. On May 15, they adopted a more radical preamble to this resolution, drafted by John Adams, which advised throwing off oaths of allegiance and suppressing the authority of the Crown in any colonial government that still derived its authority from the Crown. That same day, the Virginia Convention instructed its delegation in Philadelphia to propose a resolution that called for a declaration of independence, the formation of foreign alliances, and a confederation of the states. The resolution of independence was delayed for several weeks, as advocates of independence consolidated support in their home governments. On June 7, 1776, Richard Henry Lee offered the resolution before the Congress, declaring the colonies independent. He urged Congress to resolve "to take the most effectual measures for forming foreign Alliances" and to prepare a plan of confederation for the newly independent states. Lee argued that independence was the only way to ensure a foreign alliance since no European monarchs would deal with America if they remained Britain's colonies. American leaders had rejected the divine right of kings in the New World, but recognized the necessity of proving their credibility in the Old World. Congress formally adopted the resolution of independence, but only after creating three overlapping committees to draft the Declaration, a Model Treaty, and the Articles of Confederation. The Declaration announced the states' entry into the international system; the model treaty was designed to establish amity and commerce with other states, and the Articles of Confederation established "a firm league" among the thirteen free and independent states. These three things together constituted an international agreement to set up central institutions for conducting vital domestic and foreign affairs. Congress finally approved the resolution of independence on July 2, 1776. They next turned their attention to a formal explanation of this decision, the United States Declaration of Independence which was approved on July 4 and published soon thereafter. The Congress moved to Baltimore in the winter of 1776–77 to avoid capture by British forces who were advancing on Philadelphia during the British Army's attempt to capture the city, which was then the revolutionary capital of the Thirteen Colonies. In Baltimore, the Congress met at Henry Fite's tavern, the largest building in Baltimore at the time, which provided a comfortable location of sufficient size for Congress to meet. Its site at the western edge of town was beyond easy reach of the British Royal Navy's ships should they attempt to sail up the harbor and the Patapsco River to shell the town. Congress was again forced to flee Philadelphia at the end of September 1777, as British troops seized and occupied the city; they moved to York, Pennsylvania, where they continued their work. Congress passed the Articles of Confederation on November 15, 1777, after more than a year of debate, and sent it to the states for ratification. Approval by all 13 states was required for the establishment of the constitution. Jefferson's proposal for a Senate to represent the states and a House to represent the people was rejected, but a similar proposal was adopted later in the United States Constitution. One issue of debate was large states wanting a larger say, nullified by small states who feared tyranny. The small states prevailed, and each state was afforded one vote. Another revolved around the issue of western land claims; states without such claims wanted those with claims to yield them to Congress. As written, western land claims remained in the hands of the individual states. Congress urged the states to give their assent quickly, and most did. The first to ratify was Virginia on December 16, 1777; 12 states had ratified the Articles by February 1779, 14 months into the process. The lone holdout, Maryland, finally ratified the Articles on February 2, 1781, doing so only after Virginia relinquished its claims on land north of the Ohio River to Congress. List of sessions See also References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-PennyArcade_277-0] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/History_of_the_Jews_in_Egypt] | [TOKENS: 9589]
Contents History of the Jews in Egypt The history of the Jews in Egypt goes back to ancient times. Egyptian Jews or Jewish Egyptians refer to the Jewish community in Egypt who mainly consisted of Egyptian Arabic-speaking Rabbanites and Karaites. Though Egypt had its own community of Egyptian Jews, after the Jewish expulsion from Spain more Sephardi and Karaite Jews began to migrate to Egypt, and then their numbers increased significantly with the growth of trading prospects after the opening of the Suez Canal in 1869. As a result, Jews from many territories of the Ottoman Empire as well as Italy and Greece started to settle in the main cities of Egypt, where they thrived (see Mutammasirun). The Ashkenazi community, mainly confined to Cairo's Darb al-Barabira quarter, began to arrive in the aftermath of the waves of pogroms that hit Europe in the latter part of the 19th century. The Jewish population peaked in Egypt at somewhere between 75 to 80 thousand in 1948. In the aftermath of the 1948 Palestine War, the 1954 Lavon Affair, and the 1956 Suez War, Jews and European groups like the French and British emigrated; much of their property was also confiscated (see 20th century departures of foreign nationals from Egypt). As of 2016[update], the president of Cairo's Jewish community said that there were 6 Jews in Cairo, all women over age 65, and 12 Jews in Alexandria. As of 2019[update], there were at least 5 known Jews in Cairo and as of 2017, 12 were still reported in Alexandria. In December 2022, it was reported that only 3 Egyptian Jews were living in Cairo. Ancient Egypt The Hebrew Bible describes a long period of time during which the Israelites (the ancient Semitic-speaking people from whom Jews originate) settled in ancient Egypt, were enslaved, and were ultimately liberated by Moses, who led them out of Egypt to Canaan. This founding myth of the Israelites—known as the Exodus—is considered to be inaccurate or ahistorical by a majority of scholars. At the same time, most scholars also hold that the Exodus probably has some sort of historical basis, and that a small group of Egyptian origins may have merged with the early Israelites, who were predominantly indigenous to Canaan and begin appearing in the historical record by around 1200 BCE. In the Elephantine papyri and ostraca (c. 500 – 300 BCE), caches of legal documents and letters written in Aramaic amply document the lives of a community of Jewish soldiers stationed there as part of a frontier garrison in Egypt for the Achaemenid Empire.[better source needed] Established at Elephantine in about 650 BCE during Manasseh's reign, these soldiers assisted the Twenty-sixth Dynasty pharaoh Psamtik I of the Nile Delta in his campaigns against the Twenty-fifth Dynasty pharaoh Tantamani of Napata. Their religious system shows strong traces of Babylonian religion, something which suggests to certain scholars that the community was of mixed Judahite and Samarian origins, and they maintained their own temple, functioning alongside that of the local deity Khnum. The documents cover the period 495 to 399 BCE. According to the Hebrew Bible, a large number of Judeans took refuge in Egypt after the destruction of the Kingdom of Judah in 586 BCE, and the subsequent assassination of the Jewish governor, Gedaliah. (2 Kings 25:22–24, Jeremiah 40:6–8) On hearing of the appointment, the Jewish population that fled to Moab, Ammon, Edom and other countries returned to Judah. (Jeremiah 40:11–12) However, before long Gedaliah was assassinated, and the population that was left in the land and those that had returned ran away to Egypt for safety. (2 Kings 25:26, Jeremiah 43:5–7) The numbers that made their way to Egypt are subject to debate. In Egypt, they settled in Migdol, Tahpanhes, Noph, and Pathros. (Jeremiah 44:1) Ptolemaic and Roman periods Further waves of Jewish immigrants settled in Egypt during the Ptolemaic dynasty, especially around Alexandria. Thus, their history in this period centers almost completely on Alexandria, though daughter communities rose up in places like the present Kafr ed-Dawar, and Jews served in the administration as custodians of the river. As early as the third century BCE, there was a widespread diaspora of Jews in many Egyptian towns and cities. In Josephus's history, it is claimed that, after Ptolemy I Soter took Judea, he led some 120,000 Jewish captives to Egypt from the areas of Judea, Jerusalem, Samaria, and Mount Gerizim. With them, many other Jews, attracted by the fertile soil and Ptolemy's liberality, emigrated there of their own accord. An inscription recording a Jewish dedication of a synagogue to Ptolemy III and Berenice was discovered in the 19th century near Alexandria. Josephus also claims that, soon after, these 120,000 captives were freed from bondage by Philadelphus. The history of the Alexandrian Jews dates from the foundation of the city by Alexander the Great, 332 BCE, at which they were present. They were numerous from the very outset, forming a notable portion of the city's population under Alexander's successors. The Ptolemies assigned them a separate section, two of the five districts of the city, to enable them to keep their laws pure of indigenous cultic influences. The Alexandrian Jews enjoyed a greater degree of political independence than elsewhere. While the Jewish population elsewhere throughout the later Roman Empire frequently formed private societies for religious purposes, or organized corporations of ethnic groups like the Egyptian and Phoenician merchants in the large commercial centers, those of Alexandria constituted an independent political community, side by side with that of the other ethnic groups. Strabo reported that the Jews of Alexandria had their own ethnarch, who managed community affairs and legal matters similarly to a head of state. The Hellenistic Jewish community of Alexandria translated the Old Testament into Greek. This translation is called the Septuagint. The translation of the Septuagint itself began in the 3rd century BCE and was completed by 132 BCE, initially in Alexandria, but in time elsewhere as well. It became the source for the Old Latin, Slavonic, Syriac, Old Armenian, Old Georgian, and Coptic versions of the Christian Old Testament. The Jews of Alexandria celebrated the translation with an annual festival on the island of Pharos, where the Lighthouse of Alexandria stood, and where the translation was said to have taken place. During the period of Roman occupation, there is evidence that at Oxyrhynchus (now Behneseh), on the west side of the Nile, there was a Jewish community of some importance. Many of the Jews there may have become Christians, though they retained their Biblical names (e.g., "David" and "Elizabeth," who appear in litigation concerning an inheritance). Another example was Jacob, son of Achilles (c. 300 CE), who worked as a beadle in a local Egyptian temple.[citation needed] Philo of Alexandria describes an isolated Jewish monastic community known as the Therapeutae, who lived near Lake Mareotis. The Roman suppression of the Diaspora Revolt (115–117) led to the near-total expulsion and annihilation of Jews from Egypt and nearby Cyrenaica. The Jewish revolt, which is said to have begun in Cyrene and spread to Egypt, was largely motivated by the Zealots, aggravation after the failed Great Revolt and destruction of the Second Temple, and anger at discriminatory laws. Jewish communities are thought to have rebelled due to messianic expectations, hoping for the ingathering of the exiles and the reconstruction of the Temple. A festival celebrating the victory over the Jews continued to be observed eighty years later in Oxyrhynchus. It was not until the third century that Jewish communities were able to re-establish themselves in Egypt, although they never regained their former level of influence. Late Roman and Byzantine periods By the late third century, there is substantial evidence of established Jewish communities in Egypt. A papyrus from Oxyrhynchus, dated to 291 CE, confirms the existence of an active synagogue and identifies one of its officials as having come from Palestine. This period likely saw an increase in immigration from Syria Palaestina, as indicated by the rising number of inscriptions, letters, legal documents, liturgical poetry, and magical texts in Hebrew and Aramaic from the fourth and fifth centuries. The greatest blow Alexandrian Jews received was during the Byzantine Empire rule and the rise of a new state religion: Christianity. There was an expulsion of a large amount of Jews from Alexandria (the so-called "Alexandria Expulsion") in 414 or 415 CE by Saint Cyril, following a number of controversies, including threats from Cyril and supposedly (according to Christian historian Socrates Scholasticus) a Jewish-led massacre in response. Later violence took on a decidedly anti-Semitic context with calls for ethnic cleansing. Before that time, state/religious-sanctioned claims of a Jewish pariah were not common. In The History of the Decline and Fall of the Roman Empire, Edward Gibbon describes the Alexandria pogrom: Without any legal sentence, without any royal mandate, the patriarch (Saint Cyril), at the dawn of day, led a seditious multitude to the attack of the synagogues. Unarmed and unprepared, the Jews were incapable of resistance; their houses of prayer were leveled with the ground, and the episcopal warrior, after rewarding his troops with the plunder of their goods, expelled from the city the remnant of the unbelieving nation. Some authors estimate that around 100 thousand Jews were expelled from the city. The expulsion then continued in the nearby regions of Egypt and Palestine followed by a forced Christianization of the Jews.[citation needed] Arab rule (641 to 1250) The Muslim conquest of Egypt at first found support from Jewish residents as well, disgruntled by the corrupt administration of the Patriarch of Alexandria Cyrus of Alexandria, notorious for his Monotheletic proselytizing. In addition to the Jewish population settled there from ancient times, some are said to have come from the Arabian Peninsula. The letter sent by Muhammad to the Jewish Banu Janba in 630 is said by Al-Baladhuri to have been seen in Egypt. A copy, written in Hebrew characters, has been found in the Cairo Geniza. The Treaty of Alexandria, signed on in November 641, which sealed the Arab conquest of Egypt, provided for the rights of Jews (and Christians) to continue to practice their religion freely. 'Amr ibn al-'As, the Arab commander, claimed in a letter to Caliph Umar that there were 40,000 Jews in Alexandria at the time. Of the fortunes of the Jewish population of Egypt under the Umayyad and Abbasid Caliphates (641–868), little is known. Under the Tulunids (863–905), the Karaite community enjoyed robust growth. At this time, Jews from North Africa came to settle in Egypt after the Fatimid conquest of Egypt in 969. These Jewish immigrants made up a significant amount of the population from all the Jews living in Egypt. Due to the discovery of the Cairo Geniza documents at the end of the 19th century, a lot is known about Egyptian Jews. From private records, letters, public records, and documents, these sources held the information about the society of the Egyptian Jews. The rule of the Fatimid Caliphate was in general favorable for the Jewish communities, except the latter portion of al-Hakim bi-Amr Allah's reign. The foundation of Talmudic schools in Egypt is usually placed at this period. One of the Jewish citizens who rose to high position in that society was Ya'qub ibn Killis. The caliph al-Hakim (996–1020) vigorously applied the Pact of Umar, and compelled the Jewish residents to wear bells and to carry in public the wooden image of a calf. A street in the city, al-Jawdariyyah, was designated for Jewish residency. Al-Hakim, hearing allegations that some mocked him in verses, had the whole quarter burned down. In the beginning of the 12th century, a Jewish man named Abu al-Munajja ibn Sha'yah was at the head of the Department of Agriculture. He is especially known as the constructor of a Nile sluice (1112), which was called after him "Baḥr Abi al-Munajja". He fell into disfavor because of the heavy expenses connected with the work, and was incarcerated in Alexandria, but was soon able to free himself. A document concerning a transaction of his with a banker has been preserved. Under the vizier Al-Malik al-Afḍal (1137) there was a Jewish master of finances, whose name, however, is unknown. His enemies succeeded in procuring his downfall, and he lost all his property. He was succeeded by a brother of the Christian patriarch, who tried to drive the Jews out of the kingdom. Four leading Jews worked and conspired against the Christian, with what result is not known. There has been preserved a letter from this ex-minister to the Jews of Constantinople, begging for aid in a remarkably intricate poetical style. One of the physicians of the caliph Al-Ḥafiẓ (1131–49) was a Jew, Abu Manṣur (Wüstenfeld, p. 306). Abu al-Faḍa'il ibn al-Nakid (died 1189) was a celebrated oculist. As for government power in Egypt, the highest legal authority who was called chief scholar was held by Ephraim. Later on in the 11th century, this position was held by a father and son with the names of Shemarya b. Elhanan and Elhanan b. Shemarya. Soon the chief of the Palestinian Jews took over the position of chief scholar for the Rabbinates after the death of Elhanan. Around 1065, a Jewish leader was recognized as ráīs al-Yahūd meaning the head of the Jews in Egypt. Later for a sixty-year rule, three family members of court physicians took the position of ráīs al-Yahūd whose names were Judah b. Såadya, Mevorakh b. Såadya, and Moses b. Mevorakh. The position was eventually handed down from Moses Maimonides in the late 12th century to early 15th centuries and was given to his descendants. As for the Jewish population, there were over 90 Jewish habitations known during the 11th and 12th centuries. These included cities, towns, and villages, contained over 4,000 Jewish citizens. Also for the Jewish population, a little more light is thrown upon the communities in Egypt through the reports of certain Jewish scholars and travelers who visited the country. Judah Halevi was in Alexandria in 1141, and dedicated some beautiful verses to his fellow resident and friend Aaron Ben-Zion ibn Alamani and his five sons. At Damietta Halevi met his friend, the Spaniard Abu Sa'id ibn Ḥalfon ha-Levi. About 1160 Benjamin of Tudela was in Egypt; he gives a general account of the Jewish communities which he found there. At Cairo there were 2,000 Jews; at Alexandria 3,000, whose head was the French-born R. Phineas b. Meshullam; in the Faiyum there were 20 families; at Damietta 200; at Bilbeis, east of the Nile, 300 persons; and at Damira 700. Saladin's war with the Crusaders (1169–93) does not seem to have affected the Jewish population with communal struggle. A Karaite doctor, Abu al-Bayyan al-Mudawwar (d. 1184), who had been physician to the last Fatimid, treated Saladin also. Abu al-Ma'ali, brother-in-law of Maimonides, was likewise in his service. In 1166 Maimonides went to Egypt and settled in Fostat, where he gained much renown as a physician, practising in the family of Saladin and in that of his vizier al-Qadi al-Fadil, and Saladin's successors. The title Ra'is al-Umma or al-Millah (Head of the Nation or of the Faith), was bestowed upon him. In Fostat he wrote his Mishneh Torah (1180) and The Guide for the Perplexed, both of which evoked opposition from Jewish scholars. From this place he sent many letters and responsa; and in 1173 he forwarded a request to the North African communities for help to secure the release of a number of captives. The original of the last document has been preserved. He caused the Karaites to be removed from the court. Mameluks (1250 to 1517) In the mid thirteenth century the Ayyubid empire was plagued with famine, disease, and conflict; a great period of upheaval would see the Golden Islamic Period come to a violent end. Foreign powers began to encircle the Islamic World as the French endeavored on the 7th crusade in 1248 and the Mongol campaigns in the east rapidly making its way into the heartland of Islam. These internal and external pressure weakened the Ayyubid empire. In 1250 following the death of Sultan As-Salih Ayyub, slave soldiers, Mamluks, rose up and slaughtered all the Ayyubid heirs and the Mamluk leader Aybak became the new sultan. The Mamluks were quick to consolidate power using a strong spirit of defense growing among Muslim faithfuls to rally victoriously against the Mongols in the Battle of Ain Jalut in 1260 and consolidating the remnants of the Ayyubid Syria in 1299. In this period of aggressive posturing the ulama were quick to denounce foreign influences to safeguard the purity of Islam. This led to unfortunate situations for Mamluk Jews. In 1300 Sultan Al-Nasir Qalawan ordered all Jews under his rule to wear yellow headgear to isolate the Egyptian Jewish community. This law would be enforced for centuries and later amended in 1354 to force all Jews to wear a sign in addition to yellow headwear. On multiple occasions the ulema persuaded the government to close or convert synagogues. Even major places of pilgrimage for Egyptian Jews such as the Dammah Synagogue were forced to close in 1301. Jews subsequently were excluded from bath houses and were prohibited to work in the national treasury. This repression of the Jewish community would continue for centuries. In all the religious fervor of the period the Mamluks began to adopt Sufism in an attempt to assuage dissatisfaction with traditional Sunni Islam facilitated solely by the Sultan. At the same time the Mamluk government was unwilling to relinquish control of religion to a clerical class. They endeavored on a massive project of inviting and subsidizing Sufi clerics in an attempt to promote a new state religion. All throughout the country new government-backed Sufi brotherhoods and saint cults grew almost overnight and was able to quell the disapproval of the population. The Mamluk Sultanate would become a safe haven for Sufi mystics all throughout the Islamic world. Across the empire state-sponsored Sufi ceremonies were a clear sign of the full-fledged shift that took hold. Jews who for the most part were kept segregated from Arab communities first came into contact with Sufism in these state sponsored ceremonies, as they were obliged to attend out of a show of loyalty to the sultan. It is in these ceremonies where many Egyptian Jews first came into contact with Sufism and it would eventually spark a massive movement amongst the Mamluk Jews. Most Egyptian Jews of the time were members of the Karaite Judaism. This was an anti-rabbinical movement that rejected the teachings of the Talmud. It is believed by historians such as Paul Fenton that the Karaites settled in Egypt as early as the seventh century, and Egypt would remain a bastion for Karaites all the way through the 19th century. As time passed in contact with these relatively new Sufi ideas many Karaites began to push towards reform. Admiration for the structure of khanqahs (Sufi schools), and its doctrinal focus on mysticism began to make many Egyptian Jews long to adopt something similar. Abraham Maimonides (1204–1237), who was considered to be the most prominent leader and government representative of all Mamluk Jews, advocated reorganizing Jewish schools to be more like Sufi Hanaqas. His heir Obadyah Maimonides (1228–1265) wrote the Treatise of the Pool, which is a mystical manual written in Arabic and filled with Sufi technical terms. In it he laid out how one may obtain union with the unintelligible world, showing his full adherence and advocacy of mysticism. He also began to reform practices advocating for celibacy and Halwa, solitary meditation, to better tune oneself to the spiritual plane. These were imitations of long held Sufi practices. In fact, he would often portrayed Jewish patriarchs such as Moses and Isaac as hermits who relied on isolated meditation to remain in touch with God. The Maimonides dynasty would essentially spark a new movement, Pietism, amongst Egyptian Jews. Pietism gained a huge following, mainly amongst the Jewish elite, and it would continue to gain momentum until the end of the Maimonides dynasty in the 15th century. Additionally, forced conversions in Yemen, Eighth Crusade and Almohad massacres in North Africa, and the collapse of al-Andalus forced large number of Jews to resettle to Egypt, many of whom would join the Pietist movement enthusiastically. This enthusiasm may have been largely practical, as the adoption of Sufi ideas did much to ingratiate the Mamluk Jewish community with their Muslim overlords. This may have appealed to many of these refugees, as some historians state that the Maimonides dynasty itself originated from Al Andalus and resettled in Egypt. Pietism would in some ways become indistinguishable from Sufism. Pietists would clean their hands and feet before praying in the temple. They would face Jerusalem as they prayed. They frequently practiced daytime fasting and group meditation or muraqaba. There was vehement opposition to the revisionism of Pietism just as there was with Hasidism. Opposition was so strong there are records of Jews reporting fellow Jews to Muslim authorities on the grounds that they were practicing Islamic heresy. David Maimonides, brother of Obadyah and his heir, was eventually exiled to Palestine at the behest of other leaders in the Jewish community. Eventually Pietism fell out of favor in Egypt, as its leaders were exiled and Jewish immigration slowed. Per Fenton, the influence of Sufism is still present in many Kabbalistic rituals, and some of the manuscripts authored under the Maimonides dynasty are still read and revered in Kabbalist circles. Ottoman rule (1517 to 1914) On January 22, 1517, the Ottoman sultan, Selim I, defeated Tuman Bey, the last of the Mamelukes. He made radical changes in the governance of the Jewish community, abolishing the office of nagid, making each community independent, and placing David ben Solomon ibn Abi Zimra at the head of that of Cairo. He also appointed Abraham de Castro to be master of the mint. It was during the reign of Selim's successor, Suleiman the Magnificent, that Hain Ahmed Pasha, Viceroy of Egypt, revenged himself upon the Jews because de Castro had revealed in 1524 to the sultan of his designs for independence. The Cairo Purim of 28 Adar is still celebrated in commemoration of their escape. Towards the end of the 16th century, Talmudic studies in Egypt were greatly fostered by Bezalel Ashkenazi, author of the Shiṭṭah Mequbbeṣet. Among his pupils were Isaac Luria, who as a young man had gone to Egypt to visit a rich uncle, the tax-farmer Mordecai Francis (Azulai, "Shem ha-Gedolim," No. 332); and Abraham Monson. Ishmael Kohen Tanuji finished his Sefer ha-Zikkaron in Egypt in 1543. Joseph ben Moses di Trani was in Egypt for a time (Frumkin, l.c. p. 69), as well as Ḥayyim Vital Aaron ibn Ḥayyim, the Biblical and Talmudical commentator (1609; Frumkin, l.c. pp. 71, 72). Of Isaac Luria's pupils, a Joseph Ṭabul is mentioned, whose son Jacob, a prominent man, was put to death by the authorities. The 1648–1657 Khmelnytsky Uprising in Poland forced local Jews to flee to Ottoman lands, including Egypt. The responsa of Hakham Mordecai ha-Levi document how several Ashkenazi women, who arrived in Egypt and became agunot due to the chaos, faced challenges with the validity of their divorce documents. The rabbi accepted the documents, enabling the women to remarry. According to Manasseh b. Israel from 1656, "The viceroy of Egypt has always at his side a Jew with the title zaraf bashi, or 'treasurer,' who gathers the taxes of the land. At present Abraham Alkula holds the position". He was succeeded by Raphael Joseph Çelebi, nagid of Egypt and rich friend and protector of Sabbatai Zevi. Sabbatai Zevi was twice in Cairo, the second time in 1660. It was there that he married Sarah Ashkenazi, who had been brought from Livorno. The Sabbatian movement naturally created a great stir in Egypt. It was in Cairo that Abraham Miguel Cardoso, the Sabbatian prophet and physician, settled in 1703, becoming physician to Kara Mehmed Pasha. In 1641 Samuel ben David, a Karaite, visited Egypt. The account of his journey supplies special information in regard to his fellow sectarians. He describes three synagogues of the Rabbinites at Alexandria and two at Rosetta. A second Karaite, Moses ben Elijah ha-Levi, has left a similar account of the year 1654, but it contains only a few points of special interest to the Karaites. Joseph ben Isaac Sambari mentions a severe trial which came upon the Jews, due to a certain qāḍī al-ʿasākir ("generalissimo," not a proper name) sent from Constantinople to Egypt, who robbed and oppressed them, and whose death was in a certain measure occasioned by the graveyard invocation of one Moses of Damwah. This may have occurred in the 17th century. David Conforte was dayyan in Egypt in 1671. In consequence of the Damascus affair, Moses Montefiore, Adolphe Crémieux, and Salomon Munk visited Egypt in 1840, and the last two did much to raise the intellectual status of their Egyptian brethren by the founding, in connection with Rabbi Moses Joseph Algazi, of schools in Cairo. According to the official census published in 1898 (i., xviii.), there were in Egypt 25,200 Jews in a total population of 9,734,405. One famous Egyptian Jew of this period was Yaqub Sanu, who became a patriotic Egyptian nationalist advocating the removal of the British. He edited the nationalist publication Abu Naddara 'Azra from exile. This was one of the first magazines written in Egyptian Arabic, and mostly consisted of satire, poking fun at the British as well as the ruling Muhammad Ali dynasty, seen as puppets of the British. At the turn of the 20th century, a Jewish observer noted with 'true satisfaction that a great spirit of tolerance sustains the majority of our fellow Jews in Egypt, and it would be difficult to find a more liberal population or one more respectful of all religious beliefs.’ Modern times The Cairo Bar-Kochba Zionist Society (1897–1904), founded by Zionist activist Joseph Marco Barukh [he; ru] from Istanbul, was the first Zionist organization in Egypt and in the Islamic world. It was founded in 1897 by Joseph Marco Barukh [he; ru], a Zionist activist from Istanbul who arrived in Egypt in 1896.: 115–121 It was the focal point of Zionist activity in Egypt at the turn of the 20th century. During British rule, and under King Fuad I, Egypt was friendly towards its Jewish population, although between 86% and 94% of Jews in Egypt, mostly European immigrants, did not possess Egyptian nationality. Jews played important roles in the economy, and their population climbed to nearly 80,000 as Jewish refugees settled there in response to increasing persecution in Europe. Many Jewish families, such as the Qatawi family, had extensive economic relations with non-Jews. A sharp distinction had long existed between the respective Karaite and Rabbanite communities, among whom traditionally intermarriage was forbidden. They dwelt in Cairo in two contiguous areas, the former in the harat al-yahud al-qara’in, and the latter in the adjacent harat al-yahud quarter. Notwithstanding the division, they often worked together and the younger educated generation pressed for improving relations between the two. Individual Jews played an important role in Egyptian nationalism. René Qatawi, leader of the Cairo Sephardi community, endorsed the creation in 1935 of the Association of Egyptian Jewish Youth, with its slogan: 'Egypt is our homeland, Arabic is our language.' Qattawi strongly opposed political Zionism and wrote a note on 'The Jewish Question' to the World Jewish Congress in 1943 in which he argued that Palestine would be unable to absorb Europe's Jewish refugees. Nevertheless, various wings of the Zionist movement had representatives in Egypt. Karaite Jewish scholar Mourad Farag [fr] (1866–1956) was both an Egyptian nationalist and a passionate Zionist. His poem, 'My Homeland Egypt, Place of my Birth', expresses loyalty to Egypt, while his book, al-Qudsiyyat (Jerusalemica, 1923), defends the right of the Jews to a State. al-Qudsiyyat is perhaps the most eloquent defense of Zionism in the Arabic language. Mourad Farag was also one of the coauthors of Egypt's first Constitution in 1923. In 1943 Henri Curiel founded 'The Egyptian Movement for National Liberation' in 1943, an organization that was to form the core of the Egyptian Communist party. Curiel was later to play an important role in establishing early informal contacts between the PLO and Israel.[citation needed] In 1934, Saad Malki founded newspaper Ash-Shams (Arabic: الشمس, 'The Sun'). The weekly was closed down by the Egyptian government in May 1948. In 1937, the Egyptian government annulled the Capitulations, which gave foreign nationals a virtual status of exterritoriality: the minority groups affected were mainly from Syria, Greece, and Italy, ethnic Armenians, and some Jews who were nationals of other countries. The foreign nationals‘ immunity from taxation (mutamassir) had given the minority groups trading within Egypt highly favourable advantages. Many European Jews used Egyptian banks as a vehicle for transferring money from central Europe, not least those Jews escaping the Fascist regimes. In addition to this, many Jewish people living in Egypt were known to possess foreign citizenship, while those possessing Egyptian citizenship often had extensive ties to European countries. The impact of the well-publicized Arab-Jewish clash in Palestine from 1936 to 1939, together with the rise of Nazi Germany, also began to affect Jewish relations with Egyptian society, despite the fact that the number of active Zionists in their ranks was small. The rise of local militant nationalistic societies like Young Egypt and the Society of Muslim Brothers, who were sympathetic to the various models evinced by the Axis Powers in Europe, and organized themselves along similar lines, were also increasingly antagonistic to Jews. Groups including the Muslim Brotherhood circulated reports in Egyptian mosques and factories claiming that Jews and the British were destroying holy places in Jerusalem, as well as sending other false reports stating that hundreds of Arab women and children were being killed. The leader of the popular liberal Wafd party Mustafa al-Nahhas led the movement against Young Egypt's radicalism, going so far as to promise rabbi Chaim Nahum that if Egypt were to fall to Nazi Germany, Egypt would not enact any anti-Jewish laws. Nazi propagandist Wolfgang Diewerge struggled to spread antisemitism in Egypt in the 1930s, complaining that "The educational level of the broad masses is not advanced enough for them to understand racial theory. The awareness of the Jewish danger has not been roused here as yet". Haj Amin al-Husseini was influential in securing Nazi funds that were appropriated to the Muslim Brotherhood for the operation of a printing press for the distribution of thousands of Anti-Semitic propaganda pamphlets. The situation worsened in the late 1930s, with the growth of what Georges Bensoussan referred to as "Nazification," "propaganda," and "militant Judeophobia." In 1939, bombs were discovered in synagogues in Cairo. The Jewish quarter of Cairo was severely damaged in the 1945 Cairo pogrom. As the Partition of Palestine and the founding of Israel drew closer, hostility towards the Egyptian Jews strengthened, fed also by press attacks on all foreigners accompanying the rising ethnocentric nationalism of the age. The legal nationality of the Jewish population at this period was and is a contentious point, as some authors have argued that most of the population were foreigners and not 'real' Egyptians. Egyptian censuses give the figures for the population of Jews as 63,550 in 1927, 62,953 in 1929 and 65,953 in 1947.[a] Najat Abdulhaq (2016) argues that a previously accepted figure of 5,000 Jews with Egyptian nationality is a politically motivated underestimate. The 1947 census had counted 50,831 Jews as Egyptian nationals; this number counted those who had lived in Egyptian for two generations, spoke Arabic and identified as Egyptian, not necessarily if they had the papers to prove it. Ironically, Jews who felt comfortable in identifying as Egyptians, even 'foreign' Sephardic Jews, did not feel the need to register themselves, while Ashkenazi Jews who fled pogroms in Europe were more keen to possess papers. In 1947, the Company Law set quotas for employing Egyptian nationals in incorporated firms, requiring that 75% of salaried employees, and 90% of all workers, must be Egyptian. As Jews were often considered foreign or stateless persons, this constrained Jewish and foreign-owned entrepreneurs to reduce recruitment for employment positions from their own ranks. The law also required that just over half of the paid-up capital of joint stock companies be Egyptian. The Egyptian Prime Minister Nuqrashi told the British ambassador: “All Jews were potential Zionists [and] ... anyhow all Zionists were Communists". On 24 November 1947, the head of the Egyptian delegation to the UN General Assembly, Muhammad Hussein Heykal Pasha, said that "the lives of 1,000,000 Jews in Moslem countries would be jeopardized by the establishment of a Jewish state." Heykal Pasha continued: "if the United Nations decides to amputate a part of Palestine in order to establish a Jewish state, no force on earth could prevent blood from flowing there ... one such bloodshed has commenced, no force on earth can confine it to the borders of Palestine itself. If Arab blood is shed in Palestine, Jewish blood will necessarily be shed elsewhere in the Arab world despite all the sincere efforts of the governments concerned to prevent such reprisals to place in certain and serious danger a million Jews." Mahmud Bey Fawzi said: "Imposed partition was sure to result in bloodshed in Palestine and in the rest of the Arab world". Hasan al-Banna said on August 1st, 1948 "If the Jewish state becomes a fact, and this is realized by the Arab peoples, they will drive the Jews who live in their midst into the sea ... We sympathize with the homeless Jews but it is not humane that they should be settled where they render homeless other people who have been settled for thousands of years". After the foundation of Israel in 1948, and the subsequent 1948 Arab–Israeli War, in which Egypt participated, difficulties multiplied for Egyptian Jews, most of whom were Mutamassirun (Egyptianized European immigrants), and who then numbered 75,000.[citation needed] That year, bombings of Jewish areas killed 70 Jews and wounded nearly 200, while riots claimed many more lives.[better source needed] Anti-Jewish riots became increasingly common from 1948 to 1952. During the Arab-Israeli war, the Cicurel department store near Cairo's Opera Square was firebombed. The government helped with funds to rebuild it, but it was again burnt down in 1952, and eventually passed into Egyptian control. Amidst the violence, many Egyptian Jews emigrated abroad. By 1950, nearly 40% of Egypt's Jewish population had emigrated. About 14,000 of them went to Israel, and the rest to other countries. The 1954 Lavon Affair was an Israeli state-sponsored terrorist operation designed to discredit and overthrow the then Egyptian president Gamal Abdel Nasser and to end secret negotiations with Egypt being pursued by then Israeli prime minister Moshe Sharett, who did not know of the operation. Sharett did not learn the truth until after he had denounced the charges by the Egyptian government in a speech in the Knesset as a blood libel, which caused him to feel deep humiliation that he had lied to the world, and was one factor in Sharett's resignation as prime minister. The operation blew up Western targets (without causing any deaths), led to deeper distrust of Jews—key agents in the operation had been recruited from the Egyptian Jewish community—and led to sharply increased emigration of Jews from Egypt and the State Security Investigations Service increased its surveillance on Jewish neighborhoods across Egypt, sometimes raiding homes of Jewish families. In his summing up statement Fu’ad al-Digwi, the prosecutor at the trial of captured operatives, repeated the official government stance: "The Jews of Egypt are living among us and are sons of Egypt. Egypt makes no difference between its sons whether Muslims, Christians, or Jews. These defendants happen to be Jews who reside in Egypt, but we are trying them because they committed crimes against Egypt, although they are Egypt's sons." Two members of the ring, Dr. Moshe Marzouk and Shmuel Azzar, were sentenced to death. In 1953, a cousin of Marzouk, Kamal Massuda, was killed, and the authorities did not make arrests.[citation needed] Other members of the sabotage rings had families who lost their livelihood after the 1947 Company Laws were implemented, which severely restricted the right to work and to own companies of non-Egyptian citizens. (Jews were not in general allowed citizenship.)[citation needed] In the immediate aftermath of trilateral invasion on 23 November 1956 by Britain, France, and Israel (known as the Suez Crisis), some 25,000 Jews, almost half of the Jewish community left for Israel, Europe, the United States, and South America, after being forced to sign declarations that they were leaving "voluntarily" and to agree to the confiscation of their assets. Some 1,000 more Jews were imprisoned. Similar measures were enacted against British and French nationals in retaliation for the invasion. In Joel Beinin's summary: "Between 1919 and 1956, the entire Egyptian Jewish community, like the Cicurel firm, was transformed from a national asset into a fifth column." Hundreds of Jews were arrested or detained without charges, imprisoned, or interned in Jewish schools. Jews were also denaturalized, i.e. deprived of their Egyptian citizenship, and had their assets sequestered. Some Egyptian and stateless Jews were expelled from Egypt, creating a refugee crisis. After 1956, prominent families, like the Qattawis, were left with only a fraction of the social clout they had once enjoyed, if they could remain in Egypt at all. Ironically, Jews like Rene Qattawi were in full support of establishing an Arab-Egyptian nationalism, and were opposed to the rise of Zionism and the establishment of the State of Israel.[citation needed] Nonetheless, even this social elite of the Jewish population was not believed to have any place in the new Egyptian regime. From 1956 to 1970, under the Nasser regime, the military government of Egypt and its agents monitored the Jewish population, implementing measures such as police detention, and arresting suspects. Jewish families in Cairo and Alexandria were held in confinement at their homes for lengthy periods of time, often without funds, food, or other supplies, and were under surveillance by building concierges who had police authority to control Jewish tenants The SSIS perpetrated much of these acts. UN High Commissioner for Refugees Auguste Lindt stated in his Report to the UNREF Executive Committee's Fourth Session (Geneva 29 January to 4 February 1957) "Another emergency problem is now arising: that of refugees from Egypt. There is no doubt in my mind that those refugees from Egypt who are not able, or not willing, to avail themselves of the protection of the Government of their nationality fall under the mandate of my office." The last chief Rabbi of Egypt was Haim Moussa Douek, who served from 1960 until he left Egypt in 1972. After the Six-Day War in 1967, more confiscations took place. Rami Mangoubi, who lived in Cairo at the time, said that nearly all Egyptian Jewish men between the ages of 17 and 60 were either thrown out of the country immediately, or taken to the detention centers of Abou Za'abal and Tura, where they were incarcerated and tortured for more than three years. The eventual result was the almost-complete disappearance of the 3,000-year-old Jewish community in Egypt; the vast majority of Jews left the country. Most Egyptian Jews fled to Israel (35,000), Brazil (15,000), France (10,000), the US (9,000) and Argentina (9,000).[citation needed] A letter published by the Jerusalem Post from Dr. E. Jahn, of the Office of the UN High Commissioner for Refugees stated: "I refer to our recent discussion concerning Jews from Middle Eastern and North African countries in consequence of recent events. I am now able to inform you that such persons may be considered prima facie within the mandate of this Office." The last Jewish wedding in Egypt took place in 1984. According to a 2009 report by the Anti-Defamation League, anti-semitic and anti-Israel sentiments continued to run high. Israel and Zionism were frequently associated with conspiracy theories of subverting and weakening the state. Nevertheless, the Egyptian government began renovating an old dilapidated synagogue that year in what was once a Jewish neighborhood in Old Cairo. Zahi Hawass, general secretary of the Supreme Council of Antiquities, said: "If you don't restore the Jewish synagogues, you lose part of your history." The Jewish population continued to dwindle. In 2007, an estimated 200 Jews lived in Egypt, less than 40 in 2014, but by 2017 this dropped to 18: 6 in Cairo, 12 in Alexandria. In 2018, the estimated Jewish population was 10. In 2019 three Jews in Egypt applied for Spanish citizenship In April 2021, one of the last members of the community, Albert Arie, died aged 90; he had converted to Islam, married an Egyptian Muslim woman, and was buried as a Muslim. One of the four remaining Jews in Egypt, Reb Yosef Ben-Gaon of Alexandria, died in November 2021. In 2022 there were a reported 22 Jews in Egypt In March 2022, part of the Jews of Cairo archives were confiscated by the Egyptian government. As of December 2022, there are only 3 Egyptian Jews living in Egypt, all women, of whom the youngest Magda Haroun (born 1952) is the community leader, who is an anti-Zionist and married to a Catholic. Her two daughters are not living in Egypt. Her sister Nadia, the former deputy leader of the community and one of its youngest remaining members, died in 2014. In 2020, the Eliyahu Hanavi Synagogue in Alexandria was restored, and in April 2022, restoration work began on the Ben Ezra Synagogue, as part of government efforts to resurrect Egypt's dwindling Jewish heritage. Works by Egyptian Jews on their communities Egyptian Jews in literature Notable Egyptian Jews See also Notes References External links
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Contents Grey alien Grey aliens, also referred to as Zeta Reticulans, Roswell Greys, or simply, Greys,[a] are purported extraterrestrial beings. They are frequently featured in claims of close encounter and alien abduction. Greys are typically described as having small, humanoid bodies, smooth, grey skin, disproportionately large, hairless heads, and large, black, almond-shaped eyes. The 1961 Barney and Betty Hill abduction claim was key to the popularization of Grey aliens. Precursor figures have been described in science fiction and similar descriptions appeared in later accounts of the 1947 Roswell UFO incident and early accounts of the 1948 Aztec UFO hoax. The Grey alien is cited an archetypal image of an intelligent non-human creature and extraterrestrial life in general, as well as an iconic trope of popular culture in the age of space exploration. Description Greys are typically depicted as grey-skinned, diminutive humanoid beings that possess reduced forms of, or completely lack, external human body parts such as noses, ears, or sex organs. Their bodies are usually depicted as being elongated, having a small chest, and lacking in muscular definition and visible skeletal structure. Their legs are depicted as being shorter and jointed differently from humans with limbs proportionally different from a human. Greys are depicted as having unusually large heads in proportion to their bodies, and as having no hair, no noticeable outer ears or noses, and small orifices for ears, nostrils, and mouths. In drawings, Greys are almost always shown with very large, opaque, black eyes, without eye whites. They are frequently described as shorter than average adult humans. The association between Grey aliens and Zeta Reticuli originated with the interpretation of a map drawn by Betty Hill by a school-teacher named Marjorie Fish sometime in 1969. Betty Hill, under hypnosis, had claimed to have been shown a map that displayed the aliens' home system and nearby stars. Upon learning of this, Fish attempted to create a model from a drawing produced by Hill, eventually determining that the stars marked as the aliens' home were Zeta Reticuli, a binary star system. History In literature, descriptions of beings similar to Grey aliens predate claims of supposed encounters with them. In 1893, H. G. Wells presented a description of humanity's future appearance in the article "The Man of the Year Million", describing humans as having no mouths, noses, or hair, and with large heads. In 1895, Wells also depicted the Eloi, a successor species to humanity, in similar terms in the novel The Time Machine. Both share many characteristics with future perceptions of Greys. As early as 1917, the occultist Aleister Crowley described a meeting with a "preternatural entity" named Lam that was similar in appearance to a modern Grey. Crowley claimed to have contacted Lam through a process called the "Amalantrah Workings," which he believed allowed humans to contact beings from outer space and across dimensions. Other occultists and ufologists, many of whom have retroactively linked Lam to later Grey encounters, have since described their own visitations from him, with one describing the being as a "cold, computer-like intelligence," and utterly beyond human comprehension. ...the creatures did not resemble any race of humans. They were short, shorter than the average Japanese, and their heads were big and bald, with strong, square foreheads, and very small noses and mouths, and weak chins. What was most extraordinary about them were the eyes—large, dark, gleaming, with a sharp gaze. They wore clothes made of soft grey fabric, and their limbs seemed to be similar to those of humans. In 1933, the Swedish novelist Gustav Sandgren, using the pen name Gabriel Linde, published a science fiction novel called Den okända faran (The Unknown Danger), in which he describes a race of extraterrestrials who wore clothes made of soft grey fabric and were short, with big bald heads, and large, dark, gleaming eyes. The novel, aimed at young readers, included illustrations of the imagined aliens. This description would become the template upon which the popular image of grey aliens is based. The conception remained a niche one until 1965, when newspaper reports of the Betty and Barney Hill abduction made the archetype famous. The alleged abductees, Betty and Barney Hill, claimed that in 1961, humanoid alien beings with greyish skin had abducted them and taken them to a flying saucer. In his 1990 article "Entirely Unpredisposed", Martin Kottmeyer suggested that Barney's memories revealed under hypnosis might have been influenced by an episode of the science-fiction television show The Outer Limits titled "The Bellero Shield", which was broadcast 12 days before Barney's first hypnotic session. The episode featured an extraterrestrial with large eyes, who says, "In all the universes, in all the unities beyond the universes, all who have eyes have eyes that speak." The report from the regression featured a scenario that was in some respects similar to the television show. In part, Kottmeyer wrote: Wraparound eyes are an extreme rarity in science fiction films. I know of only one instance. They appeared on the alien of an episode of an old TV series The Outer Limits entitled "The Bellero Shield." A person familiar with Barney's sketch in "The Interrupted Journey" and the sketch done in collaboration with the artist David Baker will find a "frisson" of "déjà vu" creeping up his spine when seeing this episode. The resemblance is much abetted by an absence of ears, hair, and nose on both aliens. Could it be by chance? Consider this: Barney first described and drew the wraparound eyes during the hypnosis session dated 22 February 1964. "The Bellero Shield" was first broadcast on 10 February 1964. Only twelve days separate the two instances. If the identification is admitted, the commonness of wraparound eyes in the abduction literature falls to cultural forces. — Martin Kottmeyer, Entirely Unpredisposed: The Cultural Background of UFO Reports Carl Sagan echoed Kottmeyer's suspicions in his 1997 book, The Demon Haunted World: Science as a Candle in the Dark, where Invaders from Mars was cited as another potential inspiration. After the Hills' encounter, Greys would go on to become an integral part of ufology and other extraterrestrial-related folklore. This is particularly true in the case of the United States: according to journalist C. D. B. Bryan, 73% of all reported alien encounters in the United States describe Grey aliens, a significantly higher proportion than other countries.: 68 During the early 1980s, Greys were linked to the alleged crash-landing of a flying saucer in Roswell, New Mexico, in 1947. A number of publications contained statements from individuals who claimed to have seen the U.S. military handling a number of unusually proportioned, bald, child-sized beings. These individuals claimed, during and after the incident, that the beings had oversized heads and slanted eyes, but scant other distinguishable facial features. In 1987, novelist Whitley Strieber published the book Communion, which, unlike his previous works, was categorized as non-fiction, and in which he describes a number of close encounters he alleges to have experienced with Greys and other extraterrestrial beings. The book became a New York Times bestseller, and New Line Cinema released a 1989 film adaption that starred Christopher Walken as Strieber. In 1988, Christophe Dechavanne interviewed the French science-fiction writer and ufologist Jimmy Guieu on TF1's Ciel, mon mardi !. Besides mentioning Majestic 12, Guieu described the existence of what he called "the little greys", which later on became better known in French under the name: les Petits-Gris. Guieu later wrote two docudramas, using as a plot the Grey aliens / Majestic-12 conspiracy theory as described by John Lear and Milton William Cooper: the series "E.B.E." (for "Extraterrestrial Biological Entity"): E.B.E.: Alerte rouge (first part) (1990) and E.B.E.: L'entité noire d'Andamooka (second part) (1991).[citation needed] Greys have since become the subject of many conspiracy theories. Many conspiracy theorists believe that Greys represent part of a government-led disinformation or plausible deniability campaign, or that they are a product of government mind-control experiments. During the 1990s, popular culture also began to increasingly link Greys to a number of military-industrial complex and New World Order conspiracy theories. In 1995, filmmaker Ray Santilli claimed to have obtained 22 reels of 16 mm film that depicted the autopsy of a "real" Grey supposedly recovered from the site of the 1947 incident in Roswell. In 2006, though, Santilli announced that the film was not original, but was instead a "reconstruction" created after the original film was found to have degraded. He maintained that a real Grey had been found and autopsied on camera in 1947, and that the footage released to the public contained a percentage of that original footage. Analysis Greys are often involved in alien abduction claims. Among reports of alien encounters, Greys make up about 50% in Australia, 73% in the United States, 48% in continental Europe, and around 12% in the United Kingdom.: 68 These reports include two distinct groups of Greys that differ in height.: 74 Abduction claims are often described as extremely traumatic, similar to an abduction by humans or even a sexual assault in the level of trauma and distress. The emotional impact of perceived abductions can be as great as that of combat, sexual abuse, and other traumatic events. The eyes are often a focus of abduction claims, which often describe a Grey staring into the eyes of an abductee when conducting mental procedures. This staring is claimed to induce hallucinogenic states or directly provoke different emotions. Neurologist Steven Novella proposes that Grey aliens are a byproduct of the human imagination, with the Greys' most distinctive features representing everything that modern humans traditionally link with intelligence. "The aliens, however, do not just appear as humans, they appear like humans with those traits we psychologically associate with intelligence." In 2005, Frederick V. Malmstrom, writing in Skeptic magazine, Volume 11, issue 4, presents his idea that Greys are actually residual memories of early childhood development. Malmstrom reconstructs the face of a Grey through transformation of a mother's face based on our best understanding of early-childhood sensation and perception. Malmstrom's study offers another alternative to the existence of Greys, the intense instinctive response many people experience when presented an image of a Grey, and the act of regression hypnosis and recovered-memory therapy in "recovering" memories of alien abduction experiences, along with their common themes. According to biologist Jack Cohen, the typical image of a Grey, assuming that it would have evolved from a world with different environmental and ecological conditions from Earth, is too physiologically similar to a human to be credible as a representation of an alien. The interdimensional hypothesis, the cryptoterrestrial hypothesis, and the time-traveller hypothesis attempt to provide an alternative explanation to the humanoid anatomy and behavior of these alleged beings. In popular culture Depictions of Grey aliens have gone on to appear in a number of films and television shows, supplanting the previously popular little green men. As early as 1966, for example, the superhero character Ultraman was explicitly based on them, and in 1977 they were featured in Close Encounters of the Third Kind. Greys have also been worked into space opera and other interstellar settings: in Babylon 5, the Greys are referred to as the "Vree", and are depicted as being allies and trade partners of 23rd-century Earth, while in the Stargate franchise they are called the "Asgard" and depicted as ancient astronauts allied with modern-day Earth.[citation needed] South Park refers to them as "visitors". During the 1990s, plotlines wherein Greys were linked to conspiracy theories became common. A well-known example is the Fox television series The X-Files, which first aired in 1993. It combined the quest to find proof of the existence of Grey-like extraterrestrials with a number of UFO conspiracy theory subplots, to form its primary story arc. Other notable examples include the XCOM video game franchise (where they are called "Sectoids"); Dark Skies, first broadcast in 1996, which expanded upon the MJ-12 conspiracy;[citation needed] and American Dad!, which features a Grey-like alien named Roger, whose backstory draws from both the Roswell incident and Area 51 conspiracy theories. The 2011 film Paul tells the story of a Grey named Paul who attributes the Greys' frequent presence in science fiction pop culture to the US government deliberately inserting the stereotypical Grey alien image into mainstream media; this is done so that if humanity came into contact with Paul's species, no immediate shock would occur as to their appearance. Child abduction by Greys is a key plot point in the 2013 film, Dark Skies. Greys appear in Syfy's 2021 science fiction dramedy series Resident Alien. The Greys appear as the main antagonistic faction in the 2023 independent game Greyhill Incident. See also Notes References External links
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