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[SOURCE: https://en.wikipedia.org/wiki/Template_talk:Jews_and_Judaism_sidebar] | [TOKENS: 2021]
Contents Template talk:Jews and Judaism sidebar Previous discussions: Land of Israel Land of Israel was added by me.--HIZKIAH (User • Talk) 15:52, 11 January 2007 (UTC)[reply] Renewal? How is renewal judaism a den.? Isn't it just another hasidic den.? And shouldn't Dor Daim be included? —The preceding unsigned comment was added by 203.206.248.147 (talk) 13:16, 24 January 2007 (UTC).[reply] Criticism link I propose adding a link to the criticism page. Back in December, the Mormonism, Buddhism, and Islam templates all had links to their specific criticism page, however Islam removed their citing this template as precedent. Ironically, someone wanted to include the Criticism of Christianity link on the Christianity template, and cited those as precedent. If this is going to be a matter of "Well the Jews don't have the link, so why should we" or "The Mormons have the link, so should the Muslims" etc, we should decided as a whole whether links to these criticism pages are appropriate for the parent religion templates. I believe that all religion templates should have a link to the parent criticism page (if one exists), and that is what I am proposing here. What do we think?-Andrew c 00:15, 15 February 2007 (UTC)[reply] 1) Duplicate link to the Holocaust and 2) Is Ten Lost Tribes an ethnic division? Two unrelated topics: I have removed both for now, thus saving 2 lines. ←Humus sapiens ну? 01:16, 24 February 2007 (UTC)[reply] change of order Since Jewish political movements are very recent historical phenomenon, and Jewish history and persecution are very old, I'm moving Jewish political movements to the end. Yehoishophot Oliver 15:11, 9 May 2007 (UTC)[reply] Languages Do we really need all those languages? They certainly seem less relevant than the other sections. I think the bottom two lines of the languages section could easily come off. Is there anyone who objects to this? --Eliyak T·C 21:09, 28 May 2007 (UTC)[reply] What's with the massive whitespace on the right side of the template? Does anyone else see it? And why on Earth does it show up? It's so annoying. Lockesdonkey (talk) 04:16, 2 April 2008 (UTC)[reply] China Is the mention of China necessary in the 'Population (Historical)' section? It isn't historically an established religion just as it is in say India or Iran etc. It’s just not something that’s been relatively recent, and the alleged 'history' is still rather dubious according to many sources, I think it should be removed from the list. Smarred Wolet (talk) 20:55, 22 June 2008 (UTC)[reply] Little problem Check out the template here, why are the images scaled non-uniformly? —Preceding unsigned comment added by Fixman (talk • contribs) 16:36, 10 September 2008 (UTC)[reply] Expandable version I've put together a version which makes use of {{Navbox with collapsible groups}} to considerably shrink the template's footprint. Here it is (code is at User:Eliyak/work/jew): One great feature is that a section can be automatically focused. For example, {{User:Eliyak/work/jew|principles}} produces: --Eliyak T·C 17:36, 15 September 2008 (UTC)[reply] Lack of comments means I am moving ahead with the change. If it proves unpopular, it can always be reverted. --Eliyak T·C 01:54, 22 September 2008 (UTC)[reply] This template includes collapsible lists. Menorah? Is it really neccessary for a menorah to be used in the template. For one, Hanukkah is a very unimportant holiday in Judaism, and most would not celebrate it if not for its proximity to Christmas. Secondly, A picture of a Torah would do the job much better. —Preceding unsigned comment added by 98.194.203.128 (talk) 03:00, 4 April 2009 (UTC)[reply] Texts need to be edited. Ehm, the Tanya should not be on this list. Nor should the Tur or Zohar IMO but that is up to discussion. 93.172.54.207 (talk) 18:09, 13 April 2009 (UTC)[reply] These books only represent segments of Judaism. This template is universal and should not contain information relavent only to some segments. 12:11, 18 January 2010 (UTC) —Preceding unsigned comment added by 192.118.11.112 (talk) Archive This page is 71 kilobytes long. Some discussion dated back to three years ago. Obviously older discussion should be archived like Template talk:Jew/Archive01. Will anyone do so? --Quest for Truth (talk) 03:51, 22 October 2009 (UTC)[reply] Good work, as always! --AFriedman (talk) 04:26, 22 October 2009 (UTC)[reply] Edit request from 70.233.168.71, 21 July 2010 {{editsemiprotected}} They did not include The Jewish denomination of The Karaites 70.233.168.71 (talk) 14:41, 21 July 2010 (UTC)[reply] Edit request from 78.151.157.68, 23 August 2010 {{editsemiprotected}} 78.151.157.68 (talk) 13:08, 23 August 2010 (UTC) Kurdish Jews[reply] Not done: please be more specific about what needs to be changed. --Imagine Wizard (talk • contribs • count) Iway amway Imagineway Izardway. 14:24, 23 August 2010 (UTC)[reply] Edit request from 74.108.111.8, 17 November 2010 {{edit semi-protected}} Green Zionists (Green Zionism) should be listed among the types of Zionists/Zionism. 74.108.111.8 (talk) 09:57, 17 November 2010 (UTC)[reply] Samaritan Could someobdy add Samaritan to the list of denominations please? thanks 84.13.28.220 (talk) 09:26, 14 February 2011 (UTC)[reply] Messianic Judaism Please add Messianic as one of the denominations of Jews. Messianic Jews are one of the largest growing denominations of Jews in Israel and the world. —Preceding unsigned comment added by 69.253.170.115 (talk) 14:42, 24 February 2011 (UTC)[reply] Jewish "ethnicities" "Ethnicities" renamed into "communities", since Jews are an ethno-religious community with single Jewish ethnicity and sub-groups within. Related ethno-religious groups (Khazars, Samaritans, Lembas) were separated from ethnically Jewish (Ashkenazi, Sephardi, Mizrahi, Yemenite) communities in the bar.Greyshark09 (talk) 18:13, 11 September 2011 (UTC)[reply] Leadership I propose deletion of the leadership section. There are only about 25 people listed, any any listing is bound to be very incomplete and extremely subjective. ypnypn (talk) 16:52, 17 October 2012 (UTC)[reply] Changed it to Prominent figures. DaoXan (DaoXan) 10:10, 26 January 2015 (UTC)[reply] Semi-protected edit request on 12 November 2019 The wiki page on skeksis ( movie character) there is large sections about jews. It seems to be placed there on accident 75.134.99.19 (talk) 17:40, 12 November 2019 (UTC)[reply] Population topic Hi, I was wondering if in the Population section we could instead have North America and South America rather than North America and Latin America and the Caribbean. There are countries in Latin America that also belong to North America so it makes no sense to have one section be geographic (North America) and the other geo-linguistic (Latin America). It's too arbitrary. Mexico, for example, belongs to both North America and Latin America. All the other regions are entirely geographic (Europe, Asia, Africa, Oceania, etc) but for some reason only Latin America is geo-linguistic. DemianStratford (talk) 05:57, 4 July 2022 (UTC)[reply] Semi-protected edit request on 5 July 2023 Typo on 'Democrstic Republic of the Congo' in the sidebar: Democrstic --> Democratic. 195.224.192.68 (talk) 13:48, 5 July 2023 (UTC)[reply] Semi-protected edit request on 15 October 2024 Add Misnagdim as jewish denomination. 80.39.130.144 (talk) 20:36, 15 October 2024 (UTC)[reply]
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_note-AutoNT-67-134] | [TOKENS: 4314]
Contents Python (programming language) Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language. Python 3.0, released in 2008, was a major revision and not completely backward-compatible with earlier versions. Beginning with Python 3.5, capabilities and keywords for typing were added to the language, allowing optional static typing. As of 2026[update], the Python Software Foundation supports Python 3.10, 3.11, 3.12, 3.13, and 3.14, following the project's annual release cycle and five-year support policy. Python 3.15 is currently in the alpha development phase, and the stable release is expected to come out in October 2026. Earlier versions in the 3.x series have reached end-of-life and no longer receive security updates. Python has gained widespread use in the machine learning community. It is widely taught as an introductory programming language. Since 2003, Python has consistently ranked in the top ten of the most popular programming languages in the TIOBE Programming Community Index, which ranks based on searches in 24 platforms. History Python was conceived in the late 1980s by Guido van Rossum at Centrum Wiskunde & Informatica (CWI) in the Netherlands. It was designed as a successor to the ABC programming language, which was inspired by SETL, capable of exception handling and interfacing with the Amoeba operating system. Python implementation began in December 1989. Van Rossum first released it in 1991 as Python 0.9.0. Van Rossum assumed sole responsibility for the project, as the lead developer, until 12 July 2018, when he announced his "permanent vacation" from responsibilities as Python's "benevolent dictator for life" (BDFL); this title was bestowed on him by the Python community to reflect his long-term commitment as the project's chief decision-maker. (He has since come out of retirement and is self-titled "BDFL-emeritus".) In January 2019, active Python core developers elected a five-member Steering Council to lead the project. The name Python derives from the British comedy series Monty Python's Flying Circus. (See § Naming.) Python 2.0 was released on 16 October 2000, featuring many new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 2.7's end-of-life was initially set for 2015, and then postponed to 2020 out of concern that a large body of existing code could not easily be forward-ported to Python 3. It no longer receives security patches or updates. While Python 2.7 and older versions are officially unsupported, a different unofficial Python implementation, PyPy, continues to support Python 2, i.e., "2.7.18+" (plus 3.11), with the plus signifying (at least some) "backported security updates". Python 3.0 was released on 3 December 2008, and was a major revision and not completely backward-compatible with earlier versions, with some new semantics and changed syntax. Python 2.7.18, released in 2020, was the last release of Python 2. Several releases in the Python 3.x series have added new syntax to the language, and made a few (considered very minor) backward-incompatible changes. As of January 2026[update], Python 3.14.3 is the latest stable release. All older 3.x versions had a security update down to Python 3.9.24 then again with 3.9.25, the final version in 3.9 series. Python 3.10 is, since November 2025, the oldest supported branch. Python 3.15 has an alpha released, and Android has an official downloadable executable available for Python 3.14. Releases receive two years of full support followed by three years of security support. Design philosophy and features Python is a multi-paradigm programming language. Object-oriented programming and structured programming are fully supported, and many of their features support functional programming and aspect-oriented programming – including metaprogramming and metaobjects. Many other paradigms are supported via extensions, including design by contract and logic programming. Python is often referred to as a 'glue language' because it is purposely designed to be able to integrate components written in other languages. Python uses dynamic typing and a combination of reference counting and a cycle-detecting garbage collector for memory management. It uses dynamic name resolution (late binding), which binds method and variable names during program execution. Python's design offers some support for functional programming in the "Lisp tradition". It has filter, map, and reduce functions; list comprehensions, dictionaries, sets, and generator expressions. The standard library has two modules (itertools and functools) that implement functional tools borrowed from Haskell and Standard ML. Python's core philosophy is summarized in the Zen of Python (PEP 20) written by Tim Peters, which includes aphorisms such as these: However, Python has received criticism for violating these principles and adding unnecessary language bloat. Responses to these criticisms note that the Zen of Python is a guideline rather than a rule. The addition of some new features had been controversial: Guido van Rossum resigned as Benevolent Dictator for Life after conflict about adding the assignment expression operator in Python 3.8. Nevertheless, rather than building all functionality into its core, Python was designed to be highly extensible via modules. This compact modularity has made it particularly popular as a means of adding programmable interfaces to existing applications. Van Rossum's vision of a small core language with a large standard library and easily extensible interpreter stemmed from his frustrations with ABC, which represented the opposite approach. Python claims to strive for a simpler, less-cluttered syntax and grammar, while giving developers a choice in their coding methodology. Python lacks do .. while loops, which Rossum considered harmful. In contrast to Perl's motto "there is more than one way to do it", Python advocates an approach where "there should be one – and preferably only one – obvious way to do it". In practice, however, Python provides many ways to achieve a given goal. There are at least three ways to format a string literal, with no certainty as to which one a programmer should use. Alex Martelli is a Fellow at the Python Software Foundation and Python book author; he wrote that "To describe something as 'clever' is not considered a compliment in the Python culture." Python's developers typically prioritize readability over performance. For example, they reject patches to non-critical parts of the CPython reference implementation that would offer increases in speed that do not justify the cost of clarity and readability.[failed verification] Execution speed can be improved by moving speed-critical functions to extension modules written in languages such as C, or by using a just-in-time compiler like PyPy. Also, it is possible to transpile to other languages. However, this approach either fails to achieve the expected speed-up, since Python is a very dynamic language, or only a restricted subset of Python is compiled (with potential minor semantic changes). Python is meant to be a fun language to use. This goal is reflected in the name – a tribute to the British comedy group Monty Python – and in playful approaches to some tutorials and reference materials. For instance, some code examples use the terms "spam" and "eggs" (in reference to a Monty Python sketch), rather than the typical terms "foo" and "bar". A common neologism in the Python community is pythonic, which has a broad range of meanings related to program style: Pythonic code may use Python idioms well; be natural or show fluency in the language; or conform with Python's minimalist philosophy and emphasis on readability. Syntax and semantics Python is meant to be an easily readable language. Its formatting is visually uncluttered and often uses English keywords where other languages use punctuation. Unlike many other languages, it does not use curly brackets to delimit blocks, and semicolons after statements are allowed but rarely used. It has fewer syntactic exceptions and special cases than C or Pascal. Python uses whitespace indentation, rather than curly brackets or keywords, to delimit blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block. Thus, the program's visual structure accurately represents its semantic structure. This feature is sometimes termed the off-side rule. Some other languages use indentation this way; but in most, indentation has no semantic meaning. The recommended indent size is four spaces. Python's statements include the following: The assignment statement (=) binds a name as a reference to a separate, dynamically allocated object. Variables may subsequently be rebound at any time to any object. In Python, a variable name is a generic reference holder without a fixed data type; however, it always refers to some object with a type. This is called dynamic typing—in contrast to statically-typed languages, where each variable may contain only a value of a certain type. Python does not support tail call optimization or first-class continuations; according to Van Rossum, the language never will. However, better support for coroutine-like functionality is provided by extending Python's generators. Before 2.5, generators were lazy iterators; data was passed unidirectionally out of the generator. From Python 2.5 on, it is possible to pass data back into a generator function; and from version 3.3, data can be passed through multiple stack levels. Python's expressions include the following: In Python, a distinction between expressions and statements is rigidly enforced, in contrast to languages such as Common Lisp, Scheme, or Ruby. This distinction leads to duplicating some functionality, for example: A statement cannot be part of an expression; because of this restriction, expressions such as list and dict comprehensions (and lambda expressions) cannot contain statements. As a particular case, an assignment statement such as a = 1 cannot be part of the conditional expression of a conditional statement. Python uses duck typing, and it has typed objects but untyped variable names. Type constraints are not checked at definition time; rather, operations on an object may fail at usage time, indicating that the object is not of an appropriate type. Despite being dynamically typed, Python is strongly typed, forbidding operations that are poorly defined (e.g., adding a number and a string) rather than quietly attempting to interpret them. Python allows programmers to define their own types using classes, most often for object-oriented programming. New instances of classes are constructed by calling the class, for example, SpamClass() or EggsClass()); the classes are instances of the metaclass type (which is an instance of itself), thereby allowing metaprogramming and reflection. Before version 3.0, Python had two kinds of classes, both using the same syntax: old-style and new-style. Current Python versions support the semantics of only the new style. Python supports optional type annotations. These annotations are not enforced by the language, but may be used by external tools such as mypy to catch errors. Python includes a module typing including several type names for type annotations. Also, mypy supports a Python compiler called mypyc, which leverages type annotations for optimization. 1.33333 frozenset() Python includes conventional symbols for arithmetic operators (+, -, *, /), the floor-division operator //, and the modulo operator %. (With the modulo operator, a remainder can be negative, e.g., 4 % -3 == -2.) Also, Python offers the ** symbol for exponentiation, e.g. 5**3 == 125 and 9**0.5 == 3.0. Also, it offers the matrix‑multiplication operator @ . These operators work as in traditional mathematics; with the same precedence rules, the infix operators + and - can also be unary, to represent positive and negative numbers respectively. Division between integers produces floating-point results. The behavior of division has changed significantly over time: In Python terms, the / operator represents true division (or simply division), while the // operator represents floor division. Before version 3.0, the / operator represents classic division. Rounding towards negative infinity, though a different method than in most languages, adds consistency to Python. For instance, this rounding implies that the equation (a + b)//b == a//b + 1 is always true. Also, the rounding implies that the equation b*(a//b) + a%b == a is valid for both positive and negative values of a. As expected, the result of a%b lies in the half-open interval [0, b), where b is a positive integer; however, maintaining the validity of the equation requires that the result must lie in the interval (b, 0] when b is negative. Python provides a round function for rounding a float to the nearest integer. For tie-breaking, Python 3 uses the round to even method: round(1.5) and round(2.5) both produce 2. Python versions before 3 used the round-away-from-zero method: round(0.5) is 1.0, and round(-0.5) is −1.0. Python allows Boolean expressions that contain multiple equality relations to be consistent with general usage in mathematics. For example, the expression a < b < c tests whether a is less than b and b is less than c. C-derived languages interpret this expression differently: in C, the expression would first evaluate a < b, resulting in 0 or 1, and that result would then be compared with c. Python uses arbitrary-precision arithmetic for all integer operations. The Decimal type/class in the decimal module provides decimal floating-point numbers to a pre-defined arbitrary precision with several rounding modes. The Fraction class in the fractions module provides arbitrary precision for rational numbers. Due to Python's extensive mathematics library and the third-party library NumPy, the language is frequently used for scientific scripting in tasks such as numerical data processing and manipulation. Functions are created in Python by using the def keyword. A function is defined similarly to how it is called, by first providing the function name and then the required parameters. Here is an example of a function that prints its inputs: To assign a default value to a function parameter in case no actual value is provided at run time, variable-definition syntax can be used inside the function header. Code examples "Hello, World!" program: Program to calculate the factorial of a non-negative integer: Libraries Python's large standard library is commonly cited as one of its greatest strengths. For Internet-facing applications, many standard formats and protocols such as MIME and HTTP are supported. The language includes modules for creating graphical user interfaces, connecting to relational databases, generating pseudorandom numbers, arithmetic with arbitrary-precision decimals, manipulating regular expressions, and unit testing. Some parts of the standard library are covered by specifications—for example, the Web Server Gateway Interface (WSGI) implementation wsgiref follows PEP 333—but most parts are specified by their code, internal documentation, and test suites. However, because most of the standard library is cross-platform Python code, only a few modules must be altered or rewritten for variant implementations. As of 13 March 2025,[update] the Python Package Index (PyPI), the official repository for third-party Python software, contains over 614,339 packages. Development environments Most[which?] Python implementations (including CPython) include a read–eval–print loop (REPL); this permits the environment to function as a command line interpreter, with which users enter statements sequentially and receive results immediately. Also, CPython is bundled with an integrated development environment (IDE) called IDLE, which is oriented toward beginners.[citation needed] Other shells, including IDLE and IPython, add additional capabilities such as improved auto-completion, session-state retention, and syntax highlighting. Standard desktop IDEs include PyCharm, Spyder, and Visual Studio Code; there are web browser-based IDEs, such as the following environments: Implementations CPython is the reference implementation of Python. This implementation is written in C, meeting the C11 standard since version 3.11. Older versions use the C89 standard with several select C99 features, but third-party extensions are not limited to older C versions—e.g., they can be implemented using C11 or C++. CPython compiles Python programs into an intermediate bytecode, which is then executed by a virtual machine. CPython is distributed with a large standard library written in a combination of C and native Python. CPython is available for many platforms, including Windows and most modern Unix-like systems, including macOS (and Apple M1 Macs, since Python 3.9.1, using an experimental installer). Starting with Python 3.9, the Python installer intentionally fails to install on Windows 7 and 8; Windows XP was supported until Python 3.5, with unofficial support for VMS. Platform portability was one of Python's earliest priorities. During development of Python 1 and 2, even OS/2 and Solaris were supported; since that time, support has been dropped for many platforms. All current Python versions (since 3.7) support only operating systems that feature multithreading, by now supporting not nearly as many operating systems (dropping many outdated) than in the past. All alternative implementations have at least slightly different semantics. For example, an alternative may include unordered dictionaries, in contrast to other current Python versions. As another example in the larger Python ecosystem, PyPy does not support the full C Python API. Creating an executable with Python often is done by bundling an entire Python interpreter into the executable, which causes binary sizes to be massive for small programs, yet there exist implementations that are capable of truly compiling Python. Alternative implementations include the following: Stackless Python is a significant fork of CPython that implements microthreads. This implementation uses the call stack differently, thus allowing massively concurrent programs. PyPy also offers a stackless version. Just-in-time Python compilers have been developed, but are now unsupported: There are several compilers/transpilers to high-level object languages; the source language is unrestricted Python, a subset of Python, or a language similar to Python: There are also specialized compilers: Some older projects existed, as well as compilers not designed for use with Python 3.x and related syntax: A performance comparison among various Python implementations, using a non-numerical (combinatorial) workload, was presented at EuroSciPy '13. In addition, Python's performance relative to other programming languages is benchmarked by The Computer Language Benchmarks Game. There are several approaches to optimizing Python performance, despite the inherent slowness of an interpreted language. These approaches include the following strategies or tools: Language Development Python's development is conducted mostly through the Python Enhancement Proposal (PEP) process; this process is the primary mechanism for proposing major new features, collecting community input on issues, and documenting Python design decisions. Python coding style is covered in PEP 8. Outstanding PEPs are reviewed and commented on by the Python community and the steering council. Enhancement of the language corresponds with development of the CPython reference implementation. The mailing list python-dev is the primary forum for the language's development. Specific issues were originally discussed in the Roundup bug tracker hosted by the foundation. In 2022, all issues and discussions were migrated to GitHub. Development originally took place on a self-hosted source-code repository running Mercurial, until Python moved to GitHub in January 2017. CPython's public releases have three types, distinguished by which part of the version number is incremented: Many alpha, beta, and release-candidates are also released as previews and for testing before final releases. Although there is a rough schedule for releases, they are often delayed if the code is not ready yet. Python's development team monitors the state of the code by running a large unit test suite during development. The major academic conference on Python is PyCon. Also, there are special Python mentoring programs, such as PyLadies. Naming Python's name is inspired by the British comedy group Monty Python, whom Python creator Guido van Rossum enjoyed while developing the language. Monty Python references appear frequently in Python code and culture; for example, the metasyntactic variables often used in Python literature are spam and eggs, rather than the traditional foo and bar. Also, the official Python documentation contains various references to Monty Python routines. Python users are sometimes referred to as "Pythonistas". Languages influenced by Python See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/Cohere] | [TOKENS: 1777]
Contents Cohere Cohere Inc. is a Canada-based international technology company focused on artificial intelligence. Cohere specializes in large language models and AI products for regulated industries, particularly the finance, healthcare, manufacturing, and energy fields, as well as the public sector. Cohere was founded in 2019 by Aidan Gomez, Ivan Zhang, and Nick Frosst and is headquartered in Toronto and San Francisco, with offices in Montreal, London, New York City, Paris, and Seoul. History In 2017, a team of researchers at Google Brain introduced the transformer machine learning architecture in "Attention Is All You Need," which demonstrated state-of-the-art performance on a variety of natural language processing tasks. In 2019, Aidan Gomez, one of its co-authors, along with Nick Frosst, another researcher at Google Brain, founded Cohere with Ivan Zhang, with whom Gomez had done research at FOR.ai. All of the co-founders attended University of Toronto. Gomez is the company's CEO. In December 2022, Martin Kon, the former CFO of YouTube, became president and COO. In November 2021, Google Cloud announced that they would help power Cohere's platform using their robust infrastructure, and Cloud's TPUs would be used by Cohere for the development and deployment of their products. In June 2022, Cohere launched Cohere Labs (previously called Cohere For AI), a nonprofit research lab and community dedicated to contributing open-source, fundamental machine learning research. It was led by Sara Hooker, a former research scientist at Google Brain until her departure in September 2025. Cohere Labs is now led by Marzieh Fadaee. In December 2022, Cohere released a multilingual model for understanding text that would work with over 100 languages, to help users search for documents by meaning instead of with keywords. This type of process was not previously widely available in languages other than English. On September 12, 2023, it was announced that Cohere had become one of fifteen tech companies to agree to sign on to a voluntary White House commitment on measures for testing, reporting, and research on the risks of AI. On September 27, 2023, it was announced that Cohere had also signed Canada's voluntary code of conduct for AI, to promote the responsible development and management of advanced generative AI systems. In May 2025, Cohere acquired Ottogrid, a Vancouver-based platform that develops enterprise tools for automating certain kinds of high-level market research. In 2024, Cohere opened a new office in New York City. In 2025, they later expanded to Montreal, Canada, Paris, and Seoul. In June 2025, it was announced that Cohere had partnered with the governments of Canada and the United Kingdom to expand the use of AI in the public sector. In August 2025, Cohere announced it hired Joelle Pineau as Chief A.I. Officer and Francois Chadwick, a former Uber executive and KPMG US partner, as its first Chief Financial Officer. Products Considered an alternative to OpenAI, Cohere is focused on generative AI for the enterprise, building technology that businesses can use to deploy chatbots, search engines, copywriting, summarization, and other AI-driven products. Cohere specializes in large language models: AI trained to digest text from an enterprises' internal data or publicly available sources like the internet to understand how to process and respond to prompts with increasing sophistication. The Cohere platform is available through API as a managed service, through platforms such as Amazon SageMaker and Google's Vertex AI. It can be used for tasks such as writing copy, moderating content, classifying data, and extracting information. It is cloud agnostic and not tied to a particular cloud service. Cohere's generative AI technology is embedded into several Oracle products, and its chat capabilities are embedded into Salesforce products. In March of 2025, Cohere's nonprofit research lab introduced Aya Vision, an AI model that can describe images, translate text, and summarize information. The model is free to use for research but is not permitted to be used for commercial purposes. Partnerships On June 13, 2023, Oracle announced a partnership with Cohere to provide generative AI services to help organizations automate end-to-end business processes. As a result, Cohere's technology is integrated into Oracle's business applications, including Oracle Fusion Cloud, Oracle NetSuite, and Oracle industry-specific applications. McKinsey announced a collaboration with Cohere, to help organizations integrate generative AI into their operations on July 18, 2023. Cohere also partnered with software company LivePerson to offer customized large language models for businesses in 2023. In 2024, Cohere partnered with Fujitsu in co-developing Takane, a Japanese LLM. In January 2025, in partnership with RBC, Cohere introduced North for Banking, a secure generative AI platform designed to enhance productivity and data security in financial services. A partnership with LG developed a Korean LLM and customized the North platform for the specific needs of Korean companies. In May 2025, Cohere partnered with SAP to integrate its AI models into SAP's Business Suite and make them available through SAP AI Core's generative AI hub. Simultaneously, Cohere announced a collaboration with Dell Technologies, making Dell the first infrastructure provider to offer Cohere North, the company's secure AI workspace platform, for on-premises deployment. Cohere also entered the healthcare sector through a partnership with Ensemble Health Partners, a revenue cycle management company, to deploy agentic AI solutions for healthcare providers' administrative workflows. In July 2025, Cohere announced a partnership with Bell Canada to provide AI services to government and enterprise customers. Under the agreement, Bell Canada will deploy Cohere's technology on its data center infrastructure and offer AI solutions to clients. The partnership positions the services as a Canadian alternative to international cloud providers, with Bell also implementing Cohere's North platform for internal operations. Funding On September 7, 2021, Cohere announced that they had raised $40 million in Series A funding led by Index Ventures; Index Ventures partner Mike Volpi also joined Cohere's board. The round also included Radical Ventures, Section 32, and AI-experts Geoffrey Hinton, Fei-Fei Li, Pieter Abbeel, and Raquel Urtasun. In February 2022, Cohere announced they had raised $125 million in series B funding led by Tiger Global. In June 2023, Cohere raised an additional $270 million in series C funding from investors including Inovia Capital, Oracle, Salesforce, and Nvidia, at a valuation of $2.2 billion. In March 2024, it was reported that Cohere had an annualized revenue run rate of $22 million and in July 2024 it was reported they closed $500 million in funding from investors including Cisco, AMD and Fujitsu at a valuation of $5.5 billion. In December 2024, Cohere received $240 million in public funding from the Canadian government as part of the Canadian Sovereign AI Compute Strategy to support the construction of a domestic AI data center. As of May 2025, Cohere's annual revenue was reported to be $100 million. In October 2025, Cohere's annualized revenue reached $150 million. In 2025, Cohere raised US$500 million in a funding round led by Radical Ventures and Inovia Capital, achieving a valuation of US$6.8 billion. Following the investment, Inovia's Patrick Pichette was appointed to Cohere's Board of Directors. In September 2025, Cohere announced a second close of its funding round, raising an additional $100 million and increasing its valuation to approximately $7 billion. The new investors included BDC and Nexxus Capital Management, joining previous backers from the initial $500 million close in August. Awards Cohere was listed on the Forbes AI 50 list in four consecutive years, 2022, 2023, 2024, and 2025 Fortune magazine listed the company on their 50 AI innovators list in 2023. Cohere was listed on CNBC's Disruptor list in 2023 and 2024. Litigation In February 2025, it was reported that a consortium of 14 publishing companies including The Atlantic, Condé Nast, and Forbes had sued Cohere for copyright infringement, accusing Cohere of using their content for training without permission, as well as displaying considerable portions or entire articles of their content without permission. See also References
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[SOURCE: https://en.wikipedia.org/wiki/Social_network#cite_note-Burt_1992-50] | [TOKENS: 5247]
Contents Social network 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias A social network is a social structure consisting of a set of social actors (such as individuals or organizations), networks of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for analyzing the structure of whole social entities along with a variety of theories explaining the patterns observed in these structures. The study of these structures uses social network analysis to identify local and global patterns, locate influential entities, and examine dynamics of networks. For instance, social network analysis has been used in studying the spread of misinformation on social media platforms or analyzing the influence of key figures in social networks. Social networks and the analysis of them is an inherently interdisciplinary academic field which emerged from social psychology, sociology, statistics, and graph theory. Georg Simmel authored early structural theories in sociology emphasizing the dynamics of triads and "web of group affiliations". Jacob Moreno is credited with developing the first sociograms in the 1930s to study interpersonal relationships. These approaches were mathematically formalized in the 1950s and theories and methods of social networks became pervasive in the social and behavioral sciences by the 1980s. Social network analysis is now one of the major paradigms in contemporary sociology, and is also employed in a number of other social and formal sciences. Together with other complex networks, it forms part of the nascent field of network science. Overview The social network is a theoretical construct useful in the social sciences to study relationships between individuals, groups, organizations, or even entire societies (social units, see differentiation). The term is used to describe a social structure determined by such interactions. The ties through which any given social unit connects represent the convergence of the various social contacts of that unit. This theoretical approach is, necessarily, relational. An axiom of the social network approach to understanding social interaction is that social phenomena should be primarily conceived and investigated through the properties of relations between and within units, instead of the properties of these units themselves. Thus, one common criticism of social network theory is that individual agency is often ignored although this may not be the case in practice (see agent-based modeling). Precisely because many different types of relations, singular or in combination, form these network configurations, network analytics are useful to a broad range of research enterprises. In social science, these fields of study include, but are not limited to anthropology, biology, communication studies, economics, geography, information science, organizational studies, social psychology, sociology, and sociolinguistics. History In the late 1890s, both Émile Durkheim and Ferdinand Tönnies foreshadowed the idea of social networks in their theories and research of social groups. Tönnies argued that social groups can exist as personal and direct social ties that either link individuals who share values and belief (Gemeinschaft, German, commonly translated as "community") or impersonal, formal, and instrumental social links (Gesellschaft, German, commonly translated as "society"). Durkheim gave a non-individualistic explanation of social facts, arguing that social phenomena arise when interacting individuals constitute a reality that can no longer be accounted for in terms of the properties of individual actors. Georg Simmel, writing at the turn of the twentieth century, pointed to the nature of networks and the effect of network size on interaction and examined the likelihood of interaction in loosely knit networks rather than groups. Major developments in the field can be seen in the 1930s by several groups in psychology, anthropology, and mathematics working independently. In psychology, in the 1930s, Jacob L. Moreno began systematic recording and analysis of social interaction in small groups, especially classrooms and work groups (see sociometry). In anthropology, the foundation for social network theory is the theoretical and ethnographic work of Bronislaw Malinowski, Alfred Radcliffe-Brown, and Claude Lévi-Strauss. A group of social anthropologists associated with Max Gluckman and the Manchester School, including John A. Barnes, J. Clyde Mitchell and Elizabeth Bott Spillius, often are credited with performing some of the first fieldwork from which network analyses were performed, investigating community networks in southern Africa, India and the United Kingdom. Concomitantly, British anthropologist S. F. Nadel codified a theory of social structure that was influential in later network analysis. In sociology, the early (1930s) work of Talcott Parsons set the stage for taking a relational approach to understanding social structure. Later, drawing upon Parsons' theory, the work of sociologist Peter Blau provides a strong impetus for analyzing the relational ties of social units with his work on social exchange theory. By the 1970s, a growing number of scholars worked to combine the different tracks and traditions. One group consisted of sociologist Harrison White and his students at the Harvard University Department of Social Relations. Also independently active in the Harvard Social Relations department at the time were Charles Tilly, who focused on networks in political and community sociology and social movements, and Stanley Milgram, who developed the "six degrees of separation" thesis. Mark Granovetter and Barry Wellman are among the former students of White who elaborated and championed the analysis of social networks. Beginning in the late 1990s, social network analysis experienced work by sociologists, political scientists, and physicists such as Duncan J. Watts, Albert-László Barabási, Peter Bearman, Nicholas A. Christakis, James H. Fowler, and others, developing and applying new models and methods to emerging data available about online social networks, as well as "digital traces" regarding face-to-face networks. Levels of analysis In general, social networks are self-organizing, emergent, and complex, such that a globally coherent pattern appears from the local interaction of the elements that make up the system. These patterns become more apparent as network size increases. However, a global network analysis of, for example, all interpersonal relationships in the world is not feasible and is likely to contain so much information as to be uninformative. Practical limitations of computing power, ethics and participant recruitment and payment also limit the scope of a social network analysis. The nuances of a local system may be lost in a large network analysis, hence the quality of information may be more important than its scale for understanding network properties. Thus, social networks are analyzed at the scale relevant to the researcher's theoretical question. Although levels of analysis are not necessarily mutually exclusive, there are three general levels into which networks may fall: micro-level, meso-level, and macro-level. At the micro-level, social network research typically begins with an individual, snowballing as social relationships are traced, or may begin with a small group of individuals in a particular social context. Dyadic level: A dyad is a social relationship between two individuals. Network research on dyads may concentrate on structure of the relationship (e.g. multiplexity, strength), social equality, and tendencies toward reciprocity/mutuality. Triadic level: Add one individual to a dyad, and you have a triad. Research at this level may concentrate on factors such as balance and transitivity, as well as social equality and tendencies toward reciprocity/mutuality. In the balance theory of Fritz Heider the triad is the key to social dynamics. The discord in a rivalrous love triangle is an example of an unbalanced triad, likely to change to a balanced triad by a change in one of the relations. The dynamics of social friendships in society has been modeled by balancing triads. The study is carried forward with the theory of signed graphs. Actor level: The smallest unit of analysis in a social network is an individual in their social setting, i.e., an "actor" or "ego." Egonetwork analysis focuses on network characteristics, such as size, relationship strength, density, centrality, prestige and roles such as isolates, liaisons, and bridges. Such analyses, are most commonly used in the fields of psychology or social psychology, ethnographic kinship analysis or other genealogical studies of relationships between individuals. Subset level: Subset levels of network research problems begin at the micro-level, but may cross over into the meso-level of analysis. Subset level research may focus on distance and reachability, cliques, cohesive subgroups, or other group actions or behavior. In general, meso-level theories begin with a population size that falls between the micro- and macro-levels. However, meso-level may also refer to analyses that are specifically designed to reveal connections between micro- and macro-levels. Meso-level networks are low density and may exhibit causal processes distinct from interpersonal micro-level networks. Organizations: Formal organizations are social groups that distribute tasks for a collective goal. Network research on organizations may focus on either intra-organizational or inter-organizational ties in terms of formal or informal relationships. Intra-organizational networks themselves often contain multiple levels of analysis, especially in larger organizations with multiple branches, franchises or semi-autonomous departments. In these cases, research is often conducted at a work group level and organization level, focusing on the interplay between the two structures. Experiments with networked groups online have documented ways to optimize group-level coordination through diverse interventions, including the addition of autonomous agents to the groups. Randomly distributed networks: Exponential random graph models of social networks became state-of-the-art methods of social network analysis in the 1980s. This framework has the capacity to represent social-structural effects commonly observed in many human social networks, including general degree-based structural effects commonly observed in many human social networks as well as reciprocity and transitivity, and at the node-level, homophily and attribute-based activity and popularity effects, as derived from explicit hypotheses about dependencies among network ties. Parameters are given in terms of the prevalence of small subgraph configurations in the network and can be interpreted as describing the combinations of local social processes from which a given network emerges. These probability models for networks on a given set of actors allow generalization beyond the restrictive dyadic independence assumption of micro-networks, allowing models to be built from theoretical structural foundations of social behavior. Scale-free networks: A scale-free network is a network whose degree distribution follows a power law, at least asymptotically. In network theory a scale-free ideal network is a random network with a degree distribution that unravels the size distribution of social groups. Specific characteristics of scale-free networks vary with the theories and analytical tools used to create them, however, in general, scale-free networks have some common characteristics. One notable characteristic in a scale-free network is the relative commonness of vertices with a degree that greatly exceeds the average. The highest-degree nodes are often called "hubs", and may serve specific purposes in their networks, although this depends greatly on the social context. Another general characteristic of scale-free networks is the clustering coefficient distribution, which decreases as the node degree increases. This distribution also follows a power law. The Barabási model of network evolution shown above is an example of a scale-free network. Rather than tracing interpersonal interactions, macro-level analyses generally trace the outcomes of interactions, such as economic or other resource transfer interactions over a large population. Large-scale networks: Large-scale network is a term somewhat synonymous with "macro-level." It is primarily used in social and behavioral sciences, and in economics. Originally, the term was used extensively in the computer sciences (see large-scale network mapping). Complex networks: Most larger social networks display features of social complexity, which involves substantial non-trivial features of network topology, with patterns of complex connections between elements that are neither purely regular nor purely random (see, complexity science, dynamical system and chaos theory), as do biological, and technological networks. Such complex network features include a heavy tail in the degree distribution, a high clustering coefficient, assortativity or disassortativity among vertices, community structure (see stochastic block model), and hierarchical structure. In the case of agency-directed networks these features also include reciprocity, triad significance profile (TSP, see network motif), and other features. In contrast, many of the mathematical models of networks that have been studied in the past, such as lattices and random graphs, do not show these features. Theoretical links Various theoretical frameworks have been imported for the use of social network analysis. The most prominent of these are Graph theory, Balance theory, Social comparison theory, and more recently, the Social identity approach. Few complete theories have been produced from social network analysis. Two that have are structural role theory and heterophily theory. The basis of Heterophily Theory was the finding in one study that more numerous weak ties can be important in seeking information and innovation, as cliques have a tendency to have more homogeneous opinions as well as share many common traits. This homophilic tendency was the reason for the members of the cliques to be attracted together in the first place. However, being similar, each member of the clique would also know more or less what the other members knew. To find new information or insights, members of the clique will have to look beyond the clique to its other friends and acquaintances. This is what Granovetter called "the strength of weak ties". Structural holes In the context of networks, social capital exists where people have an advantage because of their location in a network. Contacts in a network provide information, opportunities and perspectives that can be beneficial to the central player in the network. Most social structures tend to be characterized by dense clusters of strong connections. Information within these clusters tends to be rather homogeneous and redundant. Non-redundant information is most often obtained through contacts in different clusters. When two separate clusters possess non-redundant information, there is said to be a structural hole between them. Thus, a network that bridges structural holes will provide network benefits that are in some degree additive, rather than overlapping. An ideal network structure has a vine and cluster structure, providing access to many different clusters and structural holes. Networks rich in structural holes are a form of social capital in that they offer information benefits. The main player in a network that bridges structural holes is able to access information from diverse sources and clusters. For example, in business networks, this is beneficial to an individual's career because he is more likely to hear of job openings and opportunities if his network spans a wide range of contacts in different industries/sectors. This concept is similar to Mark Granovetter's theory of weak ties, which rests on the basis that having a broad range of contacts is most effective for job attainment. Structural holes have been widely applied in social network analysis, resulting in applications in a wide range of practical scenarios as well as machine learning-based social prediction. Research clusters Research has used network analysis to examine networks created when artists are exhibited together in museum exhibition. Such networks have been shown to affect an artist's recognition in history and historical narratives, even when controlling for individual accomplishments of the artist. Other work examines how network grouping of artists can affect an individual artist's auction performance. An artist's status has been shown to increase when associated with higher status networks, though this association has diminishing returns over an artist's career. In J.A. Barnes' day, a "community" referred to a specific geographic location and studies of community ties had to do with who talked, associated, traded, and attended church with whom. Today, however, there are extended "online" communities developed through telecommunications devices and social network services. Such devices and services require extensive and ongoing maintenance and analysis, often using network science methods. Community development studies, today, also make extensive use of such methods. Complex networks require methods specific to modelling and interpreting social complexity and complex adaptive systems, including techniques of dynamic network analysis. Mechanisms such as Dual-phase evolution explain how temporal changes in connectivity contribute to the formation of structure in social networks. The study of social networks is being used to examine the nature of interdependencies between actors and the ways in which these are related to outcomes of conflict and cooperation. Areas of study include cooperative behavior among participants in collective actions such as protests; promotion of peaceful behavior, social norms, and public goods within communities through networks of informal governance; the role of social networks in both intrastate conflict and interstate conflict; and social networking among politicians, constituents, and bureaucrats. In criminology and urban sociology, much attention has been paid to the social networks among criminal actors. For example, murders can be seen as a series of exchanges between gangs. Murders can be seen to diffuse outwards from a single source, because weaker gangs cannot afford to kill members of stronger gangs in retaliation, but must commit other violent acts to maintain their reputation for strength. Diffusion of ideas and innovations studies focus on the spread and use of ideas from one actor to another or one culture and another. This line of research seeks to explain why some become "early adopters" of ideas and innovations, and links social network structure with facilitating or impeding the spread of an innovation. A case in point is the social diffusion of linguistic innovation such as neologisms. Experiments and large-scale field trials (e.g., by Nicholas Christakis and collaborators) have shown that cascades of desirable behaviors can be induced in social groups, in settings as diverse as Honduras villages, Indian slums, or in the lab. Still other experiments have documented the experimental induction of social contagion of voting behavior, emotions, risk perception, and commercial products. In demography, the study of social networks has led to new sampling methods for estimating and reaching populations that are hard to enumerate (for example, homeless people or intravenous drug users.) For example, respondent driven sampling is a network-based sampling technique that relies on respondents to a survey recommending further respondents. The field of sociology focuses almost entirely on networks of outcomes of social interactions. More narrowly, economic sociology considers behavioral interactions of individuals and groups through social capital and social "markets". Sociologists, such as Mark Granovetter, have developed core principles about the interactions of social structure, information, ability to punish or reward, and trust that frequently recur in their analyses of political, economic and other institutions. Granovetter examines how social structures and social networks can affect economic outcomes like hiring, price, productivity and innovation and describes sociologists' contributions to analyzing the impact of social structure and networks on the economy. Analysis of social networks is increasingly incorporated into health care analytics, not only in epidemiological studies but also in models of patient communication and education, disease prevention, mental health diagnosis and treatment, and in the study of health care organizations and systems. Human ecology is an interdisciplinary and transdisciplinary study of the relationship between humans and their natural, social, and built environments. The scientific philosophy of human ecology has a diffuse history with connections to geography, sociology, psychology, anthropology, zoology, and natural ecology. In the study of literary systems, network analysis has been applied by Anheier, Gerhards and Romo, De Nooy, Senekal, and Lotker, to study various aspects of how literature functions. The basic premise is that polysystem theory, which has been around since the writings of Even-Zohar, can be integrated with network theory and the relationships between different actors in the literary network, e.g. writers, critics, publishers, literary histories, etc., can be mapped using visualization from SNA. Research studies of formal or informal organization relationships, organizational communication, economics, economic sociology, and other resource transfers. Social networks have also been used to examine how organizations interact with each other, characterizing the many informal connections that link executives together, as well as associations and connections between individual employees at different organizations. Many organizational social network studies focus on teams. Within team network studies, research assesses, for example, the predictors and outcomes of centrality and power, density and centralization of team instrumental and expressive ties, and the role of between-team networks. Intra-organizational networks have been found to affect organizational commitment, organizational identification, interpersonal citizenship behaviour. Social capital is a form of economic and cultural capital in which social networks are central, transactions are marked by reciprocity, trust, and cooperation, and market agents produce goods and services not mainly for themselves, but for a common good. Social capital is split into three dimensions: the structural, the relational and the cognitive dimension. The structural dimension describes how partners interact with each other and which specific partners meet in a social network. Also, the structural dimension of social capital indicates the level of ties among organizations. This dimension is highly connected to the relational dimension which refers to trustworthiness, norms, expectations and identifications of the bonds between partners. The relational dimension explains the nature of these ties which is mainly illustrated by the level of trust accorded to the network of organizations. The cognitive dimension analyses the extent to which organizations share common goals and objectives as a result of their ties and interactions. Social capital is a sociological concept about the value of social relations and the role of cooperation and confidence to achieve positive outcomes. The term refers to the value one can get from their social ties. For example, newly arrived immigrants can make use of their social ties to established migrants to acquire jobs they may otherwise have trouble getting (e.g., because of unfamiliarity with the local language). A positive relationship exists between social capital and the intensity of social network use. In a dynamic framework, higher activity in a network feeds into higher social capital which itself encourages more activity. This particular cluster focuses on brand-image and promotional strategy effectiveness, taking into account the impact of customer participation on sales and brand-image. This is gauged through techniques such as sentiment analysis which rely on mathematical areas of study such as data mining and analytics. This area of research produces vast numbers of commercial applications as the main goal of any study is to understand consumer behaviour and drive sales. In many organizations, members tend to focus their activities inside their own groups, which stifles creativity and restricts opportunities. A player whose network bridges structural holes has an advantage in detecting and developing rewarding opportunities. Such a player can mobilize social capital by acting as a "broker" of information between two clusters that otherwise would not have been in contact, thus providing access to new ideas, opinions and opportunities. British philosopher and political economist John Stuart Mill, writes, "it is hardly possible to overrate the value of placing human beings in contact with persons dissimilar to themselves.... Such communication [is] one of the primary sources of progress." Thus, a player with a network rich in structural holes can add value to an organization through new ideas and opportunities. This in turn, helps an individual's career development and advancement. A social capital broker also reaps control benefits of being the facilitator of information flow between contacts. Full communication with exploratory mindsets and information exchange generated by dynamically alternating positions in a social network promotes creative and deep thinking. In the case of consulting firm Eden McCallum, the founders were able to advance their careers by bridging their connections with former big three consulting firm consultants and mid-size industry firms. By bridging structural holes and mobilizing social capital, players can advance their careers by executing new opportunities between contacts. There has been research that both substantiates and refutes the benefits of information brokerage. A study of high tech Chinese firms by Zhixing Xiao found that the control benefits of structural holes are "dissonant to the dominant firm-wide spirit of cooperation and the information benefits cannot materialize due to the communal sharing values" of such organizations. However, this study only analyzed Chinese firms, which tend to have strong communal sharing values. Information and control benefits of structural holes are still valuable in firms that are not quite as inclusive and cooperative on the firm-wide level. In 2004, Ronald Burt studied 673 managers who ran the supply chain for one of America's largest electronics companies. He found that managers who often discussed issues with other groups were better paid, received more positive job evaluations and were more likely to be promoted. Thus, bridging structural holes can be beneficial to an organization, and in turn, to an individual's career. Computer networks combined with social networking software produce a new medium for social interaction. A relationship over a computerized social networking service can be characterized by context, direction, and strength. The content of a relation refers to the resource that is exchanged. In a computer-mediated communication context, social pairs exchange different kinds of information, including sending a data file or a computer program as well as providing emotional support or arranging a meeting. With the rise of electronic commerce, information exchanged may also correspond to exchanges of money, goods or services in the "real" world. Social network analysis methods have become essential to examining these types of computer mediated communication. In addition, the sheer size and the volatile nature of social media has given rise to new network metrics. A key concern with networks extracted from social media is the lack of robustness of network metrics given missing data. Based on the pattern of homophily, ties between people are most likely to occur between nodes that are most similar to each other, or within neighbourhood segregation, individuals are most likely to inhabit the same regional areas as other individuals who are like them. Therefore, social networks can be used as a tool to measure the degree of segregation or homophily within a social network. Social Networks can both be used to simulate the process of homophily but it can also serve as a measure of level of exposure of different groups to each other within a current social network of individuals in a certain area. See also References Further reading External links
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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/Turning_point_of_the_American_Civil_War] | [TOKENS: 3534]
Contents Turning point of the American Civil War The turning point of the American Civil War refers to a battle or other development after which it became increasingly likely that the Union would prevail. Historians debate which event constituted the war’s turning point. The Union army’s victory at the Battle of Gettysburg (July 1–3, 1863), followed by the Union capture of Vicksburg on July 4, 1863, is most frequently cited as decisive. Several other battles and events throughout the conflict have also been proposed as turning points. This article provides a chronological listing of military developments sometimes cited as turning points in the war, along with arguments supporting their respective significance. It begins with early Confederate victories in 1861 that shaped Union strategy and resources, and continues through to the Confederacy’s surrender at Appomattox Court House in April 1865. This list includes a chronological listing of the military developments sometimes cited as turning points in the war and the associated arguments in support of their respective roles as turning points in the war. The list includes battle victories by the military forces of the Confederate States in the first few months after the Civil War commenced in April 1861, which led to changes in the plans and resources of the armed forces of the Union in the war, which concluded with the Confederacy signing the articles of surrender in April 1865. Confederate victory at Bull Run (July 1861) The First Battle of Bull Run, on July 21, 1861, was the first major land battle of the war. Until this time, the North was generally confident about its prospects for quickly crushing the rebellion with an easy, direct strike against the Confederate capital at Richmond, Virginia. The embarrassing rout of Brig. Gen. Irvin McDowell's army during the battle made clear the fallacy of this viewpoint. Many Northerners were shocked and realized that the war was going to be much lengthier and bloodier than they had anticipated. It steeled their determination. If Confederates had hoped before this that they could sap Northern willpower and quietly slip away from the Union with a minor military investment, their victory at Bull Run, ironically, destroyed those hopes. Lincoln immediately signed legislation that increased the Union Army by 500,000 men and allowed for their terms of service to last the duration of the war. Congress quickly passed the Confiscation Act of 1861, which declared that if a slave holder used his slaves to support the Confederacy he would forfeit his right to them. While the status of the slaves was unclear at the time (they were held as war contraband until the Emancipation Proclamation), this was the first legislative step toward defining the war as a matter of ending slavery. Confederate invasion of Kentucky (September 1861) By mid-1861, eleven states had seceded, but four more slave-owning "border states" remained in the Union, Missouri, Kentucky, Maryland, and Delaware. Kentucky was considered the most at risk; the state legislature had declared neutrality in the dispute, which was seen as a moderately pro-Confederate stance. The loss of Kentucky might have been catastrophic because of its control of the strategic Tennessee and Ohio rivers and its position from which the vital state of Ohio could be invaded. Lincoln wrote, "I think to lose Kentucky is nearly the same as to lose the whole game." On September 3, 1861, Confederate General Leonidas Polk extended his defensive line north from Tennessee when Gideon Pillow occupied Columbus, Kentucky (in response to Ulysses S. Grant's occupation of Belmont, Missouri, directly across the Mississippi River). Polk followed this by moving through the Cumberland Gap and occupying parts of southeastern Kentucky. This violation of state neutrality enraged many of its citizens; the state legislature, overriding the veto of Governor Beriah Magoffin, requested assistance from the federal government. Kentucky was never again a safe area of operation for Confederate forces. Polk's actions were not directed by the Confederate government. Almost by accident, the Confederacy was placed at an enormous strategic disadvantage. The early Union successes in the Western Theater (the locale of all their successful large-scale non-naval initiatives until 1864) can be directly tied to Polk's blunder. Union capture of Forts Henry and Donelson (February 1862) In Tennessee, the capture of Forts Henry and Donelson, and the Confederate surrender at the latter, were the first significant Union victories during the war and the start of a mostly successful campaign in the Western Theater. Ulysses S. Grant completed both actions by February 16, 1862, and by doing so, opened the Tennessee and Cumberland Rivers as Union supply lines and avenues of invasion to Tennessee, Mississippi, and eventually Georgia. The loss of control of these rivers was a significant strategic defeat for the Confederacy. This was the start of offensive actions by Grant that, with the sole exception of the Battle of Shiloh, would continue for the rest of the war. The victories and Grant's successful demand for unconditional surrender were the beginning of intensive press coverage of Grant and would propel his career until he would become leader of the Army of the Potomac, the army that would take Lee's surrender at Appomattox Court House just over three years later. Albert Sidney Johnston's death (April 1862) Albert Sidney Johnston was considered one of the best generals serving in the Western Theater. By 1862, he commanded all Confederate forces between the Cumberland Gap and Arkansas. Before the battles of Fort Henry and Fort Donelson, Johnston had advocated improving the forts' structures as well as deploying additional troops and arms to more adequately defend them. The Confederate government failed to meet these recommendations. Ulysses S. Grant captured the forts in February 1862 and launched a full-scale invasion of Tennessee. The fall of these forts was inaccurately blamed on Johnston, but he continued to serve. In March 1862, Johnston organized the Army of Mississippi with P. G. T. Beauregard. He launched his attack at the Battle of Shiloh in April 1862. Johnston's plan was to drive the Union army from its landing point on the Tennessee River into the surrounding swamps. He assigned Beauregard to coordinate the attack. Beauregard disagreed with his strategy and instead planned to drive the enemy back toward the river. He in turn directed reconnaissance at this plan, resulting in the ultimate failure to pinpoint Grant's army. On the first day of battle, Johnston personally led the attack on the enemy. He was possibly a victim of friendly fire, receiving a hit in the knee which severed his popliteal artery. Johnston died within an hour. His death resulted in critical reassignments of his command to less talented generals who failed to repair the virtually doomed Western Theater. Union capture of New Orleans (April 1862) Early in the war, Confederate strategists believed the primary threat to New Orleans would come from the north, and made their defensive preparations accordingly. As forces under Grant made gains in the Western Theater, much of the military equipment and manpower in the city's vicinity was sent up the Mississippi River in an attempt to stem the victorious Union tide. When Flag Officer David Farragut was able to force the Union Navy's West Gulf Blockading Squadron past the Confederacy's only two forts below the city in the Battle of Forts Jackson and St. Philip, New Orleans had no means to oppose capture. Thus the port, by far the largest Confederate city, fell undamaged into Union hands, tightening its grip on the Mississippi River and fulfilling a key element of the Anaconda Plan for the South's defeat. Although the occupation under Maj. Gen. Benjamin Butler was detested by the city's antebellum elites, he was astute enough to build a base of political support among the poorer classes and create an extensive intelligence and counterespionage capability, nullifying the threat of insurrection. The Confederacy's loss of its greatest port had significant diplomatic consequences. Confederate agents abroad were generally received more coolly, if at all, after news of the city's capture reached London and Paris. Union victory at Battle of Antietam (September 1862) The Battle of Antietam, fought September 17, 1862, was the bloodiest single day of conflict in American military history. But it also had two strategic consequences. Although considered a tactical draw between the Army of the Potomac and the much smaller Army of Northern Virginia, it marked the end of Robert E. Lee's invasion of the North. One of his goals was to entice the slave-holding state of Maryland to join the Confederacy, or at least recruit soldiers there. He failed in that objective; he also failed in marshaling Northern fears and opinions to pressure a settlement to the war. But more strategically, George B. McClellan's victory was just convincing enough that President Lincoln thought it time to announce his preliminary Emancipation Proclamation, which stated that, one hundred days later, on January 1, 1863, he would issue his final Emancipation Proclamation, proclaiming all slaves in states in rebellion to be free. He had been counseled by his cabinet to postpone issuing the preliminary Emancipation Proclamation until a Union battlefield victory could be announced, lest it appear to be an act of desperation. Along with its immense effect on American history and race relations, the Emancipation Proclamation effectively prevented Britain from extending diplomatic recognition to the Confederacy. The British public held strong anti-slavery beliefs and would not have tolerated measures which helped the pro-slavery Confederate government now that ending slavery was a prominent Union war aim. This greatly diminished the Confederacy's hopes of surviving a lengthy war against the North's suffocating naval blockade. France supporting the Confederacy was still a possibility, but it never came to pass. Antietam and two other coincident failed actions—Braxton Bragg's invasion of Kentucky (sometimes called the "high-water mark of the Confederacy in the Western Theater") and Earl Van Dorn's advance against Corinth, Mississippi—represented the Confederacy's only attempts at coordinated strategic offensives in multiple theaters of war. Stonewall Jackson's death (May 1863) After winning the Battle of Chancellorsville, the Army of Northern Virginia lost Lt. Gen. Stonewall Jackson to pneumonia following a friendly fire accident. His death was a blow to the morale of the Confederate Army, since he was considered one of its most popular and successful commanders. Two months later, Robert E. Lee had no general with Jackson's audacity available at the Battle of Gettysburg. Many historians argue that Jackson might have succeeded in seizing key battlefield positions, including Culp's Hill and Cemetery Hill at the end of the first day of fighting in the Battle of Gettysburg, which his replacements were unable or unwilling to take. Lee shared this belief, telling his subordinate generals on different occasions that they should have acted like Jackson would have. Battle of Gettysburg and Union capture of Vicksburg (July 1863) During the Battle of Gettysburg, a three-day battle fought between July 1 and July 3, 1863, the Union army, led by Maj. Gen. George Meade, repelled an attempt by the Confederate Army general Robert E. Lee to penetrate the North. The Battle of Gettysburg resulted in over 50,000 Confederate and Union casualties, the most of both any Civil War battle and any battle in American military history. The Union victory in the Battle of Gettysburg is routinely cited as the war's turning point, representing a decisive and strategic Union victory that altered the war in the Union's favor and led ultimately to the nation's preservation. The day following the Union victory in the Battle of Gettysburg, on July 4, 1863, the most important Confederate stronghold, located on the Mississippi River in Vicksburg, Mississippi, also fell to the Union, in the Siege of Vicksburg. The Battle of Gettysburg was the first major defeat suffered by Lee. During the three-day battle, the Union's Army of the Potomac decisively repelled Lee's second attempt to invade the North, resulting in extensive casualties on Lee's Army of Northern Virginia. The National Park Service marks the point at which Pickett's Charge collapsed, a copse of trees on Cemetery Ridge, as the high-water mark of the Confederacy. From this point onward, Lee ceased attempting strategic offensive military attacks against the Union. While the Civil War endured for two additional years and the Union ultimately concluded that a more aggressive military approach, which Union general Ulysses S. Grant brought to the war, was required to fully subdue the Confederates, any realistic probability of a Confederate victory ended with the Confederate defeat in the Battle of Gettysburg and its subsequent loss of its stronghold in Vicksburg. Two years later, at Appomattox Court House in 1865, the Civil War ended in the Union's favor. While Gettysburg was seen by military and civilian observers at the time as a great battle, those in the North were less aware that two more bloody years would be required to ultimately end the Civil War in the Union's favor. Lincoln was distraught following Meade's failure to engage Lee and his Confederate troops as they retreated from Gettysburg, believing that doing so might have led to a Union victory and the Civil War's end. Southern morale deteriorated substantially following the Union victories at Gettysburg and Vicksburg, creating a perception among Confederate forces that "the coil was tightening around us". Some economic historians also observe that the Confederate defeats in Gettysburg and Vicksburg led to a precipitous drop in the market for Confederate war bonds. "… European investors gave the Confederacy approximately a 42 percent chance of victory prior to the battle of Gettysburg/Vicksburg. News of the severity of the two rebel defeats led to a sell-off in Confederate bonds. By the end of 1863, the probability of a Southern victory fell to about 15 percent [in the bond market]." The loss of the Confederate stronghold at Vicksburg split the Confederacy in two, denying it any further movement along or across the Mississippi River and preventing supplies from Texas and Arkansas, which may have allowed Confederate forces to prevent Union forces from progressing east of it. Lincoln echoed this sentiment, saying, "See what a lot of land these fellows hold, of which Vicksburg is the key! The war can never be brought to a close until that key is in our pocket.... We can take all the northern ports of the Confederacy and they can defy us from Vicksburg." Union victory in the Chattanooga Campaign (November 1863) Military historian J. F. C. Fuller contended that Grant's defeat of Braxton Bragg's army during the Chattanooga campaign was the turning point of the war because it reduced the Confederacy to the Atlantic coast and opened the way for William T. Sherman's Atlanta campaign and March to the Sea. Grant's appointment as Union general-in-chief (March 1864) Following the victory at Chattanooga, Grant was appointed general-in-chief of all Union armies on March 12, 1864. Leaving Sherman in command of forces in the Western Theater, he moved his headquarters east to Virginia. Previous Union commanders in the critical Eastern Theater had not mounted effective campaigns, or successful pursuits of Confederate forces after gaining rare victories. Grant devised a coordinated strategy that would strike at the Confederacy from multiple directions: against Lee and the Confederate capital, Richmond; in the Shenandoah Valley; against Johnston and Atlanta; against railroad supply lines in western Virginia; and against the port of Mobile. In May, Grant launched the Overland Campaign towards Richmond, an attritional campaign that took full advantage of the North's edge in population and resources. Although he suffered a tactical reverse in his first encounter with Lee in the Battle of the Wilderness, Grant pressed forward, putting the Confederates under an unremitting pressure that was maintained until the fall of their capital and the surrender of Lee's Army of Northern Virginia. Union capture of Atlanta (September 1864) Some contend that Sherman's successful siege of Atlanta was the turning point, since the heavily fortified city was the most critical remaining stronghold in the South. The capture of Atlanta, following a tedious and frustrating campaign, lifted the spirits of Union forces just in time to build the popular support necessary to re-elect Lincoln. Its military assault also crippled transportation in the heart of the Confederacy, nearly destroying the city. Lincoln's reelection (November 1864) The reelection of Abraham Lincoln in 1864 is beyond the final point at which a positive conclusion for the Confederacy could have been contemplated.[citation needed] His opponent, former general George B. McClellan, ran on a Democratic Party platform that favored a negotiated settlement with the Confederacy. Although McClellan disavowed this platform, the South would have likely seen his election as a strategic victory. Thus, Lincoln's success may have further emboldened belief, on both sides, that the war would end with the Union's original ambition achieved. See also Notes References
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[SOURCE: https://en.wikipedia.org/w/index.php?title=OpenAI&action=edit&section=20] | [TOKENS: 1430]
Editing OpenAI (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] &nbsp; <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} This page is a member of 8 hidden categories (help):
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[SOURCE: https://en.wikipedia.org/wiki/Special:BookSources/978-1-4419-7623-9] | [TOKENS: 380]
Contents Book sources This page allows users to search multiple sources for a book given a 10- or 13-digit International Standard Book Number. Spaces and dashes in the ISBN do not matter. This page links to catalogs of libraries, booksellers, and other book sources where you will be able to search for the book by its International Standard Book Number (ISBN). Online text Google Books and other retail sources below may be helpful if you want to verify citations in Wikipedia articles, because they often let you search an online version of the book for specific words or phrases, or you can browse through the book (although for copyright reasons the entire book is usually not available). At the Open Library (part of the Internet Archive) you can borrow and read entire books online. Online databases Subscription eBook databases Libraries Alabama Alaska California Colorado Connecticut Delaware Florida Georgia Illinois Indiana Iowa Kansas Kentucky Massachusetts Michigan Minnesota Missouri Nebraska New Jersey New Mexico New York North Carolina Ohio Oklahoma Oregon Pennsylvania Rhode Island South Carolina South Dakota Tennessee Texas Utah Washington state Wisconsin Bookselling and swapping Find your book on a site that compiles results from other online sites: These sites allow you to search the catalogs of many individual booksellers: Non-English book sources If the book you are looking for is in a language other than English, you might find it helpful to look at the equivalent pages on other Wikipedias, linked below – they are more likely to have sources appropriate for that language. Find other editions The WorldCat xISBN tool for finding other editions is no longer available. However, there is often a "view all editions" link on the results page from an ISBN search. Google books often lists other editions of a book and related books under the "about this book" link. You can convert between 10 and 13 digit ISBNs with these tools: Find on Wikipedia See also Get free access to research! Research tools and services Outreach Get involved
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[SOURCE: https://en.wikipedia.org/wiki/Size_of_the_universe] | [TOKENS: 11040]
Contents Universe The universe is all of space and time and their contents. It comprises all of existence, any fundamental interaction, physical process and physical constant, and therefore all forms of matter and energy, and the structures they form, from sub-atomic particles to entire galactic filaments. Since the early 20th century, the field of cosmology establishes that space and time emerged together at the Big Bang 13.787±0.020 billion years ago and that the universe has been expanding since then. The portion of the universe that can be seen by humans is approximately 93 billion light-years in diameter at present, but the total size of the universe is not known. Some of the earliest cosmological models of the universe were geocentric, placing Earth at the center. During the European Scientific Revolution, astronomical observations led to a heliocentric model. Further observational improvements led to the realization that the Sun is one of a few hundred billion stars in the Milky Way, which is one of a few hundred billion galaxies in the observable universe. Many of the stars in a galaxy have planets. At the largest scale, galaxies are distributed uniformly and the same in all directions, meaning that the universe has neither an edge nor a center. At smaller scales, galaxies are distributed in clusters and superclusters, which form immense filaments and voids in space, creating a vast foam-like structure. Discoveries in the early 20th century lead to the Big Bang theory with a hot fireball, cooling and becoming less dense as the universe expanded, allowing the first subatomic particles and simple atoms to form. Giant clouds of hydrogen and helium were gradually drawn to the places where matter was most dense, forming the first galaxies, stars, and everything else seen today. From studying the effects of gravity on both matter and light, it has been discovered that the universe contains much more matter than is accounted for by visible objects; stars, galaxies, nebulae and interstellar gas. This unseen matter is known as dark matter. In the widely accepted ΛCDM cosmological model, dark matter accounts for about 25.8%±1.1% of the mass and energy in the universe while about 69.2%±1.2% is dark energy, a mysterious form of energy responsible for the acceleration of the expansion of the universe. Ordinary ('baryonic') matter therefore composes only 4.84%±0.1% of the universe. Stars, planets, and visible gas clouds only form about 6% of this ordinary matter. There are many competing hypotheses about the ultimate fate of the universe and about what, if anything, preceded the Big Bang. Definition The physical universe is defined as all of space and time (collectively referred to as spacetime) and their contents. Such contents comprise all of energy in its various forms, including electromagnetic radiation and matter, and therefore planets, moons, stars, galaxies, and the contents of intergalactic space. The universe also includes the physical laws that influence energy and matter, such as conservation laws, classical mechanics, and relativity. The universe is often defined as "the totality of existence", or everything that exists, everything that has existed, and everything that will exist. In fact, some philosophers and scientists support the inclusion of ideas and abstract concepts—such as mathematics and logic—in the definition of the universe. The word universe may also refer to concepts such as the cosmos, the world, and nature. Etymology The word universe derives from the Old French word univers, which in turn derives from the Latin word universus, meaning 'combined into one'. The Latin word 'universum' was used by Cicero and later Latin authors in many of the same senses as the modern English word is used. A term for universe among the ancient Greek philosophers from Pythagoras onwards was τὸ πᾶν (tò pân) 'the all', defined as all matter and all space, and τὸ ὅλον (tò hólon) 'all things', which did not necessarily include the void. Another synonym was ὁ κόσμος (ho kósmos) meaning 'the world, the cosmos'. Synonyms are also found in Latin authors (totum, mundus, natura) and survive in modern languages, e.g., the German words Das All, Weltall, and Natur for universe. The same synonyms are found in English, such as everything (as in the theory of everything), the cosmos (as in cosmology), the world (as in the many-worlds interpretation), and nature (as in natural laws or natural philosophy). Chronology and the Big Bang The prevailing model for the evolution of the universe is the Big Bang theory. The Big Bang model states that the earliest state of the universe was an extremely hot and dense one, and that the universe subsequently expanded and cooled. The model is based on general relativity and on simplifying assumptions such as the homogeneity and isotropy of space. A version of the model with a cosmological constant (Lambda) and cold dark matter, known as the Lambda-CDM model, is the simplest model that provides a reasonably good account of various observations about the universe. The initial hot, dense state is called the Planck epoch, a brief period extending from time zero to one Planck time unit of approximately 10−43 seconds. During the Planck epoch, all types of matter and all types of energy were concentrated into a dense state, and gravity—currently the weakest by far of the four known forces—is believed to have been as strong as the other fundamental forces, and all the forces may have been unified. The physics controlling this very early period (including quantum gravity in the Planck epoch) is not understood, so we cannot say what, if anything, happened before time zero. Since the Planck epoch, the universe has been expanding to its present scale, with a very short but intense period of cosmic inflation speculated to have occurred within the first 10−32 seconds. This initial period of inflation would explain why space appears to be very flat. Within the first fraction of a second of the universe's existence, the four fundamental forces had separated. As the universe continued to cool from its inconceivably hot state, various types of elementary particles associated stably into ever larger combinations, including stable protons and neutrons, which then formed more complex atomic nuclei through nuclear fusion. This process, known as Big Bang nucleosynthesis, lasted for about 17 minutes and ended about 20 minutes after the Big Bang, so only the fastest and simplest reactions occurred. About 25% of the protons and all the neutrons in the universe, by mass, were converted to helium, with small amounts of deuterium (a form of hydrogen) and traces of lithium. Any other element was only formed in very tiny quantities. The other 75% of the protons remained unaffected, as hydrogen nuclei.: 27–42 After nucleosynthesis ended, the universe entered a period known as the photon epoch. During this period, the universe was still far too hot for matter to form neutral atoms, so it contained a hot, dense, foggy plasma of negatively charged electrons, neutral neutrinos and positive nuclei. After about 377,000 years, the universe had cooled enough that electrons and nuclei could form the first stable atoms. This is known as recombination for historical reasons; electrons and nuclei were combining for the first time. Unlike plasma, neutral atoms are transparent to many wavelengths of light, so for the first time, the universe also became transparent. The photons released ("decoupled") when these atoms formed can still be seen today; they form the cosmic microwave background (CMB).: 15–27 As the universe expands, the energy density of electromagnetic radiation decreases more quickly than does that of matter because the energy of each photon decreases as it is cosmologically redshifted. At around 47,000 years, the energy density of matter became larger than that of photons and neutrinos, and began to dominate the large scale behavior of the universe. This marked the end of the radiation-dominated era and the start of the matter-dominated era.: 390 In the earliest stages of the universe, tiny fluctuations within the universe's density led to concentrations of dark matter gradually forming. Ordinary matter, attracted to these by gravity, formed large gas clouds and eventually, stars and galaxies, where the dark matter was most dense, and voids where it was least dense. After around 100–300 million years,: 333 the first stars formed, known as Population III stars. These were probably very massive, luminous, non metallic and short-lived. They were responsible for the gradual reionization of the universe between about 200–500 million years and 1 billion years, and also for seeding the universe with elements heavier than helium, through stellar nucleosynthesis. The universe also contains a mysterious energy—possibly a scalar field—called dark energy, the density of which does not change over time. After about 9.8 billion years, the universe had expanded sufficiently so that the density of matter was less than the density of dark energy, marking the beginning of the present dark-energy-dominated era. In this era, the expansion of the universe is accelerating due to dark energy. Physical properties Of the four fundamental interactions, gravitation is the dominant at astronomical length scales. Gravity's effects are cumulative; by contrast, the effects of positive and negative charges tend to cancel one another, making electromagnetism relatively insignificant on astronomical length scales. The remaining two interactions, the weak and strong nuclear forces, decline very rapidly with distance; their effects are confined mainly to sub-atomic length scales.: 1470 Due to the finite speed of light, there is a limit (known as the particle horizon) to how far light can travel over the age of the universe. The spatial region from which we can receive light is called the observable universe. The proper distance (measured at a fixed time) between Earth and the edge of the observable universe is 46 billion light-years (14 billion parsecs), making the diameter of the observable universe about 93 billion light-years (28 billion parsecs). Although the distance traveled by light from the edge of the observable universe is close to the age of the universe times the speed of light, 13.8 billion light-years (4.2×10^9 pc), the proper distance is larger because the edge of the observable universe and the Earth have since moved further apart. For comparison, the Milky Way is roughly 87,400 light-years in diameter, and the nearest sister galaxy to the Milky Way, the Andromeda Galaxy, is located roughly 2.5 million light-years away. Because humans cannot observe space beyond the edge of the observable universe, it is unknown whether the size of the universe in its totality is finite or infinite. An estimate from 2011 suggests that if the cosmological principle holds, the whole universe must be more than 250 times larger than a Hubble sphere. Some disputed estimates for the total size of the universe, if finite, reach as high as 10 10 10 122 {\displaystyle 10^{10^{10^{122}}}} megaparsecs, as implied by a suggested resolution of the No-Boundary Proposal.[a] Assuming that the Lambda-CDM model is correct, the measurements of the parameters using a variety of techniques by numerous experiments yield a best value of the age of the universe at 13.799 ± 0.021 billion years, as of 2015. Over time, the universe and its contents have evolved. For example, the relative population of quasars and galaxies has changed and the universe has expanded. This expansion is inferred from the observation that the light from distant galaxies has been redshifted, which implies that the galaxies are receding from us. Analyses of Type Ia supernovae indicate that the expansion is accelerating. The more matter there is in the universe, the stronger the mutual gravitational pull of the matter. If the universe were too dense then it would re-collapse into a black hole. However, if the universe contained too little matter then it would expand too quickly for astronomical structures, like galaxies or planets, to form. Since the Big Bang, the universe has expanded monotonically. The mass–energy density of the universe, equivalent to about 5 protons per cubic meter, allowed it to expand for the last 13.8 billion years, giving time to form the universe as observed today. There are dynamical forces acting on the particles in the universe which affect the expansion rate. Before 1998, it was expected that the expansion rate would be decreasing as time went on due to the influence of gravitational interactions in the universe; and thus there is an additional observable quantity in the universe called the deceleration parameter, which most cosmologists expected to be positive and related to the matter density of the universe. In 1998, the deceleration parameter was measured by two different groups to be negative, approximately −0.55, which technically implies that the second derivative of the cosmic scale factor a ¨ {\displaystyle {\ddot {a}}} has been positive in the last 5–6 billion years. Modern physics regards events as being organized into spacetime. This idea originated with the special theory of relativity, which predicts that if one observer sees two events happening in different places at the same time, a second observer who is moving relative to the first will see those events happening at different times.: 45–52 The two observers will disagree on the time T {\displaystyle T} between the events, and they will disagree about the distance D {\displaystyle D} separating the events, but they will agree on the speed of light c {\displaystyle c} , and they will measure the same value for the combination c 2 T 2 − D 2 {\displaystyle c^{2}T^{2}-D^{2}} .: 80 The square root of the absolute value of this quantity is called the interval between the two events. The interval expresses how widely separated events are, not just in space or in time, but in the combined setting of spacetime.: 84, 136 The special theory of relativity describes a flat spacetime. Its successor, the general theory of relativity, explains gravity as curvature of spacetime arising due to its energy content. A curved path like an orbit is not the result of a force deflecting a body from an ideal straight-line path, but rather the body's attempt to fall freely through a background that is itself curved by the presence of other masses. A remark by John Archibald Wheeler that has become proverbial among physicists summarizes the theory: "Spacetime tells matter how to move; matter tells spacetime how to curve", and therefore there is no point in considering one without the other. The Newtonian theory of gravity is a good approximation to the predictions of general relativity when gravitational effects are weak and objects are moving slowly compared to the speed of light.: 327 The relation between matter distribution and spacetime curvature is given by the Einstein field equations, which require tensor calculus to express.: 43 The universe appears to be a smooth spacetime continuum consisting of three spatial dimensions and one temporal (time) dimension. Therefore, an event in the spacetime of the physical universe can be identified by a set of four coordinates: (x, y, z, t). Cosmologists often work with space-like slices of spacetime that are surfaces of constant time in comoving coordinates. The geometry of these spatial slices is set by the density parameter, Omega (Ω), defined as the average matter density of the universe divided by a critical value. This selects one of three possible geometries depending on whether Ω is equal to, less than, or greater than 1. These are called, respectively, the flat, open and closed universes. Observations, including the Cosmic Background Explorer (COBE), Wilkinson Microwave Anisotropy Probe (WMAP), and Planck maps of the CMB, suggest that the universe is infinite in extent with a finite age, as described by the Friedmann–Lemaître–Robertson–Walker (FLRW) models. These FLRW models thus support inflationary models and the standard model of cosmology, describing a flat, homogeneous universe presently dominated by dark matter and dark energy. The fine-tuned universe hypothesis is the proposition that the conditions that allow the existence of observable life in the universe can only occur when certain universal fundamental physical constants lie within a very narrow range of values. According to this hypothesis, if any of several fundamental constants were only slightly different, the universe would have been unlikely to be conducive to the establishment and development of matter, astronomical structures, elemental diversity, or life as it is understood. Whether this is true, and whether that question is even logically meaningful to ask, are subjects of much debate. The proposition is discussed among philosophers, scientists, theologians, and proponents of creationism. Composition The mass–energy density of the universe is 68% dark energy, 25% dark matter, and 5% ordinary matter. Other contents are neutrinos (less than 0.3%) and electromagnetic radiation (about 0.005%).: 57 The universe has 10 billion time more matter than antimatter.: 6 In the very early universe matter and antimatter annihilated each other leaving a high density of photons. In the standard model of particle physics, equal amounts antimatter and matter should have been created. The cause of this observed baryon asymmetry is not known.: 300 The distribution of matter throughout the universe is highly variable. The average density is about 1 proton per 200 litres. Vast volumes of the universe are voids of exceptionally low density. The interstellar medium far from stars but within a galaxy has density of a few protons per litre.: 57 The proportions of all types of matter and energy have changed over the history of the universe. The total amount of electromagnetic radiation generated within the universe has decreased by 1/2 in the past 2 billion years. Today, ordinary matter, which includes atoms, stars, galaxies, and life, accounts for only 4.9% of the contents of the universe. The present overall density of this type of matter is very low, roughly 4.5 × 10−31 grams per cubic centimeter, corresponding to a density of the order of only one proton for every four cubic meters of volume. The nature of both dark energy and dark matter is unknown. Dark matter, a mysterious form of matter that has not yet been identified, accounts for 26.8% of the cosmic contents. Dark energy, which is the energy of empty space and is causing the expansion of the universe to accelerate, accounts for the remaining 68.3% of the contents. Matter, dark matter, and dark energy are distributed homogeneously throughout the universe over length scales longer than 300 million light-years (ly) or so. However, over shorter length-scales, matter tends to clump hierarchically; many atoms are condensed into stars, most stars into galaxies, most galaxies into clusters, superclusters and, finally, large-scale galactic filaments. The observable universe contains as many as an estimated 2 trillion galaxies and, overall, as many as an estimated 1024 stars – more stars (and earth-like planets) than all the grains of beach sand on planet Earth; but less than the total number of atoms estimated in the universe as 1082; and the estimated total number of stars in an inflationary universe (observed and unobserved), as 10100. Typical galaxies range from dwarfs with as few as ten million (107) stars up to giants with one trillion (1012) stars. Between the larger structures are voids, which are typically 10–150 Mpc (33 million–490 million ly) in diameter. The Milky Way is in the Local Group of galaxies, which in turn is in the Laniakea Supercluster. This supercluster spans over 500 million light-years, while the Local Group spans over 10 million light-years. The universe also has vast regions of relative emptiness; the largest known void measures 1.8 billion ly (550 Mpc) across. The observable universe is isotropic on scales significantly larger than superclusters, meaning that the statistical properties of the universe are the same in all directions as observed from Earth. The universe is bathed in highly isotropic microwave radiation that corresponds to a thermal equilibrium blackbody spectrum of roughly 2.72548 kelvins. The hypothesis that the large-scale universe is homogeneous and isotropic is known as the cosmological principle. A universe that is both homogeneous and isotropic looks the same from all vantage points and has no center. An explanation for why the expansion of the universe is accelerating remains elusive. It is often attributed to the gravitational influence of "dark energy", an unknown form of energy that is hypothesized to permeate space. On a mass–energy equivalence basis, the density of dark energy (~ 7 × 10−30 g/cm3) is much less than the density of ordinary matter or dark matter within galaxies. However, in the present dark-energy era, it dominates the mass–energy of the universe because it is uniform across space. Two proposed forms for dark energy are the cosmological constant, a constant energy density filling space homogeneously, and scalar fields such as quintessence or moduli, dynamic quantities whose energy density can vary in time and space while still permeating them enough to cause the observed rate of expansion. Contributions from scalar fields that are constant in space are usually also included in the cosmological constant. The cosmological constant can be formulated to be equivalent to vacuum energy. Dark matter is a hypothetical kind of matter that is invisible to the entire electromagnetic spectrum, but which accounts for most of the matter in the universe. The existence and properties of dark matter are inferred from its gravitational effects on visible matter, radiation, and the large-scale structure of the universe. Other than neutrinos, a form of hot dark matter, dark matter has not been detected directly, making it one of the greatest mysteries in modern astrophysics. Dark matter neither emits nor absorbs light or any other electromagnetic radiation at any significant level. Dark matter is estimated to constitute 26.8% of the total mass–energy and 84.5% of the total matter in the universe. The remaining 4.9% of the mass–energy of the universe is ordinary matter, that is, atoms, ions, electrons and the objects they form. This matter includes stars, which produce nearly all of the light we see from galaxies, as well as interstellar gas in the interstellar and intergalactic media, planets, and all the objects from everyday life that we can bump into, touch or squeeze. The great majority of ordinary matter in the universe is unseen, since visible stars and gas inside galaxies and clusters account for less than 10 percent of the ordinary matter contribution to the mass–energy density of the universe. Ordinary matter commonly exists in four states (or phases): solid, liquid, gas, and plasma. However, advances in experimental techniques have revealed other previously theoretical phases, such as Bose–Einstein condensates and fermionic condensates. Ordinary matter is composed of two types of elementary particles: quarks and leptons. For example, the proton is formed of two up quarks and one down quark; the neutron is formed of two down quarks and one up quark; and the electron is a kind of lepton. An atom consists of an atomic nucleus, made up of protons and neutrons (both of which are baryons), and electrons that orbit the nucleus.: 1476 Soon after the Big Bang, primordial protons and neutrons formed from the quark–gluon plasma of the early universe as it cooled below two trillion degrees. A few minutes later, in a process known as Big Bang nucleosynthesis, nuclei formed from the primordial protons and neutrons. This nucleosynthesis formed lighter elements, those with small atomic numbers up to lithium and beryllium, but the abundance of heavier elements dropped off sharply with increasing atomic number. Some boron may have been formed at this time, but the next heavier element, carbon, was not formed in significant amounts. Big Bang nucleosynthesis shut down after about 20 minutes due to the rapid drop in temperature and density of the expanding universe. Subsequent formation of heavier elements resulted from stellar nucleosynthesis and supernova nucleosynthesis. Ordinary matter and the forces that act on matter can be described in terms of elementary particles. These particles are sometimes described as being fundamental, since they have an unknown substructure, and it is unknown whether or not they are composed of smaller and even more fundamental particles. In most contemporary models they are thought of as points in space. All elementary particles are currently best explained by quantum mechanics and exhibit wave–particle duality: their behavior has both particle-like and wave-like aspects, with different features dominating under different circumstances. Of central importance is the Standard Model, a theory that is concerned with electromagnetic interactions and the weak and strong nuclear interactions. The Standard Model is supported by the experimental confirmation of the existence of particles that compose matter: quarks and leptons, and their corresponding "antimatter" duals, as well as the force particles that mediate interactions: the photon, the W and Z bosons, and the gluon. The Standard Model predicted the existence of the recently discovered Higgs boson, a particle that is a manifestation of a field within the universe that can endow particles with mass. Because of its success in explaining a wide variety of experimental results, the Standard Model is sometimes regarded as a "theory of almost everything". The Standard Model does not, however, accommodate gravity. A true force–particle "theory of everything" has not been attained. A hadron is a composite particle made of quarks held together by the strong force. Hadrons are categorized into two families: baryons (such as protons and neutrons) made of three quarks, and mesons (such as pions) made of one quark and one antiquark. Of the hadrons, protons are stable, and neutrons bound within atomic nuclei are stable. Other hadrons are unstable under ordinary conditions and are thus insignificant constituents of the modern universe.: 118–123 From approximately 10−6 seconds after the Big Bang, during a period known as the hadron epoch, the temperature of the universe had fallen sufficiently to allow quarks to bind together into hadrons, and the mass of the universe was dominated by hadrons. Initially, the temperature was high enough to allow the formation of hadron–anti-hadron pairs, which kept matter and antimatter in thermal equilibrium. However, as the temperature of the universe continued to fall, hadron–anti-hadron pairs were no longer produced. Most of the hadrons and anti-hadrons were then eliminated in particle–antiparticle annihilation reactions, leaving a small residual of hadrons by the time the universe was about one second old.: 244–266 A lepton is an elementary, half-integer spin particle that does not undergo strong interactions but is subject to the Pauli exclusion principle; no two leptons of the same species can be in exactly the same state at the same time. Two main classes of leptons exist: charged leptons (also known as the electron-like leptons), and neutral leptons (better known as neutrinos). Electrons are stable and the most common charged lepton in the universe, whereas muons and taus are unstable particles that quickly decay after being produced in high energy collisions, such as those involving cosmic rays or carried out in particle accelerators. Charged leptons can combine with other particles to form various composite particles such as atoms and positronium. The electron governs nearly all of chemistry, as it is found in atoms and is directly tied to all chemical properties. Neutrinos rarely interact with anything, and are consequently rarely observed. Neutrinos stream throughout the universe but rarely interact with normal matter. The lepton epoch was the period in the evolution of the early universe in which the leptons dominated the mass of the universe. It started roughly 1 second after the Big Bang, after the majority of hadrons and anti-hadrons annihilated each other at the end of the hadron epoch. During the lepton epoch, the temperature of the universe was still high enough to create lepton–anti-lepton pairs, so leptons and anti-leptons were in thermal equilibrium. Approximately 10 seconds after the Big Bang, the temperature of the universe had fallen to the point where lepton–anti-lepton pairs were no longer created. Most leptons and anti-leptons were then eliminated in annihilation reactions, leaving a small residue of leptons. The mass of the universe was then dominated by photons as it entered the following photon epoch. A photon is the quantum of light and all other forms of electromagnetic radiation. It is the carrier for the electromagnetic force. The effects of this force are easily observable at the microscopic and at the macroscopic level because the photon has zero rest mass; this allows long distance interactions.: 1470 The photon epoch started after most leptons and anti-leptons were annihilated at the end of the lepton epoch, about 10 seconds after the Big Bang. Atomic nuclei were created in the process of nucleosynthesis which occurred during the first few minutes of the photon epoch. For the remainder of the photon epoch the universe contained a hot dense plasma of nuclei, electrons and photons. About 380,000 years after the Big Bang, the temperature of the universe fell to the point where nuclei could combine with electrons to create neutral atoms. As a result, photons no longer interacted frequently with matter and the universe became transparent. The highly redshifted photons from this period form the cosmic microwave background. Tiny variations in the temperature of the CMB correspond to variations in the density of the universe that were the early "seeds" from which all subsequent structure formation took place.: 244–266 Habitability The frequency of life in the universe has been a frequent point of investigation in astronomy and astrobiology, being the issue of the Drake equation and the different views on it, from identifying the Fermi paradox, the situation of not having found any signs of extraterrestrial life, to arguments for a biophysical cosmology, a view of life being inherent to the physical cosmology of the universe. Cosmological models General relativity is the geometric theory of gravitation published by Albert Einstein in 1915 and the current description of gravitation in modern physics. It is the basis of current cosmological models of the universe. General relativity generalizes special relativity and Newton's law of universal gravitation, providing a unified description of gravity as a geometric property of space and time, or spacetime. In particular, the curvature of spacetime is directly related to the energy and momentum of whatever matter and radiation are present. The relation is specified by the Einstein field equations, a system of partial differential equations. In general relativity, the distribution of matter and energy determines the geometry of spacetime, which in turn describes the acceleration of matter. Therefore, solutions of the Einstein field equations describe the evolution of the universe. Combined with measurements of the amount, type, and distribution of matter in the universe, the equations of general relativity describe the evolution of the universe over time. With the assumption of the cosmological principle that the universe is homogeneous and isotropic everywhere, a specific solution of the field equations that describes the universe is the metric tensor called the Friedmann–Lemaître–Robertson–Walker metric, where (r, θ, φ) correspond to a spherical coordinate system. This metric has only two undetermined parameters. An overall dimensionless length scale factor R describes the size scale of the universe as a function of time (an increase in R is the expansion of the universe), and a curvature index k describes the geometry. The index k is defined so that it can take only one of three values: 0, corresponding to flat Euclidean geometry; 1, corresponding to a space of positive curvature; or −1, corresponding to a space of positive or negative curvature. The value of R as a function of time t depends upon k and the cosmological constant Λ. The cosmological constant represents the energy density of the vacuum of space and could be related to dark energy. The equation describing how R varies with time is known as the Friedmann equation after its inventor, Alexander Friedmann. The solutions for R(t) depend on k and Λ, but some qualitative features of such solutions are general. First and most importantly, the length scale R of the universe can remain constant only if the universe is perfectly isotropic with positive curvature (k = 1) and has one precise value of density everywhere, as first noted by Albert Einstein. Second, all solutions suggest that there was a gravitational singularity in the past, when R went to zero and matter and energy were infinitely dense. It may seem that this conclusion is uncertain because it is based on the questionable assumptions of perfect homogeneity and isotropy (the cosmological principle) and that only the gravitational interaction is significant. However, the Penrose–Hawking singularity theorems show that a singularity should exist for very general conditions. Hence, according to Einstein's field equations, R grew rapidly from an unimaginably hot, dense state that existed immediately following this singularity (when R had a small, finite value); this is the essence of the Big Bang model of the universe. Understanding the singularity of the Big Bang likely requires a quantum theory of gravity, which has not yet been formulated. Third, the curvature index k determines the sign of the curvature of constant-time spatial surfaces averaged over sufficiently large length scales (greater than about a billion light-years). If k = 1, the curvature is positive and the universe has a finite volume. A universe with positive curvature is often visualized as a three-dimensional sphere embedded in a four-dimensional space. Conversely, if k is zero or negative, the universe has an infinite volume. It may seem counter-intuitive that an infinite and yet infinitely dense universe could be created in a single instant when R = 0, but exactly that is predicted mathematically when k is nonpositive and the cosmological principle is satisfied. By analogy, an infinite plane has zero curvature but infinite area, whereas an infinite cylinder is finite in one direction and a torus is finite in both. The ultimate fate of the universe is still unknown because it depends critically on the curvature index k and the cosmological constant Λ. If the universe were sufficiently dense, k would equal +1, meaning that its average curvature throughout is positive and the universe will eventually recollapse in a Big Crunch, possibly starting a new universe in a Big Bounce. Conversely, if the universe were insufficiently dense, k would equal 0 or −1 and the universe would expand forever, cooling off and eventually reaching the Big Freeze and the heat death of the universe. Modern data suggests that the expansion of the universe is accelerating; if this acceleration is sufficiently rapid, the universe may eventually reach a Big Rip. Observationally, the universe appears to be flat (k = 0), with an overall density that is very close to the critical value between recollapse and eternal expansion. Some speculative theories have proposed that our universe is but one of a set of disconnected universes, collectively denoted as the multiverse. An easily visualized metaphor of these concepts is a group of separate soap bubbles, in which observers living on one soap bubble cannot interact with those on other soap bubbles, even in principle. According to one common terminology, each "soap bubble" of spacetime is denoted as a universe, whereas humans' particular spacetime is denoted as the universe, just as humans call Earth's moon the Moon. The entire collection of these separate spacetimes is denoted as the multiverse. Max Tegmark and Brian Greene have proposed different classification schemes for multiverse ideas. In Tegmark's scheme multiverses might result from the immense size of the spacetime, from cosmological processes that produce spacetime bubbles, from quantum mechanical unitarity, or because we live in a mathematical construct. If space is infinite, or sufficiently large and uniform, identical instances of the history of Earth's entire Hubble volume occur every so often, simply by chance. Tegmark calculated that our nearest so-called doppelgänger is 1010115 metres away from us (a double exponential function larger than a googolplex). The physical basis of these ideas have been challenged. Historical conceptions Historically, there have been many ideas of the cosmos (cosmologies) and its origin (cosmogonies). Theories of an impersonal universe governed by physical laws were first proposed by the Greeks and Indians. Ancient Chinese philosophy encompassed the notion of the universe including both all of space and all of time. Over the centuries, improvements in astronomical observations and theories of motion and gravitation led to ever more accurate descriptions of the universe. The modern era of cosmology began with Albert Einstein's 1915 general theory of relativity, which made it possible to quantitatively predict the origin, evolution, and conclusion of the universe as a whole. Most modern, accepted theories of cosmology are based on general relativity and, more specifically, the predicted Big Bang. Many cultures have stories describing the origin of the world and universe. Cultures generally regard these stories as having some truth. There are however many differing beliefs in how these stories apply amongst those believing in a supernatural origin, ranging from a god directly creating the universe as it is now to a god just setting the "wheels in motion" (for example via mechanisms such as the big bang and evolution). Ethnologists and anthropologists who study myths have developed various classification schemes for the various themes that appear in creation stories. For example, in one type of story, the world is born from a world egg; such stories include the Finnish epic poem Kalevala, the Chinese story of Pangu or the Indian Brahmanda Purana. In related stories, the universe is created by a single entity emanating or producing something by him- or herself, as in the Tibetan Buddhism concept of Adi-Buddha, the ancient Greek story of Gaia (Mother Earth), the Aztec goddess Coatlicue myth, the ancient Egyptian god Atum story, and the Judeo-Christian Genesis creation narrative in which the Abrahamic God created the universe. In another type of story, the universe is created from the union of male and female deities, as in the Māori story of Rangi and Papa. In other stories, the universe is created by crafting it from pre-existing materials, such as the corpse of a dead god—as from Tiamat in the Babylonian epic Enuma Elish or from the giant Ymir in Norse mythology—or from chaotic materials, as in Izanagi and Izanami in Japanese mythology. In other stories, the universe emanates from fundamental principles, such as Brahman and Prakrti, and the creation myth of the Serers. The pre-Socratic Greek philosophers and Indian philosophers developed some of the earliest philosophical concepts of the universe. The earliest Greek philosophers noted that appearances can be deceiving, and sought to understand the underlying reality behind the appearances. In particular, they noted the ability of matter to change forms (e.g., ice to water to steam) and several philosophers proposed that all the physical materials in the world are different forms of a single primordial material, or arche. The first to do so was Thales, who proposed this material to be water. Thales' student, Anaximander, proposed that everything came from the limitless apeiron. Anaximenes proposed the primordial material to be air on account of its perceived attractive and repulsive qualities that cause the arche to condense or dissociate into different forms. Anaxagoras proposed the principle of Nous (Mind), while Heraclitus proposed fire (and spoke of logos). Empedocles proposed the elements to be earth, water, air and fire. His four-element model became very popular. Like Pythagoras, Plato believed that all things were composed of number, with Empedocles' elements taking the form of the Platonic solids. Democritus, and later philosophers—most notably Leucippus—proposed that the universe is composed of indivisible atoms moving through a void (vacuum), although Aristotle did not believe that to be feasible because air, like water, offers resistance to motion. Air will immediately rush in to fill a void, and moreover, without resistance, it would do so indefinitely fast. Although Heraclitus argued for eternal change, his contemporary Parmenides emphasized changelessness. Parmenides' poem On Nature has been read as saying that all change is an illusion, that the true underlying reality is eternally unchanging and of a single nature, or at least that the essential feature of each thing that exists must exist eternally, without origin, change, or end. His student Zeno of Elea challenged everyday ideas about motion with several famous paradoxes. Aristotle responded to these paradoxes by developing the notion of a potential countable infinity, as well as the infinitely divisible continuum. The Indian philosopher Kanada, founder of the Vaisheshika school, developed a notion of atomism and proposed that light and heat were varieties of the same substance. In the 5th century AD, the Buddhist atomist philosopher Dignāga proposed atoms to be point-sized, durationless, and made of energy. They denied the existence of substantial matter and proposed that movement consisted of momentary flashes of a stream of energy. The notion of temporal finitism was inspired by the doctrine of creation shared by the three Abrahamic religions: Judaism, Christianity and Islam. The Christian philosopher, John Philoponus, presented the philosophical arguments against the ancient Greek notion of an infinite past and future. Philoponus' arguments against an infinite past were used by the early Muslim philosopher, Al-Kindi (Alkindus); the Jewish philosopher, Saadia Gaon (Saadia ben Joseph); and the Muslim theologian, Al-Ghazali (Algazel). Pantheism is the philosophical religious belief that the universe itself is identical to divinity and a supreme being or entity. The physical universe is thus understood as an all-encompassing, immanent deity. The term 'pantheist' designates one who holds both that everything constitutes a unity and that this unity is divine, consisting of an all-encompassing, manifested god or goddess. The earliest written records of identifiable predecessors to modern astronomy come from Ancient Egypt and Mesopotamia from around 3000 to 1200 BCE. Babylonian astronomers of the 7th century BCE viewed the world as a flat disk surrounded by the ocean. Later Greek philosophers, observing the motions of the heavenly bodies, were concerned with developing models of the universe based more profoundly on empirical evidence. Some of the earliest cosmological models of the universe were developed by ancient Greek and Indian philosophers and were geocentric, placing Earth at the center. The first coherent model was proposed by Eudoxus of Cnidos, a student of Plato who followed Plato's idea that heavenly motions had to be circular. In order to account for the known complications of the planets' motions, particularly retrograde movement, Eudoxus' model included 27 different celestial spheres: four for each of the planets visible to the naked eye, three each for the Sun and the Moon, and one for the stars. All of these spheres were centered on the Earth, which remained motionless while they rotated eternally. Aristotle elaborated upon this model, increasing the number of spheres to 55 in order to account for further details of planetary motion. For Aristotle, normal matter was entirely contained within the terrestrial sphere, and it obeyed fundamentally different rules from heavenly material. The post-Aristotle treatise De Mundo (of uncertain authorship and date) stated, "Five elements, situated in spheres in five regions, the less being in each case surrounded by the greater—namely, earth surrounded by water, water by air, air by fire, and fire by ether—make up the whole universe". This model was also refined by Callippus and after concentric spheres were abandoned, it was brought into nearly perfect agreement with astronomical observations by Ptolemy. The success of such a model is largely due to the mathematical fact that any function (such as the position of a planet) can be decomposed into a set of circular functions (the Fourier modes). Other Greek scientists, such as the Pythagorean philosopher Philolaus, postulated (according to Stobaeus' account) that at the center of the universe was a "central fire" around which the Earth, Sun, Moon and planets revolved in uniform circular motion. The Greek astronomer Aristarchus of Samos was the first known individual to propose a heliocentric model of the universe. Though the original text has been lost, a reference in Archimedes' book The Sand Reckoner describes Aristarchus's heliocentric model. Archimedes wrote: You, King Gelon, are aware the universe is the name given by most astronomers to the sphere the center of which is the center of the Earth, while its radius is equal to the straight line between the center of the Sun and the center of the Earth. This is the common account as you have heard from astronomers. But Aristarchus has brought out a book consisting of certain hypotheses, wherein it appears, as a consequence of the assumptions made, that the universe is many times greater than the universe just mentioned. His hypotheses are that the fixed stars and the Sun remain unmoved, that the Earth revolves about the Sun on the circumference of a circle, the Sun lying in the middle of the orbit, and that the sphere of fixed stars, situated about the same center as the Sun, is so great that the circle in which he supposes the Earth to revolve bears such a proportion to the distance of the fixed stars as the center of the sphere bears to its surface. Aristarchus thus believed the stars to be very far away, and saw this as the reason why stellar parallax had not been observed, that is, the stars had not been observed to move relative each other as the Earth moved around the Sun. The stars are in fact much farther away than the distance that was generally assumed in ancient times, which is why stellar parallax is only detectable with precision instruments. The geocentric model, consistent with planetary parallax, was assumed to be the explanation for the unobservability of stellar parallax. The only other astronomer from antiquity known by name who supported Aristarchus's heliocentric model was Seleucus of Seleucia, a Hellenistic astronomer who lived a century after Aristarchus. According to Plutarch, Seleucus was the first to prove the heliocentric system through reasoning, but it is not known what arguments he used. Seleucus' arguments for a heliocentric cosmology were probably related to the phenomenon of tides. According to Strabo (1.1.9), Seleucus was the first to state that the tides are due to the attraction of the Moon, and that the height of the tides depends on the Moon's position relative to the Sun. Alternatively, he may have proved heliocentricity by determining the constants of a geometric model for it, and by developing methods to compute planetary positions using this model, similar to Nicolaus Copernicus in the 16th century. During the Middle Ages, heliocentric models were also proposed by the Persian astronomers Albumasar and Al-Sijzi. The Aristotelian model was accepted in the Western world for roughly two millennia, until Copernicus revived Aristarchus's perspective that the astronomical data could be explained more plausibly if the Earth rotated on its axis and if the Sun were placed at the center of the universe. In the center rests the Sun. For who would place this lamp of a very beautiful temple in another or better place than this wherefrom it can illuminate everything at the same time? — Nicolaus Copernicus, in Chapter 10, Book 1 of De Revolutionibus Orbium Coelestrum (1543) As noted by Copernicus, the notion that the Earth rotates is very old, dating at least to Philolaus (c. 450 BC), Heraclides Ponticus (c. 350 BC) and Ecphantus the Pythagorean. Roughly a century before Copernicus, the Christian scholar Nicholas of Cusa also proposed that the Earth rotates on its axis in his book, On Learned Ignorance (1440). Al-Sijzi also proposed that the Earth rotates on its axis. Empirical evidence for the Earth's rotation on its axis, using the phenomenon of comets, was given by Tusi (1201–1274) and Ali Qushji (1403–1474). This cosmology was accepted by Isaac Newton, Christiaan Huygens and later scientists. Newton demonstrated that the same laws of motion and gravity apply to earthly and to celestial matter, making Aristotle's division between the two obsolete. Edmund Halley (1720) and Jean-Philippe de Chéseaux (1744) noted independently that the assumption of an infinite space filled uniformly with stars would lead to the prediction that the nighttime sky would be as bright as the Sun itself; this became known as Olbers' paradox in the 19th century. Newton believed that an infinite space uniformly filled with matter would cause infinite forces and instabilities causing the matter to be crushed inwards under its own gravity. This instability was clarified in 1902 by the Jeans instability criterion. One solution to these paradoxes is the Charlier universe, in which the matter is arranged hierarchically (systems of orbiting bodies that are themselves orbiting in a larger system, ad infinitum) in a fractal way such that the universe has a negligibly small overall density; such a cosmological model had also been proposed earlier in 1761 by Johann Heinrich Lambert. During the 18th century, Immanuel Kant speculated that nebulae could be entire galaxies separate from the Milky Way, and in 1850, Alexander von Humboldt called these separate galaxies Weltinseln, or "world islands", a term that later developed into "island universes". In 1919, when the Hooker Telescope was completed, the prevailing view was that the universe consisted entirely of the Milky Way Galaxy. Using the Hooker Telescope, Edwin Hubble identified Cepheid variables in several spiral nebulae and in 1922–1923 proved conclusively that Andromeda Nebula and Triangulum among others, were entire galaxies outside our own, thus proving that the universe consists of a multitude of galaxies. With this Hubble formulated the Hubble constant, which allowed for the first time a calculation of the age of the universe and size of the Observable Universe, which became increasingly precise with better meassurements, starting at 2 billion years and 280 million light-years, until 2006 when data of the Hubble Space Telescope allowed a very accurate calculation of the age of the universe and size of the Observable Universe. The modern era of physical cosmology began in 1917, when Albert Einstein first applied his general theory of relativity to model the structure and dynamics of the universe. The discoveries of this era, and the questions that remain unanswered, are outlined in the sections above. See also References Footnotes Citations "Two systems of Hindu thought propound physical theories suggestively similar to those of Greece. Kanada, founder of the Vaisheshika philosophy, held that the world is composed of atoms as many in kind as the various elements. The Jains more nearly approximated to Democritus by teaching that all atoms were of the same kind, producing different effects by diverse modes of combinations. Kanada believed light and heat to be varieties of the same substance; Udayana taught that all heat comes from the Sun; and Vachaspati, like Newton, interpreted light as composed of minute particles emitted by substances and striking the eye." "The Buddhists denied the existence of substantial matter altogether. Movement consists for them of moments, it is a staccato movement, momentary flashes of a stream of energy... "Everything is evanescent",... says the Buddhist, because there is no stuff... Both systems [Sānkhya, and later Indian Buddhism] share in common a tendency to push the analysis of existence up to its minutest, last elements which are imagined as absolute qualities, or things possessing only one unique quality. They are called "qualities" (guna-dharma) in both systems in the sense of absolute qualities, a kind of atomic, or intra-atomic, energies of which the empirical things are composed. Both systems, therefore, agree in denying the objective reality of the categories of Substance and Quality,... and of the relation of Inference uniting them. There is in Sānkhya philosophy no separate existence of qualities. What we call quality is but a particular manifestation of a subtle entity. To every new unit of quality corresponds a subtle quantum of matter which is called guna, "quality", but represents a subtle substantive entity. The same applies to early Buddhism where all qualities are substantive... or, more precisely, dynamic entities, although they are also called dharmas ('qualities')." External links
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[SOURCE: https://en.wikipedia.org/wiki/Orion_(constellation)#cite_ref-49] | [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/S3_(programming_language)] | [TOKENS: 373]
Contents S3 (programming language) S3 is a structured, imperative high-level computer programming language. It was developed by the UK company International Computers Limited (ICL) for its 2900 Series mainframes. It is a system programming language with syntax influenced by ALGOL 68 but with data types and operators aligned to those offered by the 2900 Series. It was the implementation language of the operating system VME. Annotated Example A rare example of an S3 program available in the public domain is the implementation of Kermit developed at the South-West Universities Regional Computer Centre, and archived in the Columbia University archive of Kermit implementations. The examples below are selected highlights of the main module (kmt_main_module). The program starts with a module identification, and comments which we quote by way of acknowledgment to the authors: Next follow a number of "mode declarations". Mode is the Algol 68 term for a type. The first type is an array of 96 bytes; the next two are references (pointers) to arrays of bytes. KMT_MTM_VALUES is a union type allowing a variety of different types to appear. Note that WORD is a 32-bit unsigned integer, INT is a 32-bit signed integer; LONG makes it 64 bits. The last option in the union is marked REF()REF()BYTE, which means it is a pointer to an array whose members are pointers to arrays of bytes. The final type declared here is a STRUCT, specifically a tuple containing two integers. The program continues by declaring external procedures on which the module depends. RESPONSE indicates a return value containing error information: and also some external variables: The rest of the program consists of a number of procedure definitions. One of these, which actually defines the entry point to the program, is reproduced here: Features to note here include: References
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[SOURCE: https://en.wikipedia.org/wiki/Weak_artificial_intelligence#cite_note-10] | [TOKENS: 594]
Contents Weak artificial intelligence Weak artificial intelligence (weak AI) is artificial intelligence that implements a limited part of the mind, or, as narrow AI, artificial narrow intelligence (ANI), is focused on one narrow task. Weak AI is contrasted with strong AI, which can be interpreted in various ways: Narrow AI can be classified as being "limited to a single, narrowly defined task. Most modern AI systems would be classified in this category." Artificial general intelligence is conversely the opposite. Applications and risks Some examples of narrow AI are AlphaGo, self-driving cars, robot systems used in the medical field, and diagnostic doctors. Narrow AI systems are sometimes dangerous if unreliable. And the behavior that it follows can become inconsistent. It could be difficult for the AI to grasp complex patterns and get to a solution that works reliably in various environments. This "brittleness" can cause it to fail in unpredictable ways. Narrow AI failures can sometimes have significant consequences. It could for example cause disruptions in the electric grid, damage nuclear power plants, cause global economic problems, and misdirect autonomous vehicles. Medicines could be incorrectly sorted and distributed. Also, medical diagnoses can ultimately have serious and sometimes deadly consequences if the AI is faulty or biased. Simple AI programs have already worked their way into society, oftentimes unnoticed by the public. Autocorrection for typing, speech recognition for speech-to-text programs, and vast expansions in the data science fields are examples. Narrow AI has also been the subject of some controversy, including resulting in unfair prison sentences, discrimination against women in the workplace for hiring, resulting in death via autonomous driving, among other cases. Despite being "narrow" AI, recommender systems are efficient at predicting user reactions based their posts, patterns, or trends. For instance, TikTok's "For You" algorithm can determine a user's interests or preferences in less than an hour. Some other social media AI systems are used to detect bots that may be involved in propaganda or other potentially malicious activities. Weak AI versus strong AI John Searle contests the possibility of strong AI (by which he means conscious AI). He further believes that the Turing test (created by Alan Turing and originally called the "imitation game", used to assess whether a machine can converse indistinguishably from a human) is not accurate or appropriate for testing whether an AI is "strong". Scholars such as Antonio Lieto have argued that the current research on both AI and cognitive modelling are perfectly aligned with the weak-AI hypothesis (that should not be confused with the "general" vs "narrow" AI distinction) and that the popular assumption that cognitively inspired AI systems espouse the strong AI hypothesis is ill-posed and problematic since "artificial models of brain and mind can be used to understand mental phenomena without pretending that that they are the real phenomena that they are modelling" (as, on the other hand, implied by the strong AI assumption). See also References
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_note-AutoNT-68-135] | [TOKENS: 4314]
Contents Python (programming language) Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language. Python 3.0, released in 2008, was a major revision and not completely backward-compatible with earlier versions. Beginning with Python 3.5, capabilities and keywords for typing were added to the language, allowing optional static typing. As of 2026[update], the Python Software Foundation supports Python 3.10, 3.11, 3.12, 3.13, and 3.14, following the project's annual release cycle and five-year support policy. Python 3.15 is currently in the alpha development phase, and the stable release is expected to come out in October 2026. Earlier versions in the 3.x series have reached end-of-life and no longer receive security updates. Python has gained widespread use in the machine learning community. It is widely taught as an introductory programming language. Since 2003, Python has consistently ranked in the top ten of the most popular programming languages in the TIOBE Programming Community Index, which ranks based on searches in 24 platforms. History Python was conceived in the late 1980s by Guido van Rossum at Centrum Wiskunde & Informatica (CWI) in the Netherlands. It was designed as a successor to the ABC programming language, which was inspired by SETL, capable of exception handling and interfacing with the Amoeba operating system. Python implementation began in December 1989. Van Rossum first released it in 1991 as Python 0.9.0. Van Rossum assumed sole responsibility for the project, as the lead developer, until 12 July 2018, when he announced his "permanent vacation" from responsibilities as Python's "benevolent dictator for life" (BDFL); this title was bestowed on him by the Python community to reflect his long-term commitment as the project's chief decision-maker. (He has since come out of retirement and is self-titled "BDFL-emeritus".) In January 2019, active Python core developers elected a five-member Steering Council to lead the project. The name Python derives from the British comedy series Monty Python's Flying Circus. (See § Naming.) Python 2.0 was released on 16 October 2000, featuring many new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 2.7's end-of-life was initially set for 2015, and then postponed to 2020 out of concern that a large body of existing code could not easily be forward-ported to Python 3. It no longer receives security patches or updates. While Python 2.7 and older versions are officially unsupported, a different unofficial Python implementation, PyPy, continues to support Python 2, i.e., "2.7.18+" (plus 3.11), with the plus signifying (at least some) "backported security updates". Python 3.0 was released on 3 December 2008, and was a major revision and not completely backward-compatible with earlier versions, with some new semantics and changed syntax. Python 2.7.18, released in 2020, was the last release of Python 2. Several releases in the Python 3.x series have added new syntax to the language, and made a few (considered very minor) backward-incompatible changes. As of January 2026[update], Python 3.14.3 is the latest stable release. All older 3.x versions had a security update down to Python 3.9.24 then again with 3.9.25, the final version in 3.9 series. Python 3.10 is, since November 2025, the oldest supported branch. Python 3.15 has an alpha released, and Android has an official downloadable executable available for Python 3.14. Releases receive two years of full support followed by three years of security support. Design philosophy and features Python is a multi-paradigm programming language. Object-oriented programming and structured programming are fully supported, and many of their features support functional programming and aspect-oriented programming – including metaprogramming and metaobjects. Many other paradigms are supported via extensions, including design by contract and logic programming. Python is often referred to as a 'glue language' because it is purposely designed to be able to integrate components written in other languages. Python uses dynamic typing and a combination of reference counting and a cycle-detecting garbage collector for memory management. It uses dynamic name resolution (late binding), which binds method and variable names during program execution. Python's design offers some support for functional programming in the "Lisp tradition". It has filter, map, and reduce functions; list comprehensions, dictionaries, sets, and generator expressions. The standard library has two modules (itertools and functools) that implement functional tools borrowed from Haskell and Standard ML. Python's core philosophy is summarized in the Zen of Python (PEP 20) written by Tim Peters, which includes aphorisms such as these: However, Python has received criticism for violating these principles and adding unnecessary language bloat. Responses to these criticisms note that the Zen of Python is a guideline rather than a rule. The addition of some new features had been controversial: Guido van Rossum resigned as Benevolent Dictator for Life after conflict about adding the assignment expression operator in Python 3.8. Nevertheless, rather than building all functionality into its core, Python was designed to be highly extensible via modules. This compact modularity has made it particularly popular as a means of adding programmable interfaces to existing applications. Van Rossum's vision of a small core language with a large standard library and easily extensible interpreter stemmed from his frustrations with ABC, which represented the opposite approach. Python claims to strive for a simpler, less-cluttered syntax and grammar, while giving developers a choice in their coding methodology. Python lacks do .. while loops, which Rossum considered harmful. In contrast to Perl's motto "there is more than one way to do it", Python advocates an approach where "there should be one – and preferably only one – obvious way to do it". In practice, however, Python provides many ways to achieve a given goal. There are at least three ways to format a string literal, with no certainty as to which one a programmer should use. Alex Martelli is a Fellow at the Python Software Foundation and Python book author; he wrote that "To describe something as 'clever' is not considered a compliment in the Python culture." Python's developers typically prioritize readability over performance. For example, they reject patches to non-critical parts of the CPython reference implementation that would offer increases in speed that do not justify the cost of clarity and readability.[failed verification] Execution speed can be improved by moving speed-critical functions to extension modules written in languages such as C, or by using a just-in-time compiler like PyPy. Also, it is possible to transpile to other languages. However, this approach either fails to achieve the expected speed-up, since Python is a very dynamic language, or only a restricted subset of Python is compiled (with potential minor semantic changes). Python is meant to be a fun language to use. This goal is reflected in the name – a tribute to the British comedy group Monty Python – and in playful approaches to some tutorials and reference materials. For instance, some code examples use the terms "spam" and "eggs" (in reference to a Monty Python sketch), rather than the typical terms "foo" and "bar". A common neologism in the Python community is pythonic, which has a broad range of meanings related to program style: Pythonic code may use Python idioms well; be natural or show fluency in the language; or conform with Python's minimalist philosophy and emphasis on readability. Syntax and semantics Python is meant to be an easily readable language. Its formatting is visually uncluttered and often uses English keywords where other languages use punctuation. Unlike many other languages, it does not use curly brackets to delimit blocks, and semicolons after statements are allowed but rarely used. It has fewer syntactic exceptions and special cases than C or Pascal. Python uses whitespace indentation, rather than curly brackets or keywords, to delimit blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block. Thus, the program's visual structure accurately represents its semantic structure. This feature is sometimes termed the off-side rule. Some other languages use indentation this way; but in most, indentation has no semantic meaning. The recommended indent size is four spaces. Python's statements include the following: The assignment statement (=) binds a name as a reference to a separate, dynamically allocated object. Variables may subsequently be rebound at any time to any object. In Python, a variable name is a generic reference holder without a fixed data type; however, it always refers to some object with a type. This is called dynamic typing—in contrast to statically-typed languages, where each variable may contain only a value of a certain type. Python does not support tail call optimization or first-class continuations; according to Van Rossum, the language never will. However, better support for coroutine-like functionality is provided by extending Python's generators. Before 2.5, generators were lazy iterators; data was passed unidirectionally out of the generator. From Python 2.5 on, it is possible to pass data back into a generator function; and from version 3.3, data can be passed through multiple stack levels. Python's expressions include the following: In Python, a distinction between expressions and statements is rigidly enforced, in contrast to languages such as Common Lisp, Scheme, or Ruby. This distinction leads to duplicating some functionality, for example: A statement cannot be part of an expression; because of this restriction, expressions such as list and dict comprehensions (and lambda expressions) cannot contain statements. As a particular case, an assignment statement such as a = 1 cannot be part of the conditional expression of a conditional statement. Python uses duck typing, and it has typed objects but untyped variable names. Type constraints are not checked at definition time; rather, operations on an object may fail at usage time, indicating that the object is not of an appropriate type. Despite being dynamically typed, Python is strongly typed, forbidding operations that are poorly defined (e.g., adding a number and a string) rather than quietly attempting to interpret them. Python allows programmers to define their own types using classes, most often for object-oriented programming. New instances of classes are constructed by calling the class, for example, SpamClass() or EggsClass()); the classes are instances of the metaclass type (which is an instance of itself), thereby allowing metaprogramming and reflection. Before version 3.0, Python had two kinds of classes, both using the same syntax: old-style and new-style. Current Python versions support the semantics of only the new style. Python supports optional type annotations. These annotations are not enforced by the language, but may be used by external tools such as mypy to catch errors. Python includes a module typing including several type names for type annotations. Also, mypy supports a Python compiler called mypyc, which leverages type annotations for optimization. 1.33333 frozenset() Python includes conventional symbols for arithmetic operators (+, -, *, /), the floor-division operator //, and the modulo operator %. (With the modulo operator, a remainder can be negative, e.g., 4 % -3 == -2.) Also, Python offers the ** symbol for exponentiation, e.g. 5**3 == 125 and 9**0.5 == 3.0. Also, it offers the matrix‑multiplication operator @ . These operators work as in traditional mathematics; with the same precedence rules, the infix operators + and - can also be unary, to represent positive and negative numbers respectively. Division between integers produces floating-point results. The behavior of division has changed significantly over time: In Python terms, the / operator represents true division (or simply division), while the // operator represents floor division. Before version 3.0, the / operator represents classic division. Rounding towards negative infinity, though a different method than in most languages, adds consistency to Python. For instance, this rounding implies that the equation (a + b)//b == a//b + 1 is always true. Also, the rounding implies that the equation b*(a//b) + a%b == a is valid for both positive and negative values of a. As expected, the result of a%b lies in the half-open interval [0, b), where b is a positive integer; however, maintaining the validity of the equation requires that the result must lie in the interval (b, 0] when b is negative. Python provides a round function for rounding a float to the nearest integer. For tie-breaking, Python 3 uses the round to even method: round(1.5) and round(2.5) both produce 2. Python versions before 3 used the round-away-from-zero method: round(0.5) is 1.0, and round(-0.5) is −1.0. Python allows Boolean expressions that contain multiple equality relations to be consistent with general usage in mathematics. For example, the expression a < b < c tests whether a is less than b and b is less than c. C-derived languages interpret this expression differently: in C, the expression would first evaluate a < b, resulting in 0 or 1, and that result would then be compared with c. Python uses arbitrary-precision arithmetic for all integer operations. The Decimal type/class in the decimal module provides decimal floating-point numbers to a pre-defined arbitrary precision with several rounding modes. The Fraction class in the fractions module provides arbitrary precision for rational numbers. Due to Python's extensive mathematics library and the third-party library NumPy, the language is frequently used for scientific scripting in tasks such as numerical data processing and manipulation. Functions are created in Python by using the def keyword. A function is defined similarly to how it is called, by first providing the function name and then the required parameters. Here is an example of a function that prints its inputs: To assign a default value to a function parameter in case no actual value is provided at run time, variable-definition syntax can be used inside the function header. Code examples "Hello, World!" program: Program to calculate the factorial of a non-negative integer: Libraries Python's large standard library is commonly cited as one of its greatest strengths. For Internet-facing applications, many standard formats and protocols such as MIME and HTTP are supported. The language includes modules for creating graphical user interfaces, connecting to relational databases, generating pseudorandom numbers, arithmetic with arbitrary-precision decimals, manipulating regular expressions, and unit testing. Some parts of the standard library are covered by specifications—for example, the Web Server Gateway Interface (WSGI) implementation wsgiref follows PEP 333—but most parts are specified by their code, internal documentation, and test suites. However, because most of the standard library is cross-platform Python code, only a few modules must be altered or rewritten for variant implementations. As of 13 March 2025,[update] the Python Package Index (PyPI), the official repository for third-party Python software, contains over 614,339 packages. Development environments Most[which?] Python implementations (including CPython) include a read–eval–print loop (REPL); this permits the environment to function as a command line interpreter, with which users enter statements sequentially and receive results immediately. Also, CPython is bundled with an integrated development environment (IDE) called IDLE, which is oriented toward beginners.[citation needed] Other shells, including IDLE and IPython, add additional capabilities such as improved auto-completion, session-state retention, and syntax highlighting. Standard desktop IDEs include PyCharm, Spyder, and Visual Studio Code; there are web browser-based IDEs, such as the following environments: Implementations CPython is the reference implementation of Python. This implementation is written in C, meeting the C11 standard since version 3.11. Older versions use the C89 standard with several select C99 features, but third-party extensions are not limited to older C versions—e.g., they can be implemented using C11 or C++. CPython compiles Python programs into an intermediate bytecode, which is then executed by a virtual machine. CPython is distributed with a large standard library written in a combination of C and native Python. CPython is available for many platforms, including Windows and most modern Unix-like systems, including macOS (and Apple M1 Macs, since Python 3.9.1, using an experimental installer). Starting with Python 3.9, the Python installer intentionally fails to install on Windows 7 and 8; Windows XP was supported until Python 3.5, with unofficial support for VMS. Platform portability was one of Python's earliest priorities. During development of Python 1 and 2, even OS/2 and Solaris were supported; since that time, support has been dropped for many platforms. All current Python versions (since 3.7) support only operating systems that feature multithreading, by now supporting not nearly as many operating systems (dropping many outdated) than in the past. All alternative implementations have at least slightly different semantics. For example, an alternative may include unordered dictionaries, in contrast to other current Python versions. As another example in the larger Python ecosystem, PyPy does not support the full C Python API. Creating an executable with Python often is done by bundling an entire Python interpreter into the executable, which causes binary sizes to be massive for small programs, yet there exist implementations that are capable of truly compiling Python. Alternative implementations include the following: Stackless Python is a significant fork of CPython that implements microthreads. This implementation uses the call stack differently, thus allowing massively concurrent programs. PyPy also offers a stackless version. Just-in-time Python compilers have been developed, but are now unsupported: There are several compilers/transpilers to high-level object languages; the source language is unrestricted Python, a subset of Python, or a language similar to Python: There are also specialized compilers: Some older projects existed, as well as compilers not designed for use with Python 3.x and related syntax: A performance comparison among various Python implementations, using a non-numerical (combinatorial) workload, was presented at EuroSciPy '13. In addition, Python's performance relative to other programming languages is benchmarked by The Computer Language Benchmarks Game. There are several approaches to optimizing Python performance, despite the inherent slowness of an interpreted language. These approaches include the following strategies or tools: Language Development Python's development is conducted mostly through the Python Enhancement Proposal (PEP) process; this process is the primary mechanism for proposing major new features, collecting community input on issues, and documenting Python design decisions. Python coding style is covered in PEP 8. Outstanding PEPs are reviewed and commented on by the Python community and the steering council. Enhancement of the language corresponds with development of the CPython reference implementation. The mailing list python-dev is the primary forum for the language's development. Specific issues were originally discussed in the Roundup bug tracker hosted by the foundation. In 2022, all issues and discussions were migrated to GitHub. Development originally took place on a self-hosted source-code repository running Mercurial, until Python moved to GitHub in January 2017. CPython's public releases have three types, distinguished by which part of the version number is incremented: Many alpha, beta, and release-candidates are also released as previews and for testing before final releases. Although there is a rough schedule for releases, they are often delayed if the code is not ready yet. Python's development team monitors the state of the code by running a large unit test suite during development. The major academic conference on Python is PyCon. Also, there are special Python mentoring programs, such as PyLadies. Naming Python's name is inspired by the British comedy group Monty Python, whom Python creator Guido van Rossum enjoyed while developing the language. Monty Python references appear frequently in Python code and culture; for example, the metasyntactic variables often used in Python literature are spam and eggs, rather than the traditional foo and bar. Also, the official Python documentation contains various references to Monty Python routines. Python users are sometimes referred to as "Pythonistas". Languages influenced by Python See also Notes References Further reading External links
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[SOURCE: https://en.wikipedia.org/wiki/DeepSeek] | [TOKENS: 4282]
Contents DeepSeek Hangzhou DeepSeek Artificial Intelligence Basic Technology Research Co., Ltd.,[a] doing business as DeepSeek,[b] is a Chinese artificial intelligence (AI) company that develops large language models (LLMs). Based in Hangzhou, Zhejiang, DeepSeek is owned and funded by the Chinese hedge fund High-Flyer. DeepSeek was founded in July 2023 by Liang Wenfeng, the co-founder of High-Flyer, who also serves as the CEO for both of the companies. The company launched an eponymous chatbot alongside its DeepSeek-R1 model in January 2025. Released under the MIT License, DeepSeek-R1 provides responses comparable to other contemporary large language models, such as OpenAI's GPT-4 and o1. Its training cost was reported to be significantly lower than other LLMs. The company claims that it trained its V3 model for US$6 million—far less than the US$100 million cost for OpenAI's GPT-4 in 2023—and using approximately one-tenth the computing power consumed by Meta's comparable model, Llama 3.1. DeepSeek's success against larger and more established rivals has been described as "upending AI". DeepSeek's models are described as "open weight," meaning the exact parameters are openly shared, although certain usage conditions differ from typical open-source software. The company reportedly recruits AI researchers from top Chinese universities and also hires from outside traditional computer science fields to broaden its models' knowledge and capabilities. DeepSeek significantly reduced training expenses for their R1 model by incorporating techniques such as mixture of experts (MoE) layers. The company also trained its models during ongoing trade restrictions on AI chip exports to China, using weaker AI chips intended for export and employing fewer units overall. Observers say this breakthrough sent "shock waves" through the industry which were described as triggering a "Sputnik moment" for the US in the field of artificial intelligence, particularly due to its open-source, cost-effective, and high-performing AI models. This threatened established AI hardware leaders such as Nvidia; Nvidia's share price dropped sharply, losing US$600 billion in market value, the largest single-company decline in U.S. stock market history. History In February 2016, High-Flyer was co-founded by AI enthusiast Liang Wenfeng, who had been trading since the 2008 financial crisis while attending Zhejiang University. The company began stock trading using a GPU-dependent deep learning model on 21 October 2016; before then, it had used CPU-based linear models. By the end of 2017, most of its trading was driven by AI. Liang established High-Flyer as a hedge fund focused on developing and using AI trading algorithms, and by 2021 the firm was using AI exclusively, often using Nvidia chips. In 2019, the company began constructing its first computing cluster, Fire-Flyer, at a cost of 200 million yuan; it contained 1,100 GPUs interconnected at 200 Gbit/s and was retired after 1.5 years in operation. By 2021, Liang had started buying large quantities of Nvidia GPUs for an AI project, reportedly obtaining 10,000 Nvidia A100 GPUs before the United States restricted chip sales to China. Computing cluster Fire-Flyer 2 began construction in 2021 with a budget of 1 billion yuan. It was reported that in 2022, Fire-Flyer 2's capacity had been used at over 96%, totaling 56.74 million GPU hours. 27% was used to support scientific computing outside the company. During 2022, Fire-Flyer 2 had 5,000 PCIe A100 GPUs in 625 nodes, each containing 8 GPUs. At the time, it exclusively used PCIe instead of the DGX version of A100, since at the time the models it trained could fit within a single 40 GB GPU VRAM and so there was no need for the higher bandwidth of DGX (i.e., it required only data parallelism but not model parallelism). Later, it incorporated NVLinks and NCCL (Nvidia Collective Communications Library) to train larger models that required model parallelism. On 14 April 2023, High-Flyer announced the launch of an artificial general intelligence (AGI) research lab, stating that the new lab would focus on developing AI tools unrelated to the firm's financial business. Two months later, on 17 July 2023, that lab was spun off into an independent company, DeepSeek, with High-Flyer as its principal investor and backer. Venture capital investors were reluctant to provide funding, as they considered it unlikely that the venture would be able to quickly generate an "exit". DeepSeek released its first model, DeepSeek Coder, on 2 November 2023, followed by the DeepSeek-LLM series on 29 November 2023.: section 5 In January 2024, it released two DeepSeek-MoE models (Base and Chat), and in April 3rd DeepSeek-Math models (Base, Instruct, and RL). DeepSeek-V2 was released in May 2024, followed a month later by the DeepSeek-Coder V2 series. In September 2024, DeepSeek V2.5 was introduced and revised in December. On 20 November 2024, the preview of DeepSeek-R1-Lite became available via chat. In December, DeepSeek-V3-Base and DeepSeek-V3 (chat) were released. On 20 January 2025, DeepSeek launched the DeepSeek chatbot—based on the DeepSeek-R1 model—free for iOS and Android. By 27 January, DeepSeek surpassed ChatGPT as the most downloaded freeware app on the iOS App Store in the United States, triggering an 18% drop in Nvidia's share price. On 24 March 2025, DeepSeek released DeepSeek-V3-0324 under the MIT License. On 28 May 2025, DeepSeek released DeepSeek-R1-0528 under the MIT License. The model has been noted for more tightly following official Chinese Communist Party ideology and censorship in its answers to questions than prior models. On 21 August 2025, DeepSeek released DeepSeek V3.1 under the MIT License. This model features a hybrid architecture with thinking and non-thinking modes. It also surpasses prior models like V3 and R1, by over 40% on certain benchmarks like SWE-bench and Terminal-bench. It was updated to V3.1-Terminus on 22 September 2025. V3.2-Exp was released on 29 September 2025. It uses DeepSeek Sparse Attention, a more efficient attention mechanism based on previous research published in February. Company operation DeepSeek is headquartered in Hangzhou, Zhejiang, and is owned and funded by High-Flyer. Its co-founder, Liang Wenfeng, serves as CEO. As of May 2024, Liang personally held an 84% stake in DeepSeek through two shell corporations.[note 1] DeepSeek has stated that it focuses on research and does not have immediate plans for commercialization. This posture also means it can skirt certain provisions of China's AI regulations aimed at consumer-facing technologies. DeepSeek's hiring approach emphasizes skills over lengthy work experience, resulting in many hires fresh out of university. The company likewise recruits individuals without computer science backgrounds to expand the range of expertise incorporated into the models, for instance in poetry or advanced mathematics. According to The New York Times, dozens of DeepSeek researchers have or have previously had affiliations with People's Liberation Army laboratories and the Seven Sons of National Defence. Due to the impact of United States restrictions on chips, DeepSeek refined its algorithms to maximise computational efficiency and thereby leveraged older hardware and reduced energy consumption.: 19 DeepSeek also expanded on the African continent as it offers more affordable and less power-hungry AI solutions. The company has bolstered African language models and generated a number of startups, for example in Nairobi. Along with Huawei's storage and cloud computing services, the impact on the tech scene in sub-saharan Africa is considerable. DeepSeek offers local data sovereignty and more flexibility compared to Western AI platforms. Training framework High-Flyer/DeepSeek had operated at least two primary computing clusters: Fire-Flyer (萤火一号) and Fire-Flyer 2 (萤火二号). Fire-Flyer 1 was constructed in 2019 and was retired after 1.5 years of operation. Fire-Flyer 2 is still in operation as of 2025. Fire-Flyer 2 consists of co-designed software and hardware architecture. On the hardware side, Nvidia GPUs use 200 Gbps interconnects. The cluster is divided into two "zones", and the platform supports cross-zone tasks. The network topology was two fat trees, chosen for high bisection bandwidth. On the software side are: As of 2022, Fire-Flyer 2 had 5,000 PCIe A100 GPUs in 625 nodes, each containing 8 GPUs. It later incorporated NVLinks and NCCL to train larger models that required model parallelism. Development and release history Chat (with SFT) Chat DeepSeek-V2-Lite, DeepSeek-V2-Lite-Chat DeepSeek-Coder-V2 DeepSeek-V2.5 Implemented KV caching. DeepSeek-R1-Zero The first DeepSeek models were essentially the same as Llama, which were dense decoder-only transformers. Later models incorporated the multi-head latent attention (MLA), Mixture of Experts (MoE), and KV caching. A decoder-only transformer consists of multiple identical decoder layers. Each of these layers features two main components: an attention layer and a feedforward network (FFN) layer. V2 replaced the standard multi-head attention mechanism (MHA) with multi-head latent attention (MLA). This introduces compressed latent vectors to reduce KV (key–value) cache size, and thus memory usage. A standard MoE Transformer generally use the sparsely-gated MoE layers in the FFN layers. In such an MoE layer, there are several FFN modules in parallel ("routed experts") and a small classifier ("gate") to compute a score for all these modules upon each token. Only the highest-scoring modules are activated. Starting with DeepSeekMoE, DeepSeek adopted a variant that adds "shared experts", which are always activated. Overview of models and technical specifications DeepSeek's models are "open weight", which provides less freedom for modification than true open source software. DeepSeek Coder is a series of eight models, four pretrained (Base) and four instruction-finetuned (Instruct). All have 16K context lengths. The model was made source-available under the DeepSeek License, which includes "open and responsible downstream usage" restrictions. The training program was: They were trained on clusters of A100 and H800 Nvidia GPUs, connected by InfiniBand, NVLink, NVSwitch. The DeepSeek-LLM series was released in November 2023. It has 7B and 67B parameters in both Base and Chat forms. DeepSeek's accompanying paper claimed benchmark results higher than Llama 2 and most open-source LLMs at the time.: section 5 The model code is under the source-available DeepSeek License. The architecture was essentially the same as the Llama series. They used the pre-norm decoder-only Transformer with RMSNorm as the normalization, SwiGLU in the feedforward layers, rotary positional embedding (RoPE), and grouped-query attention (GQA). Both had vocabulary size 102,400 (byte-level BPE) and context length of 4096. They trained on 2 trillion tokens of English and Chinese text obtained by deduplicating the Common Crawl. The Chat versions of the two Base models was released concurrently, obtained by training Base by supervised finetuning (SFT) followed by direct policy optimization (DPO). DeepSeek-MoE models (Base and Chat), each have 16B parameters (2.7B activated per token, 4K context length). The training was essentially the same as DeepSeek-LLM 7B, and was trained on a part of its training dataset. They claimed performance comparable to a 16B MoE as a 7B non-MoE. It is a variant of the standard sparsely-gated MoE, with "shared experts" that are always queried, and "routed experts" that might not be. They found this to help with expert balancing. In standard MoE, some experts can become overused, while others are rarely used, wasting space. Attempting to balance expert usage causes experts to replicate the same capacity. They proposed the shared experts to learn core capacities that are often used, and let the routed experts learn peripheral capacities that are rarely used. DeepSeek-Math includes 3 models: Base, Instruct, and RL. Math was trained as follows: In May 2024, DeepSeek released the DeepSeek-V2 series. The series includes 4 models, 2 base models (DeepSeek-V2, DeepSeek-V2 Lite) and 2 chatbots (Chat). The two larger models were trained as follows: They opted for 2-staged RL, because they found that RL on reasoning data had "unique characteristics" different from RL on general data. For example, RL on reasoning could improve over more training steps. The two V2-Lite models were smaller, and trained similarly. DeepSeek-V2 Lite-Chat underwent only SFT, not RL. They trained the Lite version to help "further research and development on MLA and DeepSeekMoE". Architecturally, the V2 models were significantly different from the DeepSeek LLM series. They changed the standard attention mechanism by a low-rank approximation called multi-head latent attention (MLA), and used the previously published mixture of experts (MoE) variant. The Financial Times reported that it was cheaper than its peers with a price of 2 RMB for every million output tokens. The University of Waterloo Tiger Lab's leaderboard ranked DeepSeek-V2 seventh on its LLM ranking. The DeepSeek-Coder V2 series included V2-Base, V2-Lite-Base, V2-Instruct, and V20-Lite-Instruct.. Training:[note 3] DeepSeek-V2.5 was made by combining DeepSeek-V2-Chat and DeepSeek-Coder-V2-Instruct. DeepSeek-V3-Base and DeepSeek-V3 (a chat model) use essentially the same architecture as V2 with the addition of multi-token prediction, which (optionally) decodes extra tokens faster but less accurately. Training process: DeepSeek released its DeepSeek-V3-0324 model, which used the same architecture as V3, on 24 March 2025 under the MIT License. The DeepSeek team performed extensive low-level engineering to improve efficiency. They used mixed-precision arithmetic. Much of the forward pass was performed in 8-bit floating point numbers (5E2M: 5-bit exponent and 2-bit mantissa) rather than the standard 32-bit, requiring special GEMM routines to accumulate accurately. They used a custom 12-bit float (E5M6) only for the inputs to the linear layers after the attention modules. Optimizer states were in 16-bit (BF16). They minimized communication latency by extensively overlapping computation and communication, such as dedicating 20 streaming multiprocessors out of 132 per H800 for only inter-GPU communication. They lowered communication by rearranging (every 10 minutes) the exact machine each expert was on so as to avoid querying certain machines more often than others, adding auxiliary load-balancing losses to the training loss function, and other load-balancing techniques. After training, it was deployed on clusters of H800 GPUs. The 8 H800 GPUs within a cluster were connected by NVLink, and the clusters were connected by InfiniBand. The cost has been discussed and called misleading, because it covers only parts of the true cost. Benchmark tests show that V3 outperformed Llama 3.1 and Qwen 2.5 while matching GPT-4o and Claude 3.5 Sonnet. In January 2025, DeepSeek released the DeepSeek-R1 model under the MIT License. DeepSeek-R1-Lite-Preview[note 4] was trained for logical inference, mathematical reasoning, and real-time problem-solving. DeepSeek claimed that it exceeded performance of OpenAI o1 on benchmarks such as American Invitational Mathematics Examination (AIME) and MATH. However, The Wall Street Journal reported that on 15 problems from the 2024 edition of AIME, the o1 model reached a solution faster. DeepSeek-R1 and DeepSeek-R1-Zero were initialized from DeepSeek-V3-Base and share its architecture. DeepSeek-R1-Distill models were instead initialized from other pretrained open-weight models, including LLaMA and Qwen, then fine-tuned on synthetic data generated by R1. A conversation between User and Assistant. The user asks a question, and the Assistant solves it. The assistant first thinks about the reasoning process in the mind and then provides the user with the answer. The reasoning process and answer are enclosed within <think> </think> and <answer> </answer> tags, respectively, i.e., <think> reasoning process here </think> <answer> answer here </answer>. User: <prompt>. Assistant: DeepSeek-R1-Zero was trained exclusively using GRPO RL without SFT. Unlike previous versions, it used no model-based reward. All reward functions were rule-based, "mainly" of two types (other types were not specified): accuracy rewards and format rewards. Accuracy reward was checking whether a boxed answer is correct (for math) or whether a code passes tests (for programming). Format reward was checking whether the model puts its thinking trace within a <think>...</think> tag. R1-Zero has issues with readability and mixing languages. R1 was trained to address these issues and further improve reasoning: Distilled models were trained by SFT on 800K data synthesized from DeepSeek-R1, in a similar way as step 3. They were not trained with RL. There were reports that R2, the intended successor to R1, was originally planned for release in early May 2025. However, on 28 May 2025, R1 was instead updated to version R1-0528. As of early July, R2 was not yet released, as Liang Wenfeng was not yet satisfied with its performance. Most Chinese cloud providers of R1 used Nvidia H20. As of August, R2 was not yet released. Sources cite slow data labelling and chip problems. Specifically, DeepSeek was encouraged by authorities to adopt Huawei's Ascend chips for training, but it had stability issues, slower inter-chip connectivity and inferior software. Consequently it has opted to use Nvidia chips for training and Huawei chips for inference. It is also reported that the Cyberspace Administration of China requested several large corporations to stop buying Nvidia H20 and buy from domestic suppliers instead. With the release of R1 in January, the DeepSeek team published a preprint on arXiv. Later, an updated version was published in Nature in September. Significance DeepSeek's success against larger and more established rivals was a surprise to both the industry and to markets, and has been compared by investors and pundits to the "Sputnik moment". The DeepSeek-R1 model provides responses comparable to other contemporary large language models, such as OpenAI's GPT-4o and o1. Its training cost is reported to be significantly lower than other LLMs. The company claims that it trained V3, a predecessor of R1, for US$6 million compared to US$100 million for OpenAI's GPT-4 in 2023, and approximately one tenth of the computing power used for Meta's comparable model, LLaMA 3.1. After the January 2025 release of the R1 model, which offered significantly lower costs than competing models, some investors anticipated a price war in the American AI industry. It was dubbed the "Pinduoduo of AI", and other Chinese tech giants such as ByteDance, Tencent, Baidu, and Alibaba cut the price of their AI models. Despite its low price, it was profitable compared to its money-losing rivals. See also Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Greeks] | [TOKENS: 12488]
Contents Greeks The Greeks or Hellenes (/ˈhɛliːnz/; Greek: Έλληνες, Éllines [ˈelines]) are an ethnic group and nation native to Greece, Cyprus, southern Albania, Anatolia, parts of Italy and Egypt, and to a lesser extent, other countries surrounding the Eastern Mediterranean and Black Sea. They also form a significant diaspora (omogenia), with many Greek communities established around the world. Greek colonies and communities have been historically established on the shores of the Mediterranean Sea and Black Sea, but the Greek people themselves have always been centered on the Aegean and Ionian seas, where the Greek language has been spoken since the Bronze Age. Until the early 20th century, Greeks were distributed between the Greek peninsula, the western coast of Asia Minor, the Black Sea coast, Cappadocia in central Anatolia, Egypt, the Balkans, Cyprus, and Constantinople. Many of these regions coincided to a large extent with the borders of the Byzantine Empire of the late 11th century and the Eastern Mediterranean areas of ancient Greek colonization. The cultural centers of the Greeks have included Athens, Thessalonica, Alexandria, Smyrna, and Constantinople at various periods. In recent times, most ethnic Greeks live within the borders of the modern Greek state or in Cyprus. The Greek genocide and population exchange between Greece and Turkey nearly ended the three millennia-old Greek presence in Asia Minor. Other longstanding Greek populations can be found from southern Italy to the Caucasus and southern Russia and Ukraine and in the Greek diaspora communities in a number of other countries. Today, most Greeks are officially registered as members of the Greek Orthodox Church. Greeks have greatly influenced and contributed to culture, visual arts, exploration, theatre, literature, philosophy, ethics, politics, architecture, music, mathematics, medicine, science, technology, commerce, cuisine and sports. The Greek language is the oldest recorded living language and its vocabulary has been the basis of many languages, including English as well as international scientific nomenclature. Greek was the most widely spoken lingua franca in the Mediterranean world since the fourth century BC and the New Testament of the Christian Bible was also originally written in Greek. History The Greeks speak the Greek language, which forms its own unique branch within the Indo-European family of languages, the Hellenic. They are part of a group of classical ethnicities and described by Anthony D. Smith as an "archetypal diaspora people". The Proto-Greeks probably arrived at the area now called Greece, in the southern tip of the Balkan peninsula, at the end of the 3rd millennium BC between 2200 and 1900 BC.[a] The sequence of migrations into the Greek mainland during the 2nd millennium BC has to be reconstructed on the basis of the ancient Greek dialects, as they presented themselves centuries later and are therefore subject to some uncertainties. There were at least two migrations, the first being the Ionians and Achaeans, which resulted in Mycenaean Greece by the 16th century BC, and the second, the Dorian invasion, around the 11th century BC, displacing the Arcadocypriot dialects, which descended from the Mycenaean period. Both migrations occur at incisive periods, the Mycenaean at the transition to the Late Bronze Age and the Doric at the Bronze Age collapse. In c. 1600 BC, the Mycenaean Greeks borrowed from the Minoan civilization its syllabic writing system (Linear A) and developed their own syllabic script known as Linear B, providing the first and oldest written evidence of Greek. The Mycenaeans quickly penetrated the Aegean Sea and, by the 15th century BC, had reached Rhodes, Crete, Cyprus and the shores of Asia Minor. Around 1200 BC, the Dorians, another Greek-speaking people, followed from Epirus. Older historical research often proposed Dorian invasion caused the collapse of the Mycenaean civilization, but this narrative has been abandoned in all contemporary research. It is likely that one of the factors which contributed to the Mycenaean palatial collapse was linked to raids by groups known in historiography as the "Sea Peoples" who sailed into the eastern Mediterranean around 1180 BC. The Dorian invasion was followed by a poorly attested period of migrations, appropriately called the Greek Dark Ages, but by 800 BC the landscape of Archaic and Classical Greece was discernible. The Greeks of classical antiquity idealized their Mycenaean ancestors and the Mycenaean period as a glorious era of heroes, closeness of the gods and material wealth. The Homeric Epics (i.e. Iliad and Odyssey) were especially and generally accepted as part of the Greek past and it was not until the time of Euhemerism that scholars began to question Homer's historicity. As part of the Mycenaean heritage that survived, the names of the gods and goddesses of Mycenaean Greece (e.g. Zeus, Poseidon and Hades) became major figures of the Olympian Pantheon of later antiquity. The ethnogenesis of the Greek nation is linked to the development of Pan-Hellenism in the 8th century BC. According to some scholars, the foundational event was the Olympic Games in 776 BC, when the idea of a common Hellenism among the Greek tribes was first translated into a shared cultural experience and Hellenism was primarily a matter of common culture. The works of Homer (i.e. Iliad and Odyssey) and Hesiod (i.e. Theogony) were written in the 8th century BC, becoming the basis of the national religion, ethos, history and mythology. The Oracle of Apollo at Delphi was established in this period. The classical period of Greek civilization covers a time spanning from the early 5th century BC to the death of Alexander the Great, in 323 BC (some authors prefer to split this period into "Classical", from the end of the Greco-Persian Wars to the end of the Peloponnesian War, and "Fourth Century", up to the death of Alexander). It is so named because it set the standards by which Greek civilization would be judged in later eras. The Classical period is also described as the "Golden Age" of Greek civilization, and its art, philosophy, architecture and literature would be instrumental in the formation and development of Western culture. At the battles of Marathon, Thermopylae, Salamis, and Platea, some Greek city-states formed a victorious alliance led by Sparta and Athens. The Delian league, under the leadership of Athens, continued the war with the Achaemenid Empire after the end of the Persian invasions. While the Greeks of the classical era understood themselves to belong to a common Hellenic genos, their first loyalty was to their city and they saw nothing incongruous about warring, often brutally, with other Greek city-states. The Peloponnesian War, the large scale civil war between the two most powerful Greek city-states Athens and Sparta and their allies, left both greatly weakened. A brief Spartan hegemony, and then a short-lived Theban hegemony, followed up until the Battle of Mantinea in 362 BC. After the rise of Macedon and the Battle of Chaeronea, most of the feuding Greek city-states became members of the Hellenic league under the leadership of Philip, the Argead king of Macedon, in order to invade the Achaemenid Empire. The Pan-Hellenic campaign had the slogans of "freeing the Greeks" in Asia and "punishing the Persians" for their past sacrileges during their own invasion of Greece a century and a half earlier. The campaign was led successfully by his son Alexander the Great, as Philip was assassinated in 336 BC. Alexander's toppling of the Achaemenid Empire, after his victories at the battles of the Granicus, Issus and Gaugamela, and his advance as far as modern-day Pakistan and Tajikistan, provided an important outlet for Greek culture, via the creation of colonies and trade routes along the way. While the Alexandrian empire did not survive its creator's death intact, the cultural implications of the spread of Hellenism across much of the Middle East and Asia were to prove long lived as Greek became the lingua franca, a position it retained even in Roman times. Many Greeks settled in Hellenistic cities like Alexandria, Antioch and Seleucia. The Hellenistic civilization was the next period of Greek civilization, the beginnings of which are usually placed at Alexander's death. This Hellenistic age, so called because it saw the partial Hellenization of many non-Greek cultures, extending all the way into India and Bactria, both of which maintained Greek cultures and governments for centuries. The end is often placed around conquest of Egypt by Rome in 30 BC, although the Indo-Greek kingdoms lasted for a few more decades. This age saw the Greeks move towards larger cities and a reduction in the importance of the city-state. These larger cities were parts of the still larger Kingdoms of the Diadochi. Greeks, however, remained aware of their past, chiefly through the study of the works of Homer and the classical authors. An important factor in maintaining Greek identity was contact with barbarian (non-Greek) peoples, which was deepened in the new cosmopolitan environment of the multi-ethnic Hellenistic kingdoms. This led to a strong desire among Greeks to organize the transmission of the Hellenic paideia to the next generation. Greek science, technology and mathematics are generally considered to have reached their peak during the Hellenistic period. In the Indo-Greek and Greco-Bactrian kingdoms, Greco-Buddhism was spreading and Greek missionaries would play an important role in propagating it to China. Further east, the Greeks of Alexandria Eschate became known to the Chinese people as the Dayuan. Between 280 BC and 30 BC, after the Pyrrhic, Macedonian, and Mithridatic Wars, most of the Hellenistic world was conquered by Rome, and almost all of the world's Greek speakers lived as citizens or subjects of the Roman Empire. Despite their military superiority, the Romans admired and became heavily influenced by the achievements of Greek culture, hence Horace's famous statement: Graecia capta ferum victorem cepit ("Greece, although captured, took its wild conqueror captive"). In the centuries following the Roman conquest of the Greek world, the Greek and Roman cultures merged into a single Greco-Roman culture. In the religious sphere, this was a period of profound change. The spiritual revolution that took place, saw a waning of the old Greek religion, whose decline beginning in the 3rd century BC continued with the introduction of new religious movements from the East. The cults of deities like Isis and Mithra were introduced into the Greek world. Greek-speaking communities of the Hellenized East were instrumental in the spread of early Christianity in the 2nd and 3rd centuries, and Christianity's early leaders and writers (notably Saint Paul) were generally Greek-speaking, though none were from Greece proper. However, Greece itself had a tendency to cling to paganism and was not one of the influential centers of early Christianity: in fact, some ancient Greek religious practices remained in vogue until the end of the 4th century, with some areas such as the southeastern Peloponnese remaining pagan until well into the mid-Byzantine 10th century AD. The region of Tsakonia remained pagan until the ninth century and as such its inhabitants were referred to as Hellenes, in the sense of being pagan, by their Christianized Greek brethren in mainstream Byzantine society. While ethnic distinctions still existed in the Roman Empire, they became secondary to religious considerations, and the renewed empire used Christianity as a tool to support its cohesion and promote a robust Roman national identity. From the early centuries of the Common Era, the Greeks self-identified as Romans (Greek: Ῥωμαῖοι Rhōmaîoi). By that time, the name Hellenes denoted pagans but was revived as an ethnonym in the 11th century. During most of the Middle Ages, the Byzantine Greeks self-identified as Rhōmaîoi (Ῥωμαῖοι, "Romans", meaning citizens of the Roman Empire), a term which in the Greek language had become synonymous with Christian Greeks. The Latinizing term Graikoí (Γραικοί, "Greeks") was also used, though its use was less common, and nonexistent in official Byzantine political correspondence, prior to the Fourth Crusade of 1204. The Eastern Roman Empire (today conventionally named the Byzantine Empire, a name not used during its own time) became increasingly influenced by Greek culture after the 7th century when Emperor Heraclius (r. 610–641 AD) decided to make Greek the empire's official language. Although the Catholic Church recognized the Eastern Empire's claim to the Roman legacy for several centuries, after Pope Leo III crowned Charlemagne, king of the Franks, as the "Roman Emperor" on 25 December 800, an act which eventually led to the formation of the Holy Roman Empire, the Latin West started to favour the Franks and began to refer to the Eastern Roman Empire largely as the Empire of the Greeks (Imperium Graecorum). While this Latin term for the ancient Hellenes could be used neutrally, its use by Westerners from the 9th century onwards in order to challenge Byzantine claims to ancient Roman heritage rendered it a derogatory exonym for the Byzantines who barely used it, mostly in contexts relating to the West, such as texts relating to the Council of Florence, to present the Western viewpoint. Additionally, among the Germanic and the Slavic peoples, the Rhōmaîoi were just called Greeks. There are three schools of thought regarding this Byzantine Roman identity in contemporary Byzantine scholarship: The first considers "Romanity" the mode of self-identification of the subjects of a multi-ethnic empire at least up to the 12th century, where the average subject identified as Roman; a perennialist approach, which views Romanity as the medieval expression of a continuously existing Greek nation; while a third view considers the eastern Roman identity as a pre-modern national identity. The Byzantine Greeks' essential values were drawn from both Christianity and the Homeric tradition of ancient Greece. A distinct Greek identity re-emerged in the 11th century in educated circles and became more forceful after the fall of Constantinople to the Crusaders of the Fourth Crusade in 1204. In the Empire of Nicaea, a small circle of the elite used the term "Hellene" as a term of self-identification. For example, in a letter to Pope Gregory IX, the Nicaean emperor John III Doukas Vatatzes (r. 1221–1254) claimed to have received the gift of royalty from Constantine the Great, and put emphasis on his "Hellenic" descent, exalting the wisdom of the Greek people. After the Byzantines recaptured Constantinople, however, in 1261, Rhomaioi became again dominant as a term for self-description and there are few traces of Hellene (Έλληνας), such as in the writings of George Gemistos Plethon, who abandoned Christianity and in whose writings culminated the secular tendency in the interest in the classical past. However, it was the combination of Orthodox Christianity with a specifically Greek identity that shaped the Greeks' notion of themselves in the empire's twilight years. In the twilight years of the Byzantine Empire, prominent Byzantine personalities proposed referring to the Byzantine Emperor as the "Emperor of the Hellenes". These largely rhetorical expressions of Hellenic identity were confined within intellectual circles, but were continued by Byzantine intellectuals who participated in the Italian Renaissance. The interest in the Classical Greek heritage was complemented by a renewed emphasis on Greek Orthodox identity, which was reinforced in the late Medieval and Ottoman Greeks' links with their fellow Orthodox Christians in the Russian Empire. These were further strengthened following the fall of the Empire of Trebizond in 1461, after which and until the second Russo-Turkish War of 1828–29 hundreds of thousands of Pontic Greeks fled or migrated from the Pontic Alps and Armenian Highlands to southern Russia and the Russian South Caucasus (see also Greeks in Russia, Greeks in Armenia, Greeks in Georgia, and Caucasian Greeks). These Byzantine Greeks were largely responsible for the preservation of the literature of the classical era. Byzantine grammarians were those principally responsible for carrying, in person and in writing, ancient Greek grammatical and literary studies to the West during the 15th century, giving the Italian Renaissance a major boost. The Aristotelian philosophical tradition was nearly unbroken in the Greek world for almost two thousand years, until the Fall of Constantinople in 1453. To the Slavic world, the Byzantine Greeks contributed by the dissemination of literacy and Christianity. The most notable example of the latter was the work of the two Byzantine Greek brothers, the monks Saints Cyril and Methodius from the port city of Thessalonica, capital of the theme of Thessalonica, who are credited today with formalizing the first Slavic alphabet. Following the Fall of Constantinople on 29 May 1453, many Greeks sought better employment and education opportunities by leaving for the West, particularly Italy, Central Europe, Germany and Russia. Greeks are greatly credited for the European cultural revolution, later called the Renaissance. In Greek-inhabited territory itself, Greeks came to play a leading role in the Ottoman Empire, due in part to the fact that the central hub of the empire, politically, culturally, and socially, was based on Western Thrace and Macedonia, both in Northern Greece, and of course was centred on the mainly Greek-populated, former Byzantine capital, Constantinople. As a direct consequence of this situation, Greek-speakers came to play a hugely important role in the Ottoman trading and diplomatic establishment, as well as in the church. Added to this, in the first half of the Ottoman period men of Greek origin made up a significant proportion of the Ottoman army, navy, and state bureaucracy, having been levied as adolescents (along with especially Albanians and Serbs) into Ottoman service through the devshirme. Many Ottomans of Greek (or Albanian or Serb) origin were therefore to be found within the Ottoman forces which governed the provinces, from Ottoman Egypt, to Ottomans occupied Yemen and Algeria, frequently as provincial governors. For those that remained under the Ottoman Empire's millet system, religion was the defining characteristic of national groups (milletler), so the exonym "Greeks" (Rumlar from the name Rhomaioi) was applied by the Ottomans to all members of the Orthodox Church, regardless of their language or ethnic origin. The Greek speakers were the only ethnic group to actually call themselves Romioi, (as opposed to being so named by others) and, at least those educated, considered their ethnicity (genos) to be Hellenic. There were, however, many Greeks who escaped the second-class status of Christians inherent in the Ottoman millet system, according to which Muslims were explicitly awarded senior status and preferential treatment. These Greeks either emigrated, particularly to their fellow Orthodox Christian protector, the Russian Empire, or simply converted to Islam, often only very superficially and whilst remaining crypto-Christian. The most notable examples of large-scale conversion to Turkish Islam among those today defined as Greek Muslims—excluding those who had to convert as a matter of course on being recruited through the devshirme—were to be found in Crete (Cretan Turks), Greek Macedonia (for example among the Vallahades of western Macedonia), and among Pontic Greeks in the Pontic Alps and Armenian Highlands. Several Ottoman sultans and princes were also of part Greek origin, with mothers who were either Greek concubines or princesses from Byzantine noble families, one famous example being sultan Selim the Grim (r. 1517–1520), whose mother Gülbahar Hatun was a Pontic Greek. The roots of Greek success in the Ottoman Empire can be traced to the Greek tradition of education and commerce exemplified in the Phanariotes. It was the wealth of the extensive merchant class that provided the material basis for the intellectual revival that was the prominent feature of Greek life in the half century and more leading to the outbreak of the Greek War of Independence in 1821. Not coincidentally, on the eve of 1821, the three most important centres of Greek learning were situated in Chios, Smyrna and Aivali, all three major centres of Greek commerce. Greek success was also favoured by Greek domination in the leadership of the Eastern Orthodox church. The movement of the Greek enlightenment, the Greek expression of the Age of Enlightenment, contributed not only in the promotion of education, culture and printing among the Greeks, but also in the case of independence from the Ottomans, and the restoration of the term "Hellene". Adamantios Korais, probably the most important intellectual of the movement, advocated the use of the term "Hellene" (Έλληνας) or "Graikos" (Γραικός) in the place of Romiós, that was seen negatively by him. The relationship between ethnic Greek identity and Greek Orthodox religion continued after the creation of the modern Greek nation-state in 1830. According to the second article of the first Greek constitution of 1822, a Greek was defined as any native Christian resident of the Kingdom of Greece, a clause removed by 1840. A century later, when the Treaty of Lausanne was signed between Greece and Turkey in 1923, the two countries agreed to use religion as the determinant for ethnic identity for the purposes of population exchange, although most of the Greeks displaced (over a million of the total 1.5 million) had already been driven out by the time the agreement was signed.[b] The Greek genocide, in particular the harsh removal of Pontian Greeks from the southern shore area of the Black Sea, contemporaneous with and following the failed Greek Asia Minor Campaign, was part of this process of Turkification of the Ottoman Empire and the placement of its economy and trade, then largely in Greek hands under ethnic Turkish control. Identity The English names Greece and Greek are derived, via the Latin Graecia and Graecus, from the name of the Graeci (Γραικοί, Graikoí; singular Γραικός, Graikós), who were among the first ancient Greek tribes to settle southern Italy (the so-called "Magna Graecia"). The term is possibly derived from the Proto-Indo-European root *ǵerh₂-, "to grow old", more specifically from Graea (ancient city), said by Aristotle to be the oldest in Greece, and the source of colonists for the Naples area. Greeks and Greek-speakers have used different names to refer to themselves collectively. The term Achaeans (Ἀχαιοί) is one of the collective names for the Greeks in Homer's Iliad and Odyssey (the Homeric "long-haired Achaeans" would have been a part of the Mycenaean civilization that dominated Greece from c. 1600 BC until 1100 BC). The other common names are Danaans (Δαναοί) and Argives (Ἀργεῖοι) while Panhellenes (Πανέλληνες) and Hellenes (Ἕλληνες) both appear only once in the Iliad; all of these terms were used, synonymously, to denote a common Greek identity. In the historical period, Herodotus identified the Achaeans of the northern Peloponnese as descendants of the earlier, Homeric Achaeans. Homer refers to the "Hellenes" as a relatively small tribe settled in Thessalic Phthia, with its warriors under the command of Achilleus. The Parian Chronicle says that Phthia was the homeland of the Hellenes and that this name was given to those previously called Greeks (Γραικοί). In Greek mythology, Hellen, the patriarch of the Hellenes who ruled around Phthia, was the son of Pyrrha and Deucalion, the only survivors after the Great Deluge. The Greek philosopher Aristotle names ancient Hellas as an area in Epirus between Dodona and the Achelous river, the location of the Great Deluge of Deucalion, a land occupied by the Selloi and the "Greeks" who later came to be known as "Hellenes". In the Homeric tradition, the Selloi were the priests of Dodonian Zeus. In the Hesiodic Catalogue of Women, Graecus is presented as the son of Zeus and Pandora II, sister of Hellen the patriarch of the Hellenes. According to the Parian Chronicle, when Deucalion became king of Phthia, the Graikoi (Γραικοί) were named Hellenes. Aristotle notes in his Meteorologica that the Hellenes were related to the Graikoi. The terms used to define Greekness have varied throughout history but were never limited or completely identified with membership to a Greek state. Herodotus gave a famous account of what defined Greek (Hellenic) ethnic identity in his day, enumerating By Western standards, the term Greeks has traditionally referred to any native speakers of the Greek language, whether Mycenaean, Byzantine or modern Greek. Byzantine Greeks self-identified as Romaioi ("Romans"), Graikoi ("Greeks") and Christianoi ("Christians") since they were the political heirs of imperial Rome, the descendants of their classical Greek forebears and followers of the Apostles; during the mid-to-late Byzantine period (11th–13th century), a growing number of Byzantine Greek intellectuals deemed themselves Hellenes although for most Greek-speakers, "Hellene" still meant pagan. On the eve of the Fall of Constantinople the Last Emperor urged his soldiers to remember that they were the descendants of Greeks and Romans. Before the establishment of the modern Greek nation-state, the link between ancient and modern Greeks was emphasized by the scholars of Greek Enlightenment especially by Rigas Feraios. In his "Political Constitution", he addresses to the nation as "the people descendant of the Greeks". The modern Greek state was created in 1829, when the Greeks liberated a part of their historic homelands, Peloponnese, from the Ottoman Empire. The large Greek diaspora and merchant class were instrumental in transmitting the ideas of western romantic nationalism and philhellenism, which together with the conception of Hellenism, formulated during the last centuries of the Byzantine Empire, formed the basis of the Diafotismos and the current conception of Hellenism. The Greeks today are a nation in the meaning of an ethnos, defined by possessing Greek culture and having a Greek mother tongue, not by citizenship, race, and religion or by being subjects of any particular state. In ancient and medieval times and to some extent today the Greek term was genos, which also indicates a common ancestry. The most obvious link between modern and ancient Greeks is their language, which has a documented tradition from at least the 14th century BC to the present day, albeit with a break during the Greek Dark Ages from which written records are absent (11th–8th cent. BC, though the Cypriot syllabary was in use during this period). Scholars compare its continuity of tradition to Chinese alone. Since its inception, Hellenism was primarily a matter of common culture and the national continuity of the Greek world is a lot more certain than its demographic. Yet, Hellenism also embodied an ancestral dimension through aspects of Athenian literature that developed and influenced ideas of descent based on autochthony. During the later years of the Eastern Roman Empire, areas such as Ionia and Constantinople experienced a Hellenic revival in language, philosophy, and literature and on classical models of thought and scholarship. This revival provided a powerful impetus to the sense of cultural affinity with ancient Greece and its classical heritage. Throughout their history, the Greeks have retained their language and alphabet, certain values and cultural traditions, customs, a sense of religious and cultural difference and exclusion (the word barbarian was used by 12th-century historian Anna Komnene to describe non-Greek speakers), a sense of Greek identity and common sense of ethnicity despite the undeniable socio-political changes of the past two millennia. In recent anthropological studies, both ancient and modern Greek osteological samples were analyzed demonstrating a bio-genetic affinity and continuity shared between both groups. There is also a direct genetic link between ancient Greeks and modern Greeks. Demographics In ancient times, the trading and colonizing activities of the Greek tribes and city states spread the Greek culture, religion and language around the Mediterranean and Black Sea basins, especially in Southern Italy (the so-called "Magna Graecia"), Spain, the south of France and the Black sea coasts. Under Alexander the Great's empire and successor states, Greek and Hellenizing ruling classes were established in the Middle East, India and in Egypt. The Hellenistic period is characterized by a new wave of Greek colonization that established Greek cities and kingdoms in Asia and Africa. Under the Roman Empire, easier movement of people spread Greeks across the Empire and in the eastern territories, Greek became the lingua franca rather than Latin. The modern-day Griko community of southern Italy, numbering about 60,000, may represent a living remnant of the ancient Greek populations of Italy. Today, Greeks are the majority ethnic group in the Hellenic Republic, where they constitute 93% of the country's population, and the Republic of Cyprus where they make up 78% of the island's population (excluding Turkish settlers in the occupied part of the country). Greek populations have not traditionally exhibited high rates of growth; a large percentage of Greek population growth since Greece's foundation in 1832 was attributed to annexation of new territories, as well as the influx of 1.5 million Greek refugees after the 1923 population exchange between Greece and Turkey. About 80% of the population of Greece is urban, with 28% concentrated in the city of Athens. Greeks from Cyprus have a similar history of emigration, usually to the English-speaking world because of the island's colonization by the British Empire. Waves of emigration followed the Turkish invasion of Cyprus in 1974, while the population decreased between mid-1974 and 1977 as a result of emigration, war losses, and a temporary decline in fertility. After the ethnic cleansing of a third of the Greek population of the island in 1974, there was also an increase in the number of Greek Cypriots leaving, especially for the Middle East, which contributed to a decrease in population that tapered off in the 1990s. Today more than two-thirds of the Greek population in Cyprus is urban. Around 1990, most Western estimates of the number of ethnic Greeks in Albania were around 200,000 but in the 1990s, a majority of them migrated to Greece. The Greek minority of Turkey, which numbered upwards of 200,000 people after the 1923 exchange, has now dwindled to a few thousand, after the 1955 Constantinople Pogrom and other state sponsored violence and discrimination. This effectively ended, though not entirely, the three-thousand-year-old presence of Hellenism in Asia Minor. There are smaller Greek minorities in the rest of the Balkan countries, the Levant and the Black Sea states, remnants of the Old Greek Diaspora (pre-19th century). The total number of Greeks living outside Greece and Cyprus today is a contentious issue. Where census figures are available, they show around three million Greeks outside Greece and Cyprus. Estimates provided by the SAE – World Council of Hellenes Abroad put the figure at around seven million worldwide. According to George Prevelakis of Sorbonne University, the number is closer to just below five million. Integration, intermarriage, and loss of the Greek language influence the self-identification of the Greek diaspora (omogenia). Important centres include New York City, Chicago, Boston, Los Angeles, Sydney, Melbourne, London, Toronto, Montreal, Vancouver, Auckland, and Sao Paulo. In 2010, the Hellenic Parliament introduced a law that allowed members of the diaspora to vote in Greek elections; this law was repealed in early 2014. During and after the Greek War of Independence, Greeks of the diaspora were important in establishing the fledgling state, raising funds and awareness abroad. Greek merchant families already had contacts in other countries and during the disturbances many set up home around the Mediterranean (notably Marseilles in France, Livorno in Italy, Alexandria in Egypt), Russia (Odesa and Saint Petersburg), and Britain (London and Liverpool) from where they traded, typically in textiles and grain. Businesses frequently comprised the extended family, and with them they brought schools teaching Greek and the Greek Orthodox Church. As markets changed and they became more established, some families grew their operations to become shippers, financed through the local Greek community, notably with the aid of the Ralli or Vagliano Brothers. With economic success, the Diaspora expanded further across the Levant, North Africa, India and the USA. In the 20th century, many Greeks left their traditional homelands for economic reasons resulting in large migrations from Greece and Cyprus to the United States, Great Britain, Australia, Canada, Germany, and South Africa, especially after the Second World War (1939–1945), the Greek Civil War (1946–1949), and the Turkish Invasion of Cyprus in 1974. While official figures remain scarce, polls and anecdotal evidence point to renewed Greek emigration as a result of the Greek financial crisis. According to data published by the Federal Statistical Office of Germany in 2011, 23,800 Greeks emigrated to Germany, a significant increase over the previous year. By comparison, about 9,000 Greeks emigrated to Germany in 2009 and 12,000 in 2010. Culture Greek culture has evolved over thousands of years, with its beginning in the Mycenaean civilization, continuing through the classical era, the Hellenistic period, the Roman and Byzantine periods and was profoundly affected by Christianity, which it in turn influenced and shaped. Ottoman Greeks had to endure through several centuries of adversity that culminated in genocide in the 20th century. The Diafotismos is credited with revitalizing Greek culture and giving birth to the synthesis of ancient and medieval elements that characterize it today. Most Greeks speak the Greek language, an independent branch of the Indo-European languages, with its closest relations possibly being Armenian (see Graeco-Armenian) or the Indo-Iranian languages (see Graeco-Aryan). It has the longest documented history of any living language and Greek literature has a continuous history of over 2,500 years. The oldest inscriptions in Greek are in the Linear B script, dated as far back as 1450 BC. Following the Greek Dark Ages, from which written records are absent, the Greek alphabet appears in the 9th–8th century BC. The Greek alphabet derived from the Phoenician alphabet, and in turn became the parent alphabet of the Latin, Cyrillic, and several other alphabets. The earliest Greek literary works are the Homeric epics, variously dated from the 8th to the 6th century BC. Notable scientific and mathematical works include Euclid's Elements, Ptolemy's Almagest, and others. The New Testament was originally written in Koine Greek. Greek demonstrates several linguistic features that are shared with other Balkan languages, such as Albanian, Bulgarian and Eastern Romance languages (see Balkan sprachbund), and has absorbed many foreign words, primarily of Western European and Turkish origin. Because of the movements of Philhellenism and the Diafotismos in the 19th century, which emphasized the modern Greeks' ancient heritage, these foreign influences were excluded from official use via the creation of Katharevousa, a somewhat artificial form of Greek purged of all foreign influence and words, as the official language of the Greek state. In 1976, however, the Hellenic Parliament voted to make the spoken Dimotiki the official language, making Katharevousa obsolete. Modern Greek has, in addition to Standard Modern Greek or Dimotiki, a wide variety of dialects of varying levels of mutual intelligibility, including Cypriot, Pontic, Cappadocian, Griko and Tsakonian (the only surviving representative of ancient Doric Greek). Yevanic is the language of the Romaniotes, and survives in small communities in Greece, New York and Israel. In addition to Greek, many Greek citizens in Greece and the diaspora are bilingual in other languages such as English, Arvanitika/Albanian, Aromanian, Megleno-Romanian, Macedonian Slavic, Russian and Turkish. Most Greeks are Christians, belonging to the Greek Orthodox Church. During the first centuries after Jesus Christ, the New Testament was originally written in Koine Greek, which remains the liturgical language of the Greek Orthodox Church, and most of the early Christians and Church Fathers were Greek-speaking. There are small groups of ethnic Greeks adhering to other Christian denominations like Latin and Greek Byzantine Catholics, Greek Evangelicals, Pentecostals, Mormons, and groups adhering to other religions including Romaniot and Sephardic Jews, Greek Muslims and Jehovah's Witnesses. About 2,000 Greeks are members of Hellenic Polytheistic Reconstructionism congregations. Greek-speaking Muslims live mainly outside Greece in the contemporary era. There are both Christian and Muslim Greek-speaking communities in Lebanon and Syria, while in the Pontus region of Turkey there is a large community of indeterminate size who were spared from the population exchange because of their religious affiliation. Greek art has a long and varied history. Greeks have contributed to the visual, literary and performing arts. In the West, classical Greek art was influential in shaping the Roman and later the modern Western artistic heritage. Following the Renaissance in Europe, the humanist aesthetic and the high technical standards of Greek art inspired generations of European artists. Well into the 19th century, the classical tradition derived from Greece played an important role in the art of the Western world. In the East, Alexander the Great's conquests initiated several centuries of exchange between Greek, Central Asian and Indian cultures, resulting in Indo-Greek and Greco-Buddhist art, whose influence reached as far as Japan. Byzantine Greek art, which grew from the Hellenistic classical art and adapted the pagan motifs in the service of Christianity, provided a stimulus to the art of many nations. Its influences can be traced from Venice in the West to Kazakhstan in the East. In turn, Greek art was influenced by eastern civilizations (i.e. Egypt, Persia, etc.) during various periods of its history. Notable modern Greek artists include: Notable cinema or theatre actors include Marika Kotopouli, Melina Mercouri, Ellie Lambeti, Academy Award winner Katina Paxinou, Alexis Minotis, Dimitris Horn, Thanasis Veggos, Manos Katrakis and Irene Papas. Alekos Sakellarios, Karolos Koun, Vasilis Georgiadis, Kostas Gavras, Michael Cacoyannis, Giannis Dalianidis, Nikos Koundouros and Theo Angelopoulos are among the most important directors. Among the most significant modern-era architects are Stamatios Kleanthis, Lysandros Kaftanzoglou, Anastasios Metaxas, Panagis Kalkos, Anastasios Orlandos, the naturalized Greek Ernst Ziller, Dimitris Pikionis and urban planners Stamatis Voulgaris and George Candilis. The Greeks of the Classical and Hellenistic eras made seminal contributions to science and philosophy, laying the foundations of several western scientific traditions, such as astronomy, geography, historiography, mathematics, medicine, philosophy and political science. The scholarly tradition of the Greek academies was maintained during Roman times with several academic institutions in Constantinople, Antioch, Alexandria and other centers of Greek learning, while Byzantine science was essentially a continuation of classical science. Greeks have a long tradition of valuing and investing in paideia (education). Paideia was one of the highest societal values in the Greek and Hellenistic world while the first European institution described as a university was founded in 5th century Constantinople and operated in various incarnations until the city's fall to the Ottomans in 1453. The University of Constantinople was Christian Europe's first secular institution of higher learning since no theological subjects were taught, and considering the original meaning of the word university as a corporation of students, the world's first university as well. As of 2007, Greece had the eighth highest percentage of tertiary enrollment in the world (with the percentages for female students being higher than for male) while Greeks of the Diaspora are equally active in the field of education. Hundreds of thousands of Greek students attend western universities every year while the faculty lists of leading Western universities contain a striking number of Greek names. Notable Greek scientists of modern times include: physician Georgios Papanicolaou (pioneer in cytopathology, inventor of the Pap test); mathematician Constantin Carathéodory (acclaimed contributor to real and complex analysis and the calculus of variations); archaeologists Manolis Andronikos (unearthed the tomb of Philip II), Valerios Stais (recognised the Antikythera mechanism), Spyridon Marinatos (specialised in Mycenaean sites) and Ioannis Svoronos; chemists Leonidas Zervas (of Bergmann-Zervas synthesis and Z-group discovery fame), K. C. Nicolaou (first total synthesis of taxol) and Panayotis Katsoyannis (first chemical synthesis of insulin); computer scientists Michael Dertouzos and Nicholas Negroponte (known for their early work with the World Wide Web), John Argyris (co-creator of the FEM), Joseph Sifakis (2007 Turing Award), Christos Papadimitriou (2002 Knuth Prize) and Mihalis Yannakakis (2005 Knuth Prize); physicist-mathematician Demetrios Christodoulou (renowned for work on Minkowski spacetime) and physicists Achilles Papapetrou (known for solutions of general relativity), Dimitri Nanopoulos (extensive work on particle physics and cosmology), and John Iliopoulos (2007 Dirac Prize for work on the charm quark); astronomer Eugenios Antoniadis; biologist Fotis Kafatos (contributor to cDNA cloning technology); botanist Theodoros Orphanides; economist Xenophon Zolotas (held various senior posts in international organisations such as the IMF); Indologist Dimitrios Galanos; linguist Yiannis Psycharis (promoter of Demotic Greek); historians Constantine Paparrigopoulos (founder of modern Greek historiography) and Helene Glykatzi Ahrweiler (excelled in Byzantine studies); and political scientists Nicos Poulantzas (a leading Structural Marxist) and Cornelius Castoriadis (philosopher of history and ontologist, social critic, economist, psychoanalyst). Significant engineers and automobile designers include Nikolas Tombazis, Alec Issigonis and Andreas Zapatinas. The most widely used symbol is the flag of Greece, which features nine equal horizontal stripes of blue alternating with white representing the nine syllables of the Greek national motto Eleftheria i Thanatos (Freedom or Death), which was the motto of the Greek War of Independence. The blue square in the upper hoist-side corner bears a white cross, which represents Greek Orthodoxy. The Greek flag is widely used by the Greek Cypriots, although Cyprus has officially adopted a neutral flag to ease ethnic tensions with the Turkish Cypriot minority (see flag of Cyprus). The pre-1978 (and first) flag of Greece, which features a Greek cross (crux immissa quadrata) on a blue background, is widely used as an alternative to the official flag, and they are often flown together. The national emblem of Greece features a blue escutcheon with a white cross surrounded by two laurel branches. A common design involves the current flag of Greece and the pre-1978 flag of Greece with crossed flagpoles and the national emblem placed in front. Another highly recognizable and popular Greek symbol is the double-headed eagle, the imperial emblem of the last dynasty of the Eastern Roman Empire and a common symbol in Asia Minor and, later, Eastern Europe. It is not part of the modern Greek flag or coat-of-arms, although it is officially the insignia of the Greek Army and the flag of the Church of Greece. It had been incorporated in the Greek coat of arms between 1925 and 1926. Classical Athens is considered the birthplace of Democracy. The term appeared in the 5th century BC to denote the political systems then existing in Greek city-states, notably Athens, to mean "rule of the people", in contrast to aristocracy (ἀριστοκρατία, aristokratía), meaning "rule by an excellent elite", and to oligarchy. While theoretically these definitions are in opposition, in practice the distinction has been blurred historically. Led by Cleisthenes, Athenians established what is generally held as the first democracy in 508–507 BC, which took gradually the form of a direct democracy. The democratic form of government declined during the Hellenistic and Roman eras, only to be revived as an interest in Western Europe during the early modern period. The European enlightenment and the democratic, liberal and nationalistic ideas of the French Revolution was a crucial factor to the outbreak of the Greek War of Independence and the establishment of the modern Greek state. Notable modern Greek politicians include Ioannis Kapodistrias, founder of the First Hellenic Republic, reformist Charilaos Trikoupis, Eleftherios Venizelos, who marked the shape of modern Greece, social democrats Georgios Papandreou and Alexandros Papanastasiou, Konstantinos Karamanlis, founder of the Third Hellenic Republic, and socialist Andreas Papandreou. Greek surnames began to appear in the 9th and 10th century, at first among ruling families, eventually supplanting the ancient tradition of using the father's name as disambiguator. Nevertheless, Greek surnames are most commonly patronymics, such those ending in the suffix -opoulos or -ides, while others derive from trade professions, physical characteristics, or a location such as a town, village, or monastery. Commonly, Greek male surnames end in -s, which is the common ending for Greek masculine proper nouns in the nominative case. Occasionally (especially in Cyprus), some surnames end in -ou, indicating the genitive case of a patronymic name. Many surnames end in suffixes that are associated with a particular region, such as -akis (Crete), -eas or -akos (Mani Peninsula), -atos (island of Cephalonia), -ellis (island of Lesbos) and so forth. In addition to a Greek origin, some surnames have Turkish or Latin/Italian origin, especially among Greeks from Asia Minor and the Ionian Islands, respectively. Female surnames end in a vowel and are usually the genitive form of the corresponding males surname, although this usage is not followed in the diaspora, where the male version of the surname is generally used. With respect to personal names, the two main influences are Christianity and classical Hellenism; ancient Greek nomenclatures were never forgotten but have become more widely bestowed from the 18th century onwards. As in antiquity, children are customarily named after their grandparents, with the first born male child named after the paternal grandfather, the second male child after the maternal grandfather, and similarly for female children. Personal names are often familiarized by a diminutive suffix, such as -akis for male names and -itsa or -oula for female names. Greeks generally do not use middle names, instead using the genitive of the father's first name as a middle name. This usage has been passed on to the Russians and other East Slavs (otchestvo). The traditional Greek homelands have been the Greek peninsula and the Aegean Sea, Southern Italy (the so called "Magna Graecia"), the Black Sea, the Ionian coasts of Asia Minor and the islands of Cyprus and Sicily. In Plato's Phaidon, Socrates remarks, "we (Greeks) live around a sea like frogs around a pond" when describing to his friends the Greek cities of the Aegean. This image is attested by the map of the Old Greek Diaspora, which corresponded to the Greek world until the creation of the Greek state in 1832. The sea and trade were natural outlets for Greeks since the Greek peninsula is mostly rocky and does not offer good prospects for agriculture. Notable Greek seafarers include people such as Pytheas of Massalia who sailed to Great Britain, Euthymenes who sailed to Africa, Scylax of Caryanda who sailed to India, the navarch of Alexander the Great Nearchus, Megasthenes, explorer of India, later the 6th century merchant and monk Cosmas Indicopleustes (Cosmas who sailed to India), and the explorer of the Northwestern Passage Ioannis Fokas also known as Juan de Fuca. In later times, the Byzantine Greeks plied the sea-lanes of the Mediterranean and controlled trade until an embargo imposed by the Byzantine emperor on trade with the Caliphate opened the door for the later Italian pre-eminence in trade. Panayotis Potagos was another explorer of modern times who was the first to reach Mbomu and Uele River from the north. The Greek shipping tradition recovered during the late Ottoman rule (especially after the Treaty of Küçük Kaynarca and during the Napoleonic Wars), when a substantial merchant middle class developed, which played an important part in the Greek War of Independence. Today, Greek shipping continues to prosper to the extent that Greece has one of the largest merchant fleets in the world, while many more ships under Greek ownership fly flags of convenience. The most notable shipping magnate of the 20th century was Aristotle Onassis, others being Yiannis Latsis, Stavros G. Livanos, and Stavros Niarchos. Genetics In their archaeogenetic study, Lazaridis et al. (2017) found that Minoans and Mycenaean Greeks were genetically highly similar, but not identical; modern Greeks resembled the Mycenaeans, but with some additional dilution of the early Neolithic ancestry. The results of the study support the idea of genetic continuity between these civilizations and modern Greeks, but not isolation in the history of populations of the Aegean, before and after the time of its earliest civilizations. Furthermore, proposed migrations by Egyptian or Phoenician colonists was not discernible in their data, thus "rejecting the hypothesis that the cultures of the Aegean were seeded by migrants from the old civilizations of these regions." The FST between the sampled Bronze Age populations and present-day West Eurasians was estimated, finding that Mycenaean Greeks and Minoans were least differentiated from the populations of modern Greece, Cyprus, Albania, and Italy. In a subsequent study, Lazaridis et al. (2022) concluded that around ~58.4–65.8% of the ancestry of the Mycenaeans came from Anatolian Neolithic Farmers (ANF), while the remainder mainly came from ancient populations related to the Caucasus Hunter-Gatherers (CHG) (~20.1–22.7%) and the Pre-Pottery Neolithic (PPN) culture in the Levant (~7–14%). The Mycenaeans had also inherited ~3.3–5.5% ancestry from a source related to the Eastern European Hunter-Gatherers (EHG), introduced via a proximal source related to the inhabitants of the Eurasian steppe who are hypothesized to be the Proto-Indo-Europeans, and ~0.9–2.3% from the Iron Gates Hunter-Gatherers in the Balkans. Mycenaean elites were genetically the same as Mycenaean commoners in terms of their steppe ancestry, while some Mycenaeans lacked it altogether. A genetic study by Clemente et al. (2021) found that in the Early Bronze Age, the populations of the Minoan, Helladic, and Cycladic civilizations in the Aegean, were genetically homogeneous. In contrast, the Aegean population during the Middle Bronze Age was more differentiated; probably due to gene flow from a Yamnaya-related population from the Pontic–Caspian steppe. This is corroborated by sequenced genomes of Middle Bronze Age individuals from northern Greece, who had a much higher proportion of steppe-related ancestry; the timing of this gene flow was estimated at ~2,300 BCE, and is consistent with the dominant linguistic theories explaining the emergence of the Proto-Greek language. Present-day Greeks share ~90% of their ancestry with them, suggesting continuity between the two time periods. In the case of Mycenaean Greeks however, their steppe-related ancestry was diluted. The ancestry of the Mycenaeans could be explained via a 2-way admixture model of such MBA individuals in northern Greece, and either an EBA Aegean or MBA Minoan population; the difference between the two time periods could be explained by the general decline of the Mycenaean civilization. Genetic studies using multiple autosomal, Y-DNA, and mtDNA markers, show that Greeks share similar backgrounds as the rest of the Europeans and especially Southern Europeans (Italians and Balkan populations such as Albanians, Slavic Macedonians and Romanians). A study in 2008 showed that Greeks are genetically closest to Italians and Romanians and another 2008 study showed that they are close to Italians, Albanians, Romanians and southern Balkan Slavs such as Slavic Macedonians and Bulgarians. A 2003 study showed that Greeks cluster with other South European (mainly Italians) and North-European populations and are close to the Basques, and FST distances showed that they group with other European and Mediterranean populations, especially with Italians (−0.0001) and Tuscans (0.0005). A study in 2008 showed that Greek regional samples from the mainland cluster with those from the Balkans, principally Albanians while Cretan Greeks cluster with the central Mediterranean and Eastern Mediterranean samples. Studies using mitochondrial DNA gene markers (mtDNA) showed that Greeks group with other Mediterranean European populations and principal component analysis (PCA) confirmed the low genetic distance between Greeks and Italians and also revealed a cline of genes with highest frequencies in the Balkans and Southern Italy, spreading to lowest levels in Britain and the Basque country, which Cavalli-Sforza (1993) associates with "the Greek expansion, which reached its peak in historical times around 1000 and 500 BC but which certainly began earlier". Greeks also have a degree of Eastern-European-related ancestry which is observed in all Balkan peoples; it was acquired after 700 CE, coinciding with the arrival of Slavic-speaking peoples in the Balkans, but the proportion of this ancestry varies considerably between different studies and subregions. A 2019 study showed that Cretans share high IBD with Western (CEU), Central (German and Polish), Northern (CEU, Scandinavian) and Eastern Europeans (Ukrainian, Russian), similar to mainland Greeks who share high IBD with Eastern Europeans. This reflects settlement patterns in Crete, driven by Myceneans and Dorians, Goths and Slavs. Peoples like Andalusians, Near Eastern Arabs and Venetians left a minimal genetic impact on Cretans. But a PCA analysis shows that Cretans overlap with Peloponneseans, Sicilians and Ashkenazi Jews. A 2022 study discovered high genetic affinities between present-day southeastern Peloponnesian populations and Apulians, Calabrians and southeastern Sicilians, which are "all characterised by a cluster composition different from those displayed by other Greek groups", due to low influence from inland populations such as Slavic-related people and/or genetic drift in Tsakones and Maniots. Individuals from western Sicily additionally show similarities with peoples from the western part of the Peloponnese. A 2023 study states that early Cretan farmers shared the same ancestry as other Neolithic Aegeans but received 'eastern' gene flow of Anatolian origin at the end of the Neolithic Age. From the 17th to 12th centuries BCE, genetic signatures of Central and East European ancestry gradually increased in Crete, indicative of mainland Greek influence. Physical appearance A study from 2013 for prediction of hair and eye colour from DNA of the Greek people showed that the self-reported phenotype frequencies according to hair and eye colour categories was as follows: 119 individuals – hair colour, 11 blond, 45 dark blond/light brown, 49 dark brown, 3 brown red/auburn and 11 had black hair; eye colour, 13 with blue, 15 with intermediate (green, heterochromia) and 91 had brown eye colour. Another study from 2012 included 150 dental school students from the University of Athens, and the results of the study showed that light hair colour (blonde/light ash brown) was predominant in 10.7% of the students. 36% had medium hair colour (light brown/medium darkest brown), 32% had darkest brown and 21% black (15.3 off black, 6% midnight black). In conclusion, the hair colour of young Greeks are mostly brown, ranging from light to dark brown with significant minorities having black and blonde hair. The same study also showed that the eye colour of the students was 14.6% blue/green, 28% medium (light brown) and 57.4% dark brown. A 2017 study found that Bronze Age Aegean populations had mostly dark hair (brown to black) and eyes. The genetic phenotype predictions matched the visual representations made by the Greeks of themselves, suggesting that art of this period reproduced phenotypes naturalistically. Timeline The history of the Greek people is closely associated with the history of Greece, Cyprus, Southern Italy, Constantinople, Asia Minor and the Black Sea. During the Ottoman rule of Greece, a number of Greek enclaves around the Mediterranean were cut off from the core, notably in Southern Italy, the Caucasus, Syria and Egypt. By the early 20th century, over half of the overall Greek-speaking population was settled in Asia Minor (now Turkey), while later that century a huge wave of migration to the United States, Australia, Canada and elsewhere created the modern Greek diaspora. See also Notes Citations References Further reading External links Diaspora Religious Academic Trade organizations Charitable organizations
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[SOURCE: https://en.wikipedia.org/wiki/Orion_(constellation)#cite_ref-elnuevodia.com_50-0] | [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/Nicholas_G._Carr] | [TOKENS: 1071]
Contents Nicholas G. Carr Nicholas G. Carr (born 1959) is an American journalist and writer who has published books and articles on technology, business, and culture. His book The Shallows: What the Internet Is Doing to Our Brains was a finalist for the 2011 Pulitzer Prize in General Nonfiction. Career Nicholas Carr originally came to prominence with the 2003 Harvard Business Review article "IT Doesn't Matter" and the 2004 book Does IT Matter? Information Technology and the Corrosion of Competitive Advantage (Harvard Business School Press). In these widely discussed works, he argued that the strategic importance of information technology in business has diminished as IT has become more commonplace, standardized and cheaper. His ideas roiled the information technology industry, spurring heated outcries from executives of Microsoft, Intel, Hewlett-Packard and other leading technology companies, although the ideas got mixed responses from other commentators. In 2005, Carr published the controversial article "The End of Corporate Computing" in the MIT Sloan Management Review, in which he argued that in the future companies will purchase information technology as a utility service from outside suppliers. Carr's second book, The Big Switch: Rewiring the World, From Edison to Google, was published in January 2008 by W. W. Norton. It examines the economic and social consequences of the rise of Internet-based cloud computing, comparing the consequences to those that occurred with the rise of electric utilities in the early 20th century. In the summer of 2008, The Atlantic published Carr's article "Is Google Making Us Stupid?" as the cover story of its annual Ideas issue. Highly critical of the Internet's effect on cognition, the article has been read and debated widely in both the media and the blogosphere. Carr's main argument is that the Internet may have detrimental effects on cognition that diminish the capacity for concentration and contemplation. Carr's 2010 book, The Shallows, develops this argument further. Discussing various examples ranging from Nietzsche's typewriter to London cab drivers' GPS navigators, Carr shows how newly introduced technologies change the way people think, act and live. The book focuses on the detrimental influence of the Internet—although it does recognize its beneficial aspects—by investigating how hypertext has contributed to the fragmentation of knowledge. When users search the Web, for instance, the context of information can be easily ignored. "We don't see the trees," Carr writes. "We see twigs and leaves." One of Carr's major points is that the change caused by the Internet involves the physical restructuring of the human brain, which he explains using the notion of "neuroplasticity." In addition to being a Pulitzer Prize nominee, the book appeared on the New York Times nonfiction bestseller list and has been translated into 17 languages. In 2014, Carr published his fourth book, The Glass Cage: Automation and Us, which presents a critical examination of the role of computer automation in contemporary life. Spanning historical, technical, economic, and philosophical viewpoints, the book has been widely acclaimed by reviewers, with the New York Times Sunday Book Review terming it "essential." In 2016, Carr published Utopia Is Creepy: and Other Provocations, a collection of blog posts, essays, and reviews from 2005 to 2016. The book provides a critique of modern American techno-utopianism, which TIME magazine said "punches a hole in Silicon Valley cultural hubris." In 2025, Carr published Superbloom: How Technologies of Connection Tear Us Apart, which presents a critique of social media's impact on contemporary society. Carr has been executive editor of the Harvard Business Review. He has also served as a member of the editorial board of advisors of Encyclopædia Britannica. In 2019, Carr was the Richmond Visiting Professor of Sociology at Williams College. Wikipedia critique Through his blog "Rough Type" and his Substack "New Cartographies", Carr has been a critic of technological utopianism and in particular the populist claims made for online social production. In his 2005 blog essay titled "The Amorality of Web 2.0," he criticized the quality of volunteer Web 2.0 information projects such as Wikipedia and the blogosphere and argued that they may have a net negative effect on society by displacing more expensive professional alternatives. In a response to Carr's criticism, Wikipedia co-founder Jimmy Wales admitted that the Wikipedia articles quoted by Carr "are, quite frankly, a horrific embarrassment" and solicited recommendations for improving Wikipedia's quality. In May 2007, Carr argued that the dominance of Wikipedia pages in many search results represents a dangerous consolidation of Internet traffic and authority, which may be leading to the creation of what he called "information plantations". Carr coined the term "wikicrats" (a pejorative description of Wikipedia administrators) in August 2007, as part of a more general critique of what he sees as Wikipedia's tendency to develop ever more elaborate and complex systems of rules and bureaucratic ranks or castes over time. Education Carr holds a B.A. from Dartmouth College and an M.A. in English and American literature and language from Harvard University. Books See also Notes External links
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[SOURCE: https://en.wikipedia.org/wiki/SA-C_(programming_language)] | [TOKENS: 113]
Contents SA-C (programming language) Single Assignment C (SA-C) (pronounced "sassy") is a member of the C programming language family designed to be directly and intuitively translatable into circuits, including FPGAs. To ease translation, SA-C does not include pointers and arithmetics thereon. To retain most of the expressiveness of C, SA-C instead features true n-dimensional arrays as first-class objects of the language. See also References External links This programming-language-related article is a stub. You can help Wikipedia by adding missing information.
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[SOURCE: https://en.wikipedia.org/wiki/Heimchen] | [TOKENS: 729]
Contents Heimchen The Heimchen (sg., pl.; German: [ˈhaɪ̯mçən]) is a being from German folklore with several related meanings. In the first place, Heimchen (diminutive of Heim = home) is the German term for house cricket. The house cricket is one of the animal appearances taken by dwarves, as is also attested by the dialectal names such as Herdschmiedl (hearth smith) and Heunemänken (Mänken = manikin). In North Palatinate and Western Palatinate, the house cricket, there known as Krikelmaus (Maus = mouse), is a nursery bogey used to scare children. In Pomerania, the Heimchen feed lost children with bread rolls and milk instead. In Silesia, the stridulating house cricket indicates the presence of a deceased soul. The mountain folk In the Vogtland, the Heimchen are little beings, nary two feet tall, who dwell on a great meadow inside a mountain cave lit as bright as day by a big carbuncle gem. There, flowers made from gems are blooming and a melodic humming, not unlike harp music, can be heard. The entrance is not always open, and the Heimchen or Bergvolk (mountain folk), as they call themselves, are not always visible to human eyes. Those Heimchen keep golden sheep no bigger than lambs whose shepherdess, Ilsa, is an enchanted girl dressed in white with a golden shepherd's staff who is waiting for her redemption. The retinue of Perchta The best-known Heimchen are the companions of Perchta, though. Perchta is the leader of the host of Heimchen, the wailing souls of unbaptized children. She is sometimes called Heimchenkönigin, i.e. Heimchen-Queen. There is also a belief that a stridulating Heimchen or house cricket sits on the nose of Percht. In the Orlagau in Thuringia, the Heimchen, who are also called Heimele, Butzelmännchen (little bogeymen), and Erdmännele (earth manikins), are thought of as tiny earth spirits, as tall as a finger is long, who dwell in the mouse holes of houses. They regularly appear in the evening, dressed in white, of cheerful disposition, with hundreds of them dancing some round dance. They indicate beforehand whether the house dwellers will meet good or bad luck and, if well taken care of, at times might also place gifts in front of their mouse hole in the morning. Those gifts are said to be delectable and very dainty, being found in small golden boxes. The friendly, childishly gay, playful little dwarves love to help humans unseen, be it that they tend to fields and cattle or keep watch on children whose parents are absent. In the Orlagau, the Heimchen once diligently helped the farmers with their work in the abovementioned way which made the area exceptionally wealthy. One day, though, a serious man came from afar who told the people that Perchta isn't to be trusted as the Heimchen are the souls of unbaptized children. When the people then avoided the Heimchen, Perchta decided that it was time to leave, and she and the Heimchen crossed the stream never to return again. Literature References
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[SOURCE: https://en.wikipedia.org/wiki/Elon_Musk#cite_note-219] | [TOKENS: 10515]
Contents Elon Musk Elon Reeve Musk (/ˈiːlɒn/ EE-lon; born June 28, 1971) is a businessman and entrepreneur known for his leadership of Tesla, SpaceX, Twitter, and xAI. Musk has been the wealthiest person in the world since 2025; as of February 2026,[update] Forbes estimates his net worth to be around US$852 billion. Born into a wealthy family in Pretoria, South Africa, Musk emigrated in 1989 to Canada; he has Canadian citizenship since his mother was born there. He received bachelor's degrees in 1997 from the University of Pennsylvania before moving to California to pursue business ventures. In 1995, Musk co-founded the software company Zip2. Following its sale in 1999, he co-founded X.com, an online payment company that later merged to form PayPal, which was acquired by eBay in 2002. Musk also became an American citizen in 2002. In 2002, Musk founded the space technology company SpaceX, becoming its CEO and chief engineer; the company has since led innovations in reusable rockets and commercial spaceflight. Musk joined the automaker Tesla as an early investor in 2004 and became its CEO and product architect in 2008; it has since become a leader in electric vehicles. In 2015, he co-founded OpenAI to advance artificial intelligence (AI) research, but later left; growing discontent with the organization's direction and their leadership in the AI boom in the 2020s led him to establish xAI, which became a subsidiary of SpaceX in 2026. In 2022, he acquired the social network Twitter, implementing significant changes, and rebranding it as X in 2023. His other businesses include the neurotechnology company Neuralink, which he co-founded in 2016, and the tunneling company the Boring Company, which he founded in 2017. In November 2025, a Tesla pay package worth $1 trillion for Musk was approved, which he is to receive over 10 years if he meets specific goals. Musk was the largest donor in the 2024 U.S. presidential election, where he supported Donald Trump. After Trump was inaugurated as president in early 2025, Musk served as Senior Advisor to the President and as the de facto head of the Department of Government Efficiency (DOGE). After a public feud with Trump, Musk left the Trump administration and returned to managing his companies. Musk is a supporter of global far-right figures, causes, and political parties. His political activities, views, and statements have made him a polarizing figure. Musk has been criticized for COVID-19 misinformation, promoting conspiracy theories, and affirming antisemitic, racist, and transphobic comments. His acquisition of Twitter was controversial due to a subsequent increase in hate speech and the spread of misinformation on the service, following his pledge to decrease censorship. His role in the second Trump administration attracted public backlash, particularly in response to DOGE. The emails he sent to Jeffrey Epstein are included in the Epstein files, which were published between 2025–26 and became a topic of worldwide debate. Early life Elon Reeve Musk was born on June 28, 1971, in Pretoria, South Africa's administrative capital. He is of British and Pennsylvania Dutch ancestry. His mother, Maye (née Haldeman), is a model and dietitian born in Saskatchewan, Canada, and raised in South Africa. Musk therefore holds both South African and Canadian citizenship from birth. His father, Errol Musk, is a South African electromechanical engineer, pilot, sailor, consultant, emerald dealer, and property developer, who partly owned a rental lodge at Timbavati Private Nature Reserve. His maternal grandfather, Joshua N. Haldeman, who died in a plane crash when Elon was a toddler, was an American-born Canadian chiropractor, aviator and political activist in the technocracy movement who moved to South Africa in 1950. Elon has a younger brother, Kimbal, a younger sister, Tosca, and four paternal half-siblings. Musk was baptized as a child in the Anglican Church of Southern Africa. Despite both Elon and Errol previously stating that Errol was a part owner of a Zambian emerald mine, in 2023, Errol recounted that the deal he made was to receive "a portion of the emeralds produced at three small mines". Errol was elected to the Pretoria City Council as a representative of the anti-apartheid Progressive Party and has said that his children shared their father's dislike of apartheid. After his parents divorced in 1979, Elon, aged around 9, chose to live with his father because Errol Musk had an Encyclopædia Britannica and a computer. Elon later regretted his decision and became estranged from his father. Elon has recounted trips to a wilderness school that he described as a "paramilitary Lord of the Flies" where "bullying was a virtue" and children were encouraged to fight over rations. In one incident, after an altercation with a fellow pupil, Elon was thrown down concrete steps and beaten severely, leading to him being hospitalized for his injuries. Elon described his father berating him after he was discharged from the hospital. Errol denied berating Elon and claimed, "The [other] boy had just lost his father to suicide, and Elon had called him stupid. Elon had a tendency to call people stupid. How could I possibly blame that child?" Elon was an enthusiastic reader of books, and had attributed his success in part to having read The Lord of the Rings, the Foundation series, and The Hitchhiker's Guide to the Galaxy. At age ten, he developed an interest in computing and video games, teaching himself how to program from the VIC-20 user manual. At age twelve, Elon sold his BASIC-based game Blastar to PC and Office Technology magazine for approximately $500 (equivalent to $1,600 in 2025). Musk attended Waterkloof House Preparatory School, Bryanston High School, and then Pretoria Boys High School, where he graduated. Musk was a decent but unexceptional student, earning a 61/100 in Afrikaans and a B on his senior math certification. Musk applied for a Canadian passport through his Canadian-born mother to avoid South Africa's mandatory military service, which would have forced him to participate in the apartheid regime, as well as to ease his path to immigration to the United States. While waiting for his application to be processed, he attended the University of Pretoria for five months. Musk arrived in Canada in June 1989, connected with a second cousin in Saskatchewan, and worked odd jobs, including at a farm and a lumber mill. In 1990, he entered Queen's University in Kingston, Ontario. Two years later, he transferred to the University of Pennsylvania, where he studied until 1995. Although Musk has said that he earned his degrees in 1995, the University of Pennsylvania did not award them until 1997 – a Bachelor of Arts in physics and a Bachelor of Science in economics from the university's Wharton School. He reportedly hosted large, ticketed house parties to help pay for tuition, and wrote a business plan for an electronic book-scanning service similar to Google Books. In 1994, Musk held two internships in Silicon Valley: one at energy storage startup Pinnacle Research Institute, which investigated electrolytic supercapacitors for energy storage, and another at Palo Alto–based startup Rocket Science Games. In 1995, he was accepted to a graduate program in materials science at Stanford University, but did not enroll. Musk decided to join the Internet boom of the 1990s, applying for a job at Netscape, to which he reportedly never received a response. The Washington Post reported that Musk lacked legal authorization to remain and work in the United States after failing to enroll at Stanford. In response, Musk said he was allowed to work at that time and that his student visa transitioned to an H1-B. According to numerous former business associates and shareholders, Musk said he was on a student visa at the time. Business career In 1995, Musk, his brother Kimbal, and Greg Kouri founded the web software company Zip2 with funding from a group of angel investors. They housed the venture at a small rented office in Palo Alto. Replying to Rolling Stone, Musk denounced the notion that they started their company with funds borrowed from Errol Musk, but in a tweet, he recognized that his father contributed 10% of a later funding round. The company developed and marketed an Internet city guide for the newspaper publishing industry, with maps, directions, and yellow pages. According to Musk, "The website was up during the day and I was coding it at night, seven days a week, all the time." To impress investors, Musk built a large plastic structure around a standard computer to create the impression that Zip2 was powered by a small supercomputer. The Musk brothers obtained contracts with The New York Times and the Chicago Tribune, and persuaded the board of directors to abandon plans for a merger with CitySearch. Musk's attempts to become CEO were thwarted by the board. Compaq acquired Zip2 for $307 million in cash in February 1999 (equivalent to $590,000,000 in 2025), and Musk received $22 million (equivalent to $43,000,000 in 2025) for his 7-percent share. In 1999, Musk co-founded X.com, an online financial services and e-mail payment company. The startup was one of the first federally insured online banks, and, in its initial months of operation, over 200,000 customers joined the service. The company's investors regarded Musk as inexperienced and replaced him with Intuit CEO Bill Harris by the end of the year. The following year, X.com merged with online bank Confinity to avoid competition. Founded by Max Levchin and Peter Thiel, Confinity had its own money-transfer service, PayPal, which was more popular than X.com's service. Within the merged company, Musk returned as CEO. Musk's preference for Microsoft software over Unix created a rift in the company and caused Thiel to resign. Due to resulting technological issues and lack of a cohesive business model, the board ousted Musk and replaced him with Thiel in 2000.[b] Under Thiel, the company focused on the PayPal service and was renamed PayPal in 2001. In 2002, PayPal was acquired by eBay for $1.5 billion (equivalent to $2,700,000,000 in 2025) in stock, of which Musk—the largest shareholder with 11.72% of shares—received $175.8 million (equivalent to $320,000,000 in 2025). In 2017, Musk purchased the domain X.com from PayPal for an undisclosed amount, stating that it had sentimental value. In 2001, Musk became involved with the nonprofit Mars Society and discussed funding plans to place a growth-chamber for plants on Mars. Seeking a way to launch the greenhouse payloads into space, Musk made two unsuccessful trips to Moscow to purchase intercontinental ballistic missiles (ICBMs) from Russian companies NPO Lavochkin and Kosmotras. Musk instead decided to start a company to build affordable rockets. With $100 million of his early fortune, (equivalent to $180,000,000 in 2025) Musk founded SpaceX in May 2002 and became the company's CEO and Chief Engineer. SpaceX attempted its first launch of the Falcon 1 rocket in 2006. Although the rocket failed to reach Earth orbit, it was awarded a Commercial Orbital Transportation Services program contract from NASA, then led by Mike Griffin. After two more failed attempts that nearly caused Musk to go bankrupt, SpaceX succeeded in launching the Falcon 1 into orbit in 2008. Later that year, SpaceX received a $1.6 billion NASA contract (equivalent to $2,400,000,000 in 2025) for Falcon 9-launched Dragon spacecraft flights to the International Space Station (ISS), replacing the Space Shuttle after its 2011 retirement. In 2012, the Dragon vehicle docked with the ISS, a first for a commercial spacecraft. Working towards its goal of reusable rockets, in 2015 SpaceX successfully landed the first stage of a Falcon 9 on a land platform. Later landings were achieved on autonomous spaceport drone ships, an ocean-based recovery platform. In 2018, SpaceX launched the Falcon Heavy; the inaugural mission carried Musk's personal Tesla Roadster as a dummy payload. Since 2019, SpaceX has been developing Starship, a reusable, super heavy-lift launch vehicle intended to replace the Falcon 9 and Falcon Heavy. In 2020, SpaceX launched its first crewed flight, the Demo-2, becoming the first private company to place astronauts into orbit and dock a crewed spacecraft with the ISS. In 2024, NASA awarded SpaceX an $843 million (equivalent to $865,000,000 in 2025) contract to build a spacecraft that NASA will use to deorbit the ISS at the end of its lifespan. In 2015, SpaceX began development of the Starlink constellation of low Earth orbit satellites to provide satellite Internet access. After the launch of prototype satellites in 2018, the first large constellation was deployed in May 2019. As of May 2025[update], over 7,600 Starlink satellites are operational, comprising 65% of all operational Earth satellites. The total cost of the decade-long project to design, build, and deploy the constellation was estimated by SpaceX in 2020 to be $10 billion (equivalent to $12,000,000,000 in 2025).[c] During the Russian invasion of Ukraine, Musk provided free Starlink service to Ukraine, permitting Internet access and communication at a yearly cost to SpaceX of $400 million (equivalent to $440,000,000 in 2025). However, Musk refused to block Russian state media on Starlink. In 2023, Musk denied Ukraine's request to activate Starlink over Crimea to aid an attack against the Russian navy, citing fears of a nuclear response. Tesla, Inc., originally Tesla Motors, was incorporated in July 2003 by Martin Eberhard and Marc Tarpenning. Both men played active roles in the company's early development prior to Musk's involvement. Musk led the Series A round of investment in February 2004; he invested $6.35 million (equivalent to $11,000,000 in 2025), became the majority shareholder, and joined Tesla's board of directors as chairman. Musk took an active role within the company and oversaw Roadster product design, but was not deeply involved in day-to-day business operations. Following a series of escalating conflicts in 2007 and the 2008 financial crisis, Eberhard was ousted from the firm.[page needed] Musk assumed leadership of the company as CEO and product architect in 2008. A 2009 lawsuit settlement with Eberhard designated Musk as a Tesla co-founder, along with Tarpenning and two others. Tesla began delivery of the Roadster, an electric sports car, in 2008. With sales of about 2,500 vehicles, it was the first mass production all-electric car to use lithium-ion battery cells. Under Musk, Tesla has since launched several well-selling electric vehicles, including the four-door sedan Model S (2012), the crossover Model X (2015), the mass-market sedan Model 3 (2017), the crossover Model Y (2020), and the pickup truck Cybertruck (2023). In May 2020, Musk resigned as chairman of the board as part of the settlement of a lawsuit from the SEC over him tweeting that funding had been "secured" for potentially taking Tesla private. The company has also constructed multiple lithium-ion battery and electric vehicle factories, called Gigafactories. Since its initial public offering in 2010, Tesla stock has risen significantly; it became the most valuable carmaker in summer 2020, and it entered the S&P 500 later that year. In October 2021, it reached a market capitalization of $1 trillion (equivalent to $1,200,000,000,000 in 2025), the sixth company in U.S. history to do so. Musk provided the initial concept and financial capital for SolarCity, which his cousins Lyndon and Peter Rive founded in 2006. By 2013, SolarCity was the second largest provider of solar power systems in the United States. In 2014, Musk promoted the idea of SolarCity building an advanced production facility in Buffalo, New York, triple the size of the largest solar plant in the United States. Construction of the factory started in 2014 and was completed in 2017. It operated as a joint venture with Panasonic until early 2020. Tesla acquired SolarCity for $2 billion in 2016 (equivalent to $2,700,000,000 in 2025) and merged it with its battery unit to create Tesla Energy. The deal's announcement resulted in a more than 10% drop in Tesla's stock price; at the time, SolarCity was facing liquidity issues. Multiple shareholder groups filed a lawsuit against Musk and Tesla's directors, stating that the purchase of SolarCity was done solely to benefit Musk and came at the expense of Tesla and its shareholders. Tesla directors settled the lawsuit in January 2020, leaving Musk the sole remaining defendant. Two years later, the court ruled in Musk's favor. In 2016, Musk co-founded Neuralink, a neurotechnology startup, with an investment of $100 million. Neuralink aims to integrate the human brain with artificial intelligence (AI) by creating devices that are embedded in the brain. Such technology could enhance memory or allow the devices to communicate with software. The company also hopes to develop devices to treat neurological conditions like spinal cord injuries. In 2022, Neuralink announced that clinical trials would begin by the end of the year. In September 2023, the Food and Drug Administration approved Neuralink to initiate six-year human trials. Neuralink has conducted animal testing on macaques at the University of California, Davis. In 2021, the company released a video in which a macaque played the video game Pong via a Neuralink implant. The company's animal trials—which have caused the deaths of some monkeys—have led to claims of animal cruelty. The Physicians Committee for Responsible Medicine has alleged that Neuralink violated the Animal Welfare Act. Employees have complained that pressure from Musk to accelerate development has led to botched experiments and unnecessary animal deaths. In 2022, a federal probe was launched into possible animal welfare violations by Neuralink.[needs update] In 2017, Musk founded the Boring Company to construct tunnels; he also revealed plans for specialized, underground, high-occupancy vehicles that could travel up to 150 miles per hour (240 km/h) and thus circumvent above-ground traffic in major cities. Early in 2017, the company began discussions with regulatory bodies and initiated construction of a 30-foot (9.1 m) wide, 50-foot (15 m) long, and 15-foot (4.6 m) deep "test trench" on the premises of SpaceX's offices, as that required no permits. The Los Angeles tunnel, less than two miles (3.2 km) in length, debuted to journalists in 2018. It used Tesla Model Xs and was reported to be a rough ride while traveling at suboptimal speeds. Two tunnel projects announced in 2018, in Chicago and West Los Angeles, have been canceled. A tunnel beneath the Las Vegas Convention Center was completed in early 2021. Local officials have approved further expansions of the tunnel system. April 14, 2022 In early 2017, Musk expressed interest in buying Twitter and had questioned the platform's commitment to freedom of speech. By 2022, Musk had reached 9.2% stake in the company, making him the largest shareholder.[d] Musk later agreed to a deal that would appoint him to Twitter's board of directors and prohibit him from acquiring more than 14.9% of the company. Days later, Musk made a $43 billion offer to buy Twitter. By the end of April Musk had successfully concluded his bid for approximately $44 billion. This included approximately $12.5 billion in loans and $21 billion in equity financing. Having backtracked on his initial decision, Musk bought the company on October 27, 2022. Immediately after the acquisition, Musk fired several top Twitter executives including CEO Parag Agrawal; Musk became the CEO instead. Under Elon Musk, Twitter instituted monthly subscriptions for a "blue check", and laid off a significant portion of the company's staff. Musk lessened content moderation and hate speech also increased on the platform after his takeover. In late 2022, Musk released internal documents relating to Twitter's moderation of Hunter Biden's laptop controversy in the lead-up to the 2020 presidential election. Musk also promised to step down as CEO after a Twitter poll, and five months later, Musk stepped down as CEO and transitioned his role to executive chairman and chief technology officer (CTO). Despite Musk stepping down as CEO, X continues to struggle with challenges such as viral misinformation, hate speech, and antisemitism controversies. Musk has been accused of trying to silence some of his critics such as Twitch streamer Asmongold, who criticized him during one of his streams. Musk has been accused of removing their accounts' blue checkmarks, which hinders visibility and is considered a form of shadow banning, or suspending their accounts without justification. Other activities In August 2013, Musk announced plans for a version of a vactrain, and assigned engineers from SpaceX and Tesla to design a transport system between Greater Los Angeles and the San Francisco Bay Area, at an estimated cost of $6 billion. Later that year, Musk unveiled the concept, dubbed the Hyperloop, intended to make travel cheaper than any other mode of transport for such long distances. In December 2015, Musk co-founded OpenAI, a not-for-profit artificial intelligence (AI) research company aiming to develop artificial general intelligence, intended to be safe and beneficial to humanity. Musk pledged $1 billion of funding to the company, and initially gave $50 million. In 2018, Musk left the OpenAI board. Since 2018, OpenAI has made significant advances in machine learning. In July 2023, Musk launched the artificial intelligence company xAI, which aims to develop a generative AI program that competes with existing offerings like OpenAI's ChatGPT. Musk obtained funding from investors in SpaceX and Tesla, and xAI hired engineers from Google and OpenAI. December 16, 2022 Musk uses a private jet owned by Falcon Landing LLC, a SpaceX-linked company, and acquired a second jet in August 2020. His heavy use of the jets and the consequent fossil fuel usage have received criticism. Musk's flight usage is tracked on social media through ElonJet. In December 2022, Musk banned the ElonJet account on Twitter, and made temporary bans on the accounts of journalists that posted stories regarding the incident, including Donie O'Sullivan, Keith Olbermann, and journalists from The New York Times, The Washington Post, CNN, and The Intercept. In October 2025, Musk's company xAI launched Grokipedia, an AI-generated online encyclopedia that he promoted as an alternative to Wikipedia. Articles on Grokipedia are generated and reviewed by xAI's Grok chatbot. Media coverage and academic analysis described Grokipedia as frequently reusing Wikipedia content but framing contested political and social topics in line with Musk's own views and right-wing narratives. A study by Cornell University researchers and NBC News stated that Grokipedia cites sources that are blacklisted or considered "generally unreliable" on Wikipedia, for example, the conspiracy site Infowars and the neo-Nazi forum Stormfront. Wired, The Guardian and Time criticized Grokipedia for factual errors and for presenting Musk himself in unusually positive terms while downplaying controversies. Politics Musk is an outlier among business leaders who typically avoid partisan political advocacy. Musk was a registered independent voter when he lived in California. Historically, he has donated to both Democrats and Republicans, many of whom serve in states in which he has a vested interest. Since 2022, his political contributions have mostly supported Republicans, with his first vote for a Republican going to Mayra Flores in the 2022 Texas's 34th congressional district special election. In 2024, he started supporting international far-right political parties, activists, and causes, and has shared misinformation and numerous conspiracy theories. Since 2024, his views have been generally described as right-wing. Musk supported Barack Obama in 2008 and 2012, Hillary Clinton in 2016, Joe Biden in 2020, and Donald Trump in 2024. In the 2020 Democratic Party presidential primaries, Musk endorsed candidate Andrew Yang and expressed support for Yang's proposed universal basic income, and endorsed Kanye West's 2020 presidential campaign. In 2021, Musk publicly expressed opposition to the Build Back Better Act, a $3.5 trillion legislative package endorsed by Joe Biden that ultimately failed to pass due to unanimous opposition from congressional Republicans and several Democrats. In 2022, gave over $50 million to Citizens for Sanity, a conservative political action committee. In 2023, he supported Republican Ron DeSantis for the 2024 U.S. presidential election, giving $10 million to his campaign, and hosted DeSantis's campaign announcement on a Twitter Spaces event. From June 2023 to January 2024, Musk hosted a bipartisan set of X Spaces with Republican and Democratic candidates, including Robert F. Kennedy Jr., Vivek Ramaswamy, and Dean Phillips. In October 2025, former vice-president Kamala Harris commented that it was a mistake from the Democratic side to not invite Musk to a White House electric vehicle event organized in August 2021 and featuring executives from General Motors, Ford and Stellantis, despite Tesla being "the major American manufacturer of extraordinary innovation in this space." Fortune remarked that this was a nod to United Auto Workers and organized labor. Harris said presidents should put aside political loyalties when it came to recognizing innovation, and guessed that the non-invitation impacted Musk's perspective. Fortune noted that, at the time, Musk said, "Yeah, seems odd that Tesla wasn't invited." A month later, he criticized Biden as "not the friendliest administration." Jacob Silverman, author of the book Gilded Rage: Elon Musk and the Radicalization of Silicon Valley, said that the tech industry represented by Musk, Thiel, Andreessen and other capitalists, actually flourished under Biden, but the tech leaders chose Trump for their common ground on cultural issues. By early 2024, Musk had become a vocal and financial supporter of Donald Trump. In July 2024, minutes after the attempted assassination of Donald Trump, Musk endorsed him for president saying; "I fully endorse President Trump and hope for his rapid recovery." During the presidential campaign, Musk joined Trump on stage at a campaign rally, and during the campaign promoted conspiracy theories and falsehoods about Democrats, election fraud and immigration, in support of Trump. Musk was the largest individual donor of the 2024 election. In 2025, Musk contributed $19 million to the Wisconsin Supreme Court race, hoping to influence the state's future redistricting efforts and its regulations governing car manufacturers and dealers. In 2023, Musk said he shunned the World Economic Forum because it was boring. The organization commented that they had not invited him since 2015. He has participated in Dialog, dubbed "Tech Bilderberg" and organized by Peter Thiel and Auren Hoffman, though. Musk's international political actions and comments have come under increasing scrutiny and criticism, especially from the governments and leaders of France, Germany, Norway, Spain and the United Kingdom, particularly due to his position in the U.S. government as well as ownership of X. An NBC News analysis found he had boosted far-right political movements to cut immigration and curtail regulation of business in at least 18 countries on six continents since 2023. During his speech after the second inauguration of Donald Trump, Musk twice made a gesture interpreted by many as a Nazi or a fascist Roman salute.[e] He thumped his right hand over his heart, fingers spread wide, and then extended his right arm out, emphatically, at an upward angle, palm down and fingers together. He then repeated the gesture to the crowd behind him. As he finished the gestures, he said to the crowd, "My heart goes out to you. It is thanks to you that the future of civilization is assured." It was widely condemned as an intentional Nazi salute in Germany, where making such gestures is illegal. The Anti-Defamation League said it was not a Nazi salute, but other Jewish organizations disagreed and condemned the salute. American public opinion was divided on partisan lines as to whether it was a fascist salute. Musk dismissed the accusations of Nazi sympathies, deriding them as "dirty tricks" and a "tired" attack. Neo-Nazi and white supremacist groups celebrated it as a Nazi salute. Multiple European political parties demanded that Musk be banned from entering their countries. The concept of DOGE emerged in a discussion between Musk and Donald Trump, and in August 2024, Trump committed to giving Musk an advisory role, with Musk accepting the offer. In November and December 2024, Musk suggested that the organization could help to cut the U.S. federal budget, consolidate the number of federal agencies, and eliminate the Consumer Financial Protection Bureau, and that its final stage would be "deleting itself". In January 2025, the organization was created by executive order, and Musk was designated a "special government employee". Musk led the organization and was a senior advisor to the president, although his official role is not clear. In sworn statement during a lawsuit, the director of the White House Office of Administration stated that Musk "is not an employee of the U.S. DOGE Service or U.S. DOGE Service Temporary Organization", "is not the U.S. DOGE Service administrator", and has "no actual or formal authority to make government decisions himself". Trump said two days later that he had put Musk in charge of DOGE. A federal judge has ruled that Musk acted as the de facto leader of DOGE. Musk's role in the second Trump administration, particularly in response to DOGE, has attracted public backlash. He was criticized for his treatment of federal government employees, including his influence over the mass layoffs of the federal workforce. He has prioritized secrecy within the organization and has accused others of violating privacy laws. A Senate report alleged that Musk could avoid up to $2 billion in legal liability as a result of DOGE's actions. In May 2025, Bill Gates accused Musk of "killing the world's poorest children" through his cuts to USAID, which modeling by Boston University estimated had resulted in 300,000 deaths by this time, most of them of children. By November 2025, the estimated death toll had increased to 400,000 children and 200,000 adults. Musk announced on May 28, 2025, that he would depart from the Trump administration as planned when the special government employee's 130 day deadline expired, with a White House official confirming that Musk's offboarding from the Trump administration was already underway. His departure was officially confirmed during a joint Oval Office press conference with Trump on May 30, 2025. @realDonaldTrump is in the Epstein files. That is the real reason they have not been made public. June 5, 2025 After leaving office, Musk criticized the Trump administration's Big Beautiful Bill, calling it a "disgusting abomination" due to its provisions increasing the deficit. A feud began between Musk and Trump, with its most notable event being Musk alleging Trump had ties to sex offender Jeffrey Epstein on X (formerly Twitter) on June 5, 2025. Trump responded on Truth Social stating that Musk went "CRAZY" after the "EV Mandate" was purportedly taken away and threatened to cut Musk's government contracts. Musk then called for a third Trump impeachment. The next day, Trump stated that he did not wish to reconcile with Musk, and added that Musk would face "very serious consequences" if he funds Democratic candidates. On June 11, Musk publicly apologized for the tweets against Trump, saying they "went too far". Views November 6, 2022 Rejecting the conservative label, Musk has described himself as a political moderate, even as his views have become more right-wing over time. His views have been characterized as libertarian and far-right, and after his involvement in European politics, they have received criticism from world leaders such as Emmanuel Macron and Olaf Scholz. Within the context of American politics, Musk supported Democratic candidates up until 2022, at which point he voted for a Republican for the first time. He has stated support for universal basic income, gun rights, freedom of speech, a tax on carbon emissions, and H-1B visas. Musk has expressed concern about issues such as artificial intelligence (AI) and climate change, and has been a critic of wealth tax, short-selling, and government subsidies. An immigrant himself, Musk has been accused of being anti-immigration, and regularly blames immigration policies for illegal immigration. He is also a pronatalist who believes population decline is the biggest threat to civilization, and identifies as a cultural Christian. Musk has long been an advocate for space colonization, especially the colonization of Mars. He has repeatedly pushed for humanity colonizing Mars, in order to become an interplanetary species and lower the risks of human extinction. Musk has promoted conspiracy theories and made controversial statements that have led to accusations of racism, sexism, antisemitism, transphobia, disseminating disinformation, and support of white pride. While describing himself as a "pro-Semite", his comments regarding George Soros and Jewish communities have been condemned by the Anti-Defamation League and the Biden White House. Musk was criticized during the COVID-19 pandemic for making unfounded epidemiological claims, defying COVID-19 lockdowns restrictions, and supporting the Canada convoy protest against vaccine mandates. He has amplified false claims of white genocide in South Africa. Musk has been critical of Israel's actions in the Gaza Strip during the Gaza war, praised China's economic and climate goals, suggested that Taiwan and China should resolve cross-strait relations, and was described as having a close relationship with the Chinese government. In Europe, Musk expressed support for Ukraine in 2022 during the Russian invasion, recommended referendums and peace deals on the annexed Russia-occupied territories, and supported the far-right Alternative for Germany political party in 2024. Regarding British politics, Musk blamed the 2024 UK riots on mass migration and open borders, criticized Prime Minister Keir Starmer for what he described as a "two-tier" policing system, and was subsequently attacked as being responsible for spreading misinformation and amplifying the far-right. He has also voiced his support for far-right activist Tommy Robinson and pledged electoral support for Reform UK. In February 2026, Musk described Spanish Prime Minister Pedro Sánchez as a "tyrant" following Sánchez's proposal to prohibit minors under the age of 16 from accessing social media platforms. Legal affairs In 2018, Musk was sued by the U.S. Securities and Exchange Commission (SEC) for a tweet stating that funding had been secured for potentially taking Tesla private.[f] The securities fraud lawsuit characterized the tweet as false, misleading, and damaging to investors, and sought to bar Musk from serving as CEO of publicly traded companies. Two days later, Musk settled with the SEC, without admitting or denying the SEC's allegations. As a result, Musk and Tesla were fined $20 million each, and Musk was forced to step down for three years as Tesla chairman but was able to remain as CEO. Shareholders filed a lawsuit over the tweet, and in February 2023, a jury found Musk and Tesla not liable. Musk has stated in interviews that he does not regret posting the tweet that triggered the SEC investigation. In 2019, Musk stated in a tweet that Tesla would build half a million cars that year. The SEC reacted by asking a court to hold him in contempt for violating the terms of the 2018 settlement agreement. A joint agreement between Musk and the SEC eventually clarified the previous agreement details, including a list of topics about which Musk needed preclearance. In 2020, a judge blocked a lawsuit that claimed a tweet by Musk regarding Tesla stock price ("too high imo") violated the agreement. Freedom of Information Act (FOIA)-released records showed that the SEC concluded Musk had subsequently violated the agreement twice by tweeting regarding "Tesla's solar roof production volumes and its stock price". In October 2023, the SEC sued Musk over his refusal to testify a third time in an investigation into whether he violated federal law by purchasing Twitter stock in 2022. In February 2024, Judge Laurel Beeler ruled that Musk must testify again. In January 2025, the SEC filed a lawsuit against Musk for securities violations related to his purchase of Twitter. In January 2024, Delaware judge Kathaleen McCormick ruled in a 2018 lawsuit that Musk's $55 billion pay package from Tesla be rescinded. McCormick called the compensation granted by the company's board "an unfathomable sum" that was unfair to shareholders. The Delaware Supreme Court overturned McCormick's decision in December 2025, restoring Musk's compensation package and awarding $1 in nominal damages. Personal life Musk became a U.S. citizen in 2002. From the early 2000s until late 2020, Musk resided in California, where both Tesla and SpaceX were founded. He then relocated to Cameron County, Texas, saying that California had become "complacent" about its economic success. While hosting Saturday Night Live in 2021, Musk stated that he has Asperger syndrome (an outdated term for autism spectrum disorder). When asked about his experience growing up with Asperger's syndrome in a TED2022 conference in Vancouver, Musk stated that "the social cues were not intuitive ... I would just tend to take things very literally ... but then that turned out to be wrong — [people were not] simply saying exactly what they mean, there's all sorts of other things that are meant, and [it] took me a while to figure that out." Musk suffers from back pain and has undergone several spine-related surgeries, including a disc replacement. In 2000, he contracted a severe case of malaria while on vacation in South Africa. Musk has stated he uses doctor-prescribed ketamine for occasional depression and that he doses "a small amount once every other week or something like that"; since January 2024, some media outlets have reported that he takes ketamine, marijuana, LSD, ecstasy, mushrooms, cocaine and other drugs. Musk at first refused to comment on his alleged drug use, before responding that he had not tested positive for drugs, and that if drugs somehow improved his productivity, "I would definitely take them!". The New York Times' investigations revealed Musk's overuse of ketamine and numerous other drugs, as well as strained family relationships and concerns from close associates who have become troubled by his public behavior as he became more involved in political activities and government work. According to The Washington Post, President Trump described Musk as "a big-time drug addict". Through his own label Emo G Records, Musk released a rap track, "RIP Harambe", on SoundCloud in March 2019. The following year, he released an EDM track, "Don't Doubt Ur Vibe", featuring his own lyrics and vocals. Musk plays video games, which he stated has a "'restoring effect' that helps his 'mental calibration'". Some games he plays include Quake, Diablo IV, Elden Ring, and Polytopia. Musk once claimed to be one of the world's top video game players but has since admitted to "account boosting", or cheating by hiring outside services to achieve top player rankings. Musk has justified the boosting by claiming that all top accounts do it so he has to as well to remain competitive. In 2024 and 2025, Musk criticized the video game Assassin's Creed Shadows and its creator Ubisoft for "woke" content. Musk posted to X that "DEI kills art" and specified the inclusion of the historical figure Yasuke in the Assassin's Creed game as offensive; he also called the game "terrible". Ubisoft responded by saying that Musk's comments were "just feeding hatred" and that they were focused on producing a game not pushing politics. Musk has fathered at least 14 children, one of whom died as an infant. The Wall Street Journal reported in 2025 that sources close to Musk suggest that the "true number of Musk's children is much higher than publicly known". He had six children with his first wife, Canadian author Justine Wilson, whom he met while attending Queen's University in Ontario, Canada; they married in 2000. In 2002, their first child Nevada Musk died of sudden infant death syndrome at the age of 10 weeks. After his death, the couple used in vitro fertilization (IVF) to continue their family; they had twins in 2004, followed by triplets in 2006. The couple divorced in 2008 and have shared custody of their children. The elder twin he had with Wilson came out as a trans woman and, in 2022, officially changed her name to Vivian Jenna Wilson, adopting her mother's surname because she no longer wished to be associated with Musk. Musk began dating English actress Talulah Riley in 2008. They married two years later at Dornoch Cathedral in Scotland. In 2012, the couple divorced, then remarried the following year. After briefly filing for divorce in 2014, Musk finalized a second divorce from Riley in 2016. Musk then dated the American actress Amber Heard for several months in 2017; he had reportedly been "pursuing" her since 2012. In 2018, Musk and Canadian musician Grimes confirmed they were dating. Grimes and Musk have three children, born in 2020, 2021, and 2022.[g] Musk and Grimes originally gave their eldest child the name "X Æ A-12", which would have violated California regulations as it contained characters that are not in the modern English alphabet; the names registered on the birth certificate are "X" as a first name, "Æ A-Xii" as a middle name, and "Musk" as a last name. They received criticism for choosing a name perceived to be impractical and difficult to pronounce; Musk has said the intended pronunciation is "X Ash A Twelve". Their second child was born via surrogacy. Despite the pregnancy, Musk confirmed reports that the couple were "semi-separated" in September 2021; in an interview with Time in December 2021, he said he was single. In October 2023, Grimes sued Musk over parental rights and custody of X Æ A-Xii. Elon Musk has taken X Æ A-Xii to multiple official events in Washington, D.C. during Trump's second term in office. Also in July 2022, The Wall Street Journal reported that Musk allegedly had an affair with Nicole Shanahan, the wife of Google co-founder Sergey Brin, in 2021, leading to their divorce the following year. Musk denied the report. Musk also had a relationship with Australian actress Natasha Bassett, who has been described as "an occasional girlfriend". In October 2024, The New York Times reported Musk bought a Texas compound for his children and their mothers, though Musk denied having done so. Musk also has four children with Shivon Zilis, director of operations and special projects at Neuralink: twins born via IVF in 2021, a child born in 2024 via surrogacy and a child born in 2025.[h] On February 14, 2025, Ashley St. Clair, an influencer and author, posted on X claiming to have given birth to Musk's son Romulus five months earlier, which media outlets reported as Musk's supposed thirteenth child.[i] On February 22, 2025, it was reported that St Clair had filed for sole custody of her five-month-old son and for Musk to be recognised as the child's father. On March 31, 2025, Musk wrote that, while he was unsure if he was the father of St. Clair's child, he had paid St. Clair $2.5 million and would continue paying her $500,000 per year.[j] Later reporting from the Wall Street Journal indicated that $1 million of these payments to St. Clair were structured as a loan. In 2014, Musk and Ghislaine Maxwell appeared together in a photograph taken at an Academy Awards after-party, which Musk later described as a "photobomb". The January 2026 Epstein files contain emails between Musk and Epstein from 2012 to 2013, after Epstein's first conviction. Emails released on January 30, 2026, indicated that Epstein invited Musk to visit his private island on multiple occasions. The correspondence showed that while Epstein repeatedly encouraged Musk to attend, Musk did not visit the island. In one instance, Musk discussed the possibility of attending a party with his then-wife Talulah Riley and asked which day would be the "wildest party"; according to the emails, the visit did not take place after Epstein later cancelled the plans.[k] On Christmas day in 2012, Musk emailed Epstein asking "Do you have any parties planned? I’ve been working to the edge of sanity this year and so, once my kids head home after Christmas, I really want to hit the party scene in St Barts or elsewhere and let loose. The invitation is much appreciated, but a peaceful island experience is the opposite of what I’m looking for". Epstein replied that the "ratio on my island" might make Musk's wife uncomfortable to which Musk responded, "Ratio is not a problem for Talulah". On September 11, 2013, Epstein sent an email asking Musk if he had any plans for coming to New York for the opening of the United Nations General Assembly where many "interesting people" would be coming to his house to which Musk responded that "Flying to NY to see UN diplomats do nothing would be an unwise use of time". Epstein responded by stating "Do you think i am retarded. Just kidding, there is no one over 25 and all very cute." Musk has denied any close relationship with Epstein and described him as a "creep" who attempted to ingratiate himself with influential people. When Musk was asked in 2019 if he introduced Epstein to Mark Zuckerberg, Musk responded: "I don’t recall introducing Epstein to anyone, as I don’t know the guy well enough to do so." The released emails nonetheless showed cordial exchanges on a range of topics, including Musk's inquiry about parties on the island. The correspondence also indicated that Musk suggested hosting Epstein at SpaceX, while Epstein separately discussed plans to tour SpaceX and bring "the girls", though there is no evidence that such a visit occurred. Musk has described the release of the files a "distraction", later accusing the second Trump administration of suppressing them to protect powerful individuals, including Trump himself.[l] Wealth Elon Musk is the wealthiest person in the world, with an estimated net worth of US$690 billion as of January 2026, according to the Bloomberg Billionaires Index, and $852 billion according to Forbes, primarily from his ownership stakes in SpaceX and Tesla. Having been first listed on the Forbes Billionaires List in 2012, around 75% of Musk's wealth was derived from Tesla stock in November 2020, although he describes himself as "cash poor". According to Forbes, he became the first person in the world to achieve a net worth of $300 billion in 2021; $400 billion in December 2024; $500 billion in October 2025; $600 billion in mid-December 2025; $700 billion later that month; and $800 billion in February 2026. In November 2025, a Tesla pay package worth potentially $1 trillion for Musk was approved, which he is to receive over 10 years if he meets specific goals. Public image Although his ventures have been highly influential within their separate industries starting in the 2000s, Musk only became a public figure in the early 2010s. He has been described as an eccentric who makes spontaneous and impactful decisions, while also often making controversial statements, contrary to other billionaires who prefer reclusiveness to protect their businesses. Musk's actions and his expressed views have made him a polarizing figure. Biographer Ashlee Vance described people's opinions of Musk as polarized due to his "part philosopher, part troll" persona on Twitter. He has drawn denouncement for using his platform to mock the self-selection of personal pronouns, while also receiving praise for bringing international attention to matters like British survivors of grooming gangs. Musk has been described as an American oligarch due to his extensive influence over public discourse, social media, industry, politics, and government policy. After Trump's re-election, Musk's influence and actions during the transition period and the second presidency of Donald Trump led some to call him "President Musk", the "actual president-elect", "shadow president" or "co-president". Awards for his contributions to the development of the Falcon rockets include the American Institute of Aeronautics and Astronautics George Low Transportation Award in 2008, the Fédération Aéronautique Internationale Gold Space Medal in 2010, and the Royal Aeronautical Society Gold Medal in 2012. In 2015, he received an honorary doctorate in engineering and technology from Yale University and an Institute of Electrical and Electronics Engineers Honorary Membership. Musk was elected a Fellow of the Royal Society (FRS) in 2018.[m] In 2022, Musk was elected to the National Academy of Engineering. Time has listed Musk as one of the most influential people in the world in 2010, 2013, 2018, and 2021. Musk was selected as Time's "Person of the Year" for 2021. Then Time editor-in-chief Edward Felsenthal wrote that, "Person of the Year is a marker of influence, and few individuals have had more influence than Musk on life on Earth, and potentially life off Earth too." Notes References Works cited Further reading External links
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Contents Lod Lod (Hebrew: לוד, fully vocalized: לֹד), also known as Lydda (Ancient Greek: Λύδδα) and Lidd (Arabic: اللِّدّ, romanized: al-Lidd, or اللُّدّ, al-Ludd), is a city 15 km (9+1⁄2 mi) southeast of Tel Aviv and 40 km (25 mi) northwest of Jerusalem in the Central District of Israel. It is situated between the lower Shephelah on the east and the coastal plain on the west. The city had a population of 90,814 in 2023. Lod has been inhabited since at least the Neolithic period. It is mentioned a few times in the Hebrew Bible and in the New Testament. Between the 5th century BCE and up until the late Roman period, it was a prominent center for Jewish scholarship and trade. Around 200 CE, the city became a Roman colony and was renamed Diospolis (Ancient Greek: Διόσπολις, lit. 'city of Zeus'). Tradition identifies Lod as the 4th century martyrdom site of Saint George; the Church of Saint George and Mosque of Al-Khadr located in the city is believed to have housed his remains. Following the Arab conquest of the Levant, Lod served as the capital of Jund Filastin; however, a few decades later, the seat of power was transferred to Ramla, and Lod slipped in importance. Under Crusader rule, the city was a Catholic diocese of the Latin Church and it remains a titular see to this day.[citation needed] Lod underwent a major change in its population in the mid-20th century. Exclusively Palestinian Arab in 1947, Lod was part of the area designated for an Arab state in the United Nations Partition Plan for Palestine; however, in July 1948, the city was occupied by the Israel Defense Forces, and most of its Arab inhabitants were expelled in the Palestinian expulsion from Lydda and Ramle. The city was largely resettled by Jewish immigrants, most of them expelled from Arab countries. Today, Lod is one of Israel's mixed cities, with an Arab population of 30%. Lod is one of Israel's major transportation hubs. The main international airport, Ben Gurion Airport, is located 8 km (5 miles) north of the city. The city is also a major railway and road junction. Religious references The Hebrew name Lod appears in the Hebrew Bible as a town of Benjamin, founded along with Ono by Shamed or Shamer (1 Chronicles 8:12; Ezra 2:33; Nehemiah 7:37; 11:35). In Ezra 2:33, it is mentioned as one of the cities whose inhabitants returned after the Babylonian captivity. Lod is not mentioned among the towns allocated to the tribe of Benjamin in Joshua 18:11–28. The name Lod derives from a tri-consonantal root not extant in Northwest Semitic, but only in Arabic (“to quarrel; withhold, hinder”). An Arabic etymology of such an ancient name is unlikely (the earliest attestation is from the Achaemenid period). In the New Testament, the town appears in its Greek form, Lydda, as the site of Peter's healing of Aeneas in Acts 9:32–38. The city is also mentioned in an Islamic hadith as the location of the battlefield where the false messiah (al-Masih ad-Dajjal) will be slain before the Day of Judgment. History The first occupation dates to the Neolithic in the Near East and is associated with the Lodian culture. Occupation continued in the Levant Chalcolithic. Pottery finds have dated the initial settlement in the area now occupied by the town to 5600–5250 BCE. In the Early Bronze, it was an important settlement in the central coastal plain between the Judean Shephelah and the Mediterranean coast, along Nahal Ayalon. Other important nearby sites were Tel Dalit, Tel Bareqet, Khirbat Abu Hamid (Shoham North), Tel Afeq, Azor and Jaffa. Two architectural phases belong to the late EB I in Area B. The first phase had a mudbrick wall, while the late phase included a circulat stone structure. Later excavations have produced an occupation later, Stratum IV. It consists of two phases, Stratum IVb with mudbrick wall on stone foundations and rounded exterior corners. In Stratum IVa there was a mudbrick wall with no stone foundations, with imported Egyptian potter and local pottery imitations. Another excavations revealed nine occupation strata. Strata VI-III belonged to Early Bronze IB. The material culture showed Egyptian imports in strata V and IV. Occupation continued into Early Bronze II with four strata (V-II). There was continuity in the material culture and indications of centralized urban planning. North to the tell were scattered MB II burials. The earliest written record is in a list of Canaanite towns drawn up by the Egyptian pharaoh Thutmose III at Karnak in 1465 BCE. From the fifth century BCE until the Roman period, the city was a centre of Jewish scholarship and commerce. According to British historian Martin Gilbert, during the Hasmonean period, Jonathan Maccabee and his brother, Simon Maccabaeus, enlarged the area under Jewish control, which included conquering the city. The Jewish community in Lod during the Mishnah and Talmud era is described in a significant number of sources, including information on its institutions, demographics, and way of life. The city reached its height as a Jewish center between the First Jewish-Roman War and the Bar Kokhba revolt, and again in the days of Judah ha-Nasi and the start of the Amoraim period. The city was then the site of numerous public institutions, including schools, study houses, and synagogues. In 43 BC, Cassius, the Roman governor of Syria, sold the inhabitants of Lod into slavery, but they were set free two years later by Mark Antony. During the First Jewish–Roman War, the Roman proconsul of Syria, Cestius Gallus, razed the town on his way to Jerusalem in Tishrei 66 CE. According to Josephus, "[he] found the city deserted, for the entire population had gone up to Jerusalem for the Feast of Tabernacles. He killed fifty people whom he found, burned the town and marched on". Lydda was occupied by Emperor Vespasian in 68 CE. In the period following the destruction of Jerusalem in 70 CE, Rabbi Tarfon, who appears in many Tannaitic and Jewish legal discussions, served as a rabbinic authority in Lod. During the Kitos War, 115–117 CE, the Roman army laid siege to Lod, where the rebel Jews had gathered under the leadership of Julian and Pappos. Torah study was outlawed by the Romans and pursued mostly in the underground. The distress became so great, the patriarch Rabban Gamaliel II, who was shut up there and died soon afterwards, permitted fasting on Ḥanukkah. Other rabbis disagreed with this ruling. Lydda was next taken and many of the Jews were executed; the "slain of Lydda" are often mentioned in words of reverential praise in the Talmud. In 200 CE, emperor Septimius Severus elevated the town to the status of a city, calling it Colonia Lucia Septimia Severa Diospolis. The name Diospolis ("City of Zeus") may have been bestowed earlier, possibly by Hadrian. At that point, most of its inhabitants were Christian. The earliest known bishop is Aëtius, a friend of Arius. During the following century (200-300CE), it's said that Joshua ben Levi founded a yeshiva in Lod. In December 415, the Council of Diospolis was held here to try Pelagius; he was acquitted. In the sixth century, the city was renamed Georgiopolis after St. George, a soldier in the guard of the emperor Diocletian, who was born there between 256 and 285 CE. The Church of Saint George and Mosque of Al-Khadr is named for him. The 6th-century Madaba map shows Lydda as an unwalled city with a cluster of buildings under a black inscription reading "Lod, also Lydea, also Diospolis". An isolated large building with a semicircular colonnaded plaza in front of it might represent the St George shrine. After the Muslim conquest of Palestine by Amr ibn al-'As in 636 CE, Lod which was referred to as "al-Ludd" in Arabic served as the capital of Jund Filastin ("Military District of Palaestina") before the seat of power was moved to nearby Ramla during the reign of the Umayyad Caliph Suleiman ibn Abd al-Malik in 715–716. The population of al-Ludd was relocated to Ramla, as well. With the relocation of its inhabitants and the construction of the White Mosque in Ramla, al-Ludd lost its importance and fell into decay. The city was visited by the local Arab geographer al-Muqaddasi in 985, when it was under the Fatimid Caliphate, and was noted for its Great Mosque which served the residents of al-Ludd, Ramla, and the nearby villages. He also wrote of the city's "wonderful church (of St. George) at the gate of which Christ will slay the Antichrist." The Crusaders occupied the city in 1099 and named it St Jorge de Lidde. It was briefly conquered by Saladin, but retaken by the Crusaders in 1191. For the English Crusaders, it was a place of great significance as the birthplace of Saint George. The Crusaders made it the seat of a Latin Church diocese, and it remains a titular see. It owed the service of 10 knights and 20 sergeants, and it had its own burgess court during this era. In 1226, Ayyubid Syrian geographer Yaqut al-Hamawi visited al-Ludd and stated it was part of the Jerusalem District during Ayyubid rule. Sultan Baybars brought Lydda again under Muslim control by 1267–8. According to Qalqashandi, Lydda was an administrative centre of a wilaya during the fourteenth and fifteenth century in the Mamluk empire. Mujir al-Din described it as a pleasant village with an active Friday mosque. During this time, Lydda was a station on the postal route between Cairo and Damascus. In 1517, Lydda was incorporated into the Ottoman Empire as part of the Damascus Eyalet, and in the 1550s, the revenues of Lydda were designated for the new waqf of Hasseki Sultan Imaret in Jerusalem, established by Hasseki Hurrem Sultan (Roxelana), the wife of Suleiman the Magnificent. By 1596 Lydda was a part of the nahiya ("subdistrict") of Ramla, which was under the administration of the liwa ("district") of Gaza. It had a population of 241 households and 14 bachelors who were all Muslims, and 233 households who were Christians. They paid a fixed tax-rate of 33,3 % on agricultural products, including wheat, barley, summer crops, vineyards, fruit trees, sesame, special product ("dawalib" =spinning wheels), goats and beehives, in addition to occasional revenues and market toll, a total of 45,000 Akçe. All of the revenue went to the Waqf. In 1051 AH/1641/2, the Bedouin tribe of al-Sawālima from around Jaffa attacked the villages of Subṭāra, Bayt Dajan, al-Sāfiriya, Jindās, Lydda and Yāzūr belonging to Waqf Haseki Sultan. The village appeared as Lydda, though misplaced, on the map of Pierre Jacotin compiled in 1799. Missionary William M. Thomson visited Lydda in the mid-19th century, describing it as a "flourishing village of some 2,000 inhabitants, imbosomed in noble orchards of olive, fig, pomegranate, mulberry, sycamore, and other trees, surrounded every way by a very fertile neighbourhood. The inhabitants are evidently industrious and thriving, and the whole country between this and Ramleh is fast being filled up with their flourishing orchards. Rarely have I beheld a rural scene more delightful than this presented in early harvest ... It must be seen, heard, and enjoyed to be appreciated." In 1869, the population of Ludd was given as: 55 Catholics, 1,940 "Greeks", 5 Protestants and 4,850 Muslims. In 1870, the Church of Saint George was rebuilt. In 1892, the first railway station in the entire region was established in the city. In the second half of the 19th century, Jewish merchants migrated to the city, but left after the 1921 Jaffa riots. In 1882, the Palestine Exploration Fund's Survey of Western Palestine described Lod as "A small town, standing among enclosure of prickly pear, and having fine olive groves around it, especially to the south. The minaret of the mosque is a very conspicuous object over the whole of the plain. The inhabitants are principally Moslim, though the place is the seat of a Greek bishop resident of Jerusalem. The Crusading church has lately been restored, and is used by the Greeks. Wells are found in the gardens...." From 1918, Lydda was under the administration of the British Mandate in Palestine, as per a League of Nations decree that followed the Great War. During the Second World War, the British set up supply posts in and around Lydda and its railway station, also building an airport that was renamed Ben Gurion Airport after the death of Israel's first prime minister in 1973. At the time of the 1922 census of Palestine, Lydda had a population of 8,103 inhabitants (7,166 Muslims, 926 Christians, and 11 Jews), the Christians were 921 Orthodox, 4 Roman Catholics and 1 Melkite. This had increased by the 1931 census to 11,250 (10,002 Muslims, 1,210 Christians, 28 Jews, and 10 Bahai), in a total of 2475 residential houses. In 1938, Lydda had a population of 12,750. In 1945, Lydda had a population of 16,780 (14,910 Muslims, 1,840 Christians, 20 Jews and 10 "other"). Until 1948, Lydda was an Arab town with a population of around 20,000—18,500 Muslims and 1,500 Christians. In 1947, the United Nations proposed dividing Mandatory Palestine into two states, one Jewish state and one Arab; Lydda was to form part of the proposed Arab state. In the ensuing war, Israel captured Arab towns outside the area the UN had allotted it, including Lydda. In December 1947, thirteen Jewish passengers in a seven-car convoy to Ben Shemen Youth Village were ambushed and murdered.In a separate incident, three Jewish youths, two men and a woman were captured, then raped and murdered in a neighbouring village. Their bodies were paraded in Lydda’s principal street. The Israel Defense Forces entered Lydda on 11 July 1948. The following day, under the impression that it was under attack, the 3rd Battalion was ordered to shoot anyone "seen on the streets". According to Israel, 250 Arabs were killed. Other estimates are higher: Arab historian Aref al Aref estimated 400, and Nimr al Khatib 1,700. In 1948, the population rose to 50,000 during the Nakba, as Arab refugees fleeing other areas made their way there. A key event was the Palestinian expulsion from Lydda and Ramle, with the expulsion of 50,000-70,000 Palestinians from Lydda and Ramle by the Israel Defense Forces. All but 700 to 1,056 were expelled by order of the Israeli high command, and forced to walk 17 km (10+1⁄2 mi) to the Jordanian Arab Legion lines. Estimates of those who died from exhaustion and dehydration vary from a handful to 355. The town was subsequently sacked by the Israeli army. Some scholars, including Ilan Pappé, characterize this as ethnic cleansing. The few hundred Arabs who remained in the city were soon outnumbered by the influx of Jews who immigrated to Lod from August 1948 onward, most of them from Arab countries. As a result, Lod became a predominantly Jewish town. After the establishment of the state, the biblical name Lod was readopted. The Jewish immigrants who settled Lod came in waves, first from Morocco and Tunisia, later from Ethiopia, and then from the former Soviet Union. Since 2008, many urban development projects have been undertaken to improve the image of the city. Upscale neighbourhoods have been built, among them Ganei Ya'ar and Ahisemah, expanding the city to the east. According to a 2010 report in the Economist, a three-meter-high wall was built between Jewish and Arab neighbourhoods and construction in Jewish areas was given priority over construction in Arab neighborhoods. The newspaper says that violent crime in the Arab sector revolves mainly around family feuds over turf and honour crimes. In 2010, the Lod Community Foundation organised an event for representatives of bicultural youth movements, volunteer aid organisations, educational start-ups, businessmen, sports organizations, and conservationists working on programmes to better the city. In the 2021 Israel–Palestine crisis, a state of emergency was declared in Lod after Arab rioting led to the death of an Israeli Jew. The Mayor of Lod, Yair Revivio, urged Prime Minister of Israel Benjamin Netanyahu to deploy Israel Border Police to restore order in the city. This was the first time since 1966 that Israel had declared this kind of emergency lockdown. International media noted that both Jewish and Palestinian mobs were active in Lod, but the "crackdown came for one side" only. Demographics In the 19th century and until the Lydda Death March, Lod was an exclusively Muslim-Christian town, with an estimated 6,850 inhabitants, of whom approximately 2,000 (29%) were Christian. According to the Israel Central Bureau of Statistics (CBS), the population of Lod in 2010 was 69,500 people. According to the 2019 census, the population of Lod was 77,223, of which 53,581 people, comprising 69.4% of the city's population, were classified as "Jews and Others", and 23,642 people, comprising 30.6% as "Arab". Education According to CBS, 38 schools and 13,188 pupils are in the city. They are spread out as 26 elementary schools and 8,325 elementary school pupils, and 13 high schools and 4,863 high school pupils. About 52.5% of 12th-grade pupils were entitled to a matriculation certificate in 2001.[citation needed] Economy The airport and related industries are a major source of employment for the residents of Lod. Other important factories in the city are the communication equipment company "Talard", "Cafe-Co" - a subsidiary of the Strauss Group and "Kashev" - the computer center of Bank Leumi. A Jewish Agency Absorption Centre is also located in Lod. According to CBS figures for 2000, 23,032 people were salaried workers and 1,405 were self-employed. The mean monthly wage for a salaried worker was NIS 4,754, a real change of 2.9% over the course of 2000. Salaried men had a mean monthly wage of NIS 5,821 (a real change of 1.4%) versus NIS 3,547 for women (a real change of 4.6%). The mean income for the self-employed was NIS 4,991. About 1,275 people were receiving unemployment benefits and 7,145 were receiving an income supplement. Art and culture In 2009-2010, Dor Guez held an exhibit, Georgeopolis, at the Petach Tikva art museum that focuses on Lod. Archaeology A well-preserved mosaic floor dating to the Roman period was excavated in 1996 as part of a salvage dig conducted on behalf of the Israel Antiquities Authority and the Municipality of Lod, prior to widening HeHalutz Street. According to Jacob Fisch, executive director of the Friends of the Israel Antiquities Authority, a worker at the construction site noticed the tail of a tiger and halted work. The mosaic was initially covered over with soil at the conclusion of the excavation for lack of funds to conserve and develop the site. The mosaic is now part of the Lod Mosaic Archaeological Center. The floor, with its colorful display of birds, fish, exotic animals and merchant ships, is believed to have been commissioned by a wealthy resident of the city for his private home. The Lod Community Archaeology Program, which operates in ten Lod schools, five Jewish and five Israeli Arab, combines archaeological studies with participation in digs in Lod. Sports The city's major football club, Hapoel Bnei Lod, plays in Liga Leumit (the second division). Its home is at the Lod Municipal Stadium. The club was formed by a merger of Bnei Lod and Rakevet Lod in the 1980s. Two other clubs in the city play in the regional leagues: Hapoel MS Ortodoxim Lod in Liga Bet and Maccabi Lod in Liga Gimel. Hapoel Lod played in the top division during the 1960s and 1980s, and won the State Cup in 1984. The club folded in 2002. A new club, Hapoel Maxim Lod (named after former mayor Maxim Levy) was established soon after, but folded in 2007. Notable people Twin towns-sister cities Lod is twinned with: See also References Bibliography External links
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[SOURCE: https://en.wikipedia.org/wiki/ParaHoxozoa] | [TOKENS: 665]
Contents ParaHoxozoa ParaHoxozoa (or Parahoxozoa) is a clade of animals that consists of Bilateria, Placozoa, and Cnidaria. Phylogeny The relationship of Parahoxozoa to the two other animal lineages Ctenophora and Porifera is debated. Some phylogenomic studies have presented evidence supporting Ctenophora as the sister to Parahoxozoa and Porifera as the sister group to the rest of animals (e.g.). Other studies have presented evidence supporting Porifera as the sister to Parahoxozoa and Ctenophora as the sister group to the rest of animals (e.g.), finding that nervous systems either evolved independently in ctenophores and parahoxozoans, or were secondarily lost in poriferans. If ctenophores are taken to have diverged first, Eumetazoa is sometimes used as a synonym for ParaHoxozoa. The cladogram, which is congruent with the vast majority of these phylogenomic studies, conveys this uncertainty with a soft polytomy. Choanoflagellata Ctenophora Porifera Placozoa Cnidaria Bilateria ParaHoxozoa or Parahoxozoa "ParaHox" genes are usually referred to in CamelCase and the original paper that named the clade used "ParaHoxozoa";[why?] the single initial capital format "Parahoxozoa" has also come to be used in the literature. Characteristics Parahoxozoa was defined by the presence of several gene (sub)classes (HNF, CUT, PROS, ZF, CERS, K50, S50-PRD), as well as Hox/ParaHox-ANTP from which the name of this clade originated. It was later proposed and contested that a gene of the same class (ANTP) as the Hox/ParaHox, the NK gene and the Cdx Parahox gene, is also present in Porifera, the sponges. Regardless of whether a ParaHox gene is ever definitively identified, Parahoxozoa, as originally defined, is monophyletic and therefore continues to be used as such. Planula-acoel, triploblasty, and bilaterian similarities The original bilaterian is hypothesized to be a bottom dwelling worm with a single body opening. A through-gut may already have developed with the Ctenophora. The through-gut may have developed from the corners of a single opening with lips fusing. E.g. Acoela resemble the planula larvae of some Cnidaria, which exhibit some bilaterian symmetry. They are vermiform, just as the cnidarian Buddenbrockia is. Placozoans have been noted to resemble planula. Usually, "Planulozoa" is a Cnidaria–Bilateria clade that excludes Placozoa. Otherwise, when including all three lineages, it is synonymous with Parahoxozoa. Triploblasty may have developed before the Cnidaria–Bilateria radiation. References
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[SOURCE: https://en.wikipedia.org/wiki/Psychological_effects_of_Internet_use] | [TOKENS: 3744]
Contents Psychological effects of Internet use Various researchers have undertaken efforts to examine the psychological effects of Internet use. Some research employs studying brain functions in Internet users. Some studies assert that these changes are harmful, while others argue that asserted changes are beneficial. Assertions American writer Nicholas Carr asserts that Internet use reduces the deep thinking that leads to true creativity. He also says that hyperlinks and overstimulation means that the brain must give most of its attention to short-term decisions. Carr also states that the vast availability of information on the World Wide Web overwhelms the brain and hurts long-term memory. He says that the availability of stimuli leads to a very large cognitive load, which makes it difficult to remember anything. Computer scientist Ramesh Sitaraman has asserted that Internet users are impatient and are likely to get more impatient with time. In a large-scale research study that completed in 2012 involving millions of users watching videos on the Internet, Krishnan and Sitaraman show that users start to abandon online videos if they do not start playing within two seconds. In addition, users with faster Internet connections (such as FTTH) showed less patience and abandoned videos at a faster rate than users with slower Internet connections. Many commentators have since argued that these results provide a glimpse into the future: as Internet services become faster and provide more instant gratification, people become less patient and less able to delay gratification and work towards longer-term rewards. Psychologist Steven Pinker, however, argues that people have control over what they do, and that research and reasoning never came naturally to people. He says that "experience does not revamp the basic information-processing capacities of the brain" and asserts that the Internet is actually making people smarter. MRI studies The BBC describes the research published in the peer-reviewed science journal PLoS ONE: Specialised MRI brain scans showed changes in the white matter of the brain—the part that contains nerve fibres—in those classed as being web addicts, compared with non-addicts. Furthermore, the study says, "We provided evidences demonstrating the multiple structural changes of the brain in IAD subjects. VBM results indicated the decreased gray matter volume in the bilateral dorsolateral prefrontal cortex (DLPFC), the supplementary motor area (SMA), the orbitofrontal cortex (OFC), the cerebellum and the left rostral ACC (rACC)." UCLA professor of psychiatry Gary Small studied brain activity in experienced web surfers versus casual web surfers. He used MRI scans on both groups to evaluate brain activity. The study showed that when Internet surfing, the brain activity of the experienced Internet users was far more extensive than that of the novices, particularly in areas of the prefrontal cortex associated with problem-solving and decision making. However, the two groups had no significant differences in brain activity when reading blocks of text. This evidence suggested that the distinctive neural pathways of experienced Web users had developed because of their Web use. Dr. Small concluded that "The current explosion of digital technology not only is changing the way we live and communicate, but is rapidly and profoundly altering our brains." In an August 2008 article in The Atlantic ("Is Google Making Us Stupid?"), Nicholas Carr experientially asserts that using the Internet can lead to lower attention span and make it more difficult to read in the traditional sense (that is, read a book at length without mental interruptions). He says that he and his friends have found it more difficult to concentrate and read whole books, even though they read a great deal when they were younger (that is, when they did not have access to the Internet). This assertion is based on anecdotal evidence, not controlled research. Researchers from the University College London have done a 5-year study on Internet habits, and have found that people using the sites exhibited "a form of skimming activity," hopping from one source to another and rarely returning to any source they'd already visited. The 2008 report says, "It is clear that users are not reading online in the traditional sense; indeed there are signs that new forms of "reading" are emerging as users "power browse" horizontally through titles, contents pages and abstracts going for quick wins. It almost seems that they go online to avoid reading in the traditional sense." Brain power Research suggests that using the Internet helps boost brain power for middle-aged and older people (research on younger people has not been done). The study compares brain activity when the subjects were reading and when the subjects were surfing the Internet. It found that Internet surfing uses much more brain activity than reading does. Lead researcher Professor Gary Small said: "The study results are encouraging, that emerging computerized technologies may have physiological effects and potential benefits for middle-aged and older adults. Internet searching engages complicated brain activity, which may help exercise and improve brain function." Productivity One of the most widely debated effects of social networking has been its influence on productivity. In many schools and workplaces, social media sites are blocked because employers believe their employees will be distracted and unfocused on the sites. It seems, at least from one study, that employers do, indeed, have reason to be concerned. A survey from Hearst Communications found that productivity levels of people that used social networking sites were 1.5% lower than those that did not. Logically, people cannot get work done when they are performing other tasks. If the employees suffer from degrading self-control, it will be even harder for them to get back to work and maintain productivity. Effects of social networking and behavior Evgeny Morozov has said that social networking could be potentially harmful to people. He writes that they can destroy privacy, and notes that "Insurance companies have accessed their patients' Facebook accounts to try to disprove they have hard-to-verify health problems like depression; employers have checked social networking sites to vet future employees; university authorities have searched the web for photos of their students' drinking or smoking pot." He also said that the Internet also makes people more complacent and risk averse. He said that because much of the ubiquity of modern technology—cameras, recorders, and such—people may not want to act in unusual ways for fear of getting a bad name. People can see pictures and videos of you on the Internet, and this may make you act differently. Attention span According to the New York Times, many scientists say that "people's ability to focus is being undermined by bursts of information". From 53,573 page views taken from various users, 17% of the views lasted less than 4 seconds while 4% lasted more than 10 minutes. In regards to page content, users will only read 49% of a site that contains 111 words or fewer while users will opt to read 28% of an average website (approximately 593 words). For each additional 100 words on a site, users will spend 4.4 seconds longer on the site. It is found that those who read articles online go through the article more thoroughly than those who read from print-based materials. Upon choosing their reading material, online readers read 77% of the content, which can be compared to broadsheet newspaper where the corresponding number is 62%. Effects of anonymity Interacting on the Internet mostly does not involve "physical" interactions with another person (i.e. face-to-face conversation), and therefore easily leads to a person feeling free to act differently online, as well as unrestraint in civility and minimization of authority, etc. People who are socially anxious are more likely to use electronic communication as their only means of communication. This, in turn, makes them more likely to disclose personal information to strangers online that they normally wouldn't give out face-to-face. The phenomenon is a likely cause for the prevalence of cyberbullying, especially for children who do not understand "social networking etiquette." Internet anonymity can lead to online disinhibition, in which people do and say things online that they normally wouldn't do or say in person. Psychology researcher John Suler differentiates between benign disinhibition in which people can grow psychologically by revealing secret emotions, fears, and wishes and showing unusual acts of kindness and generosity and toxic disinhibition, in which people use rude language, harsh criticisms, anger, hatred and threats or visit pornographic or violent sites that they wouldn't in the 'real world.' Internet addiction People become addicted or dependent on the Internet through excessive computer use that interferes with daily life. Kimberly S. Young links internet addiction disorder with existing mental health issues, most commonly depression. Young states that the disorder has significant effects socially, psychologically and occupationally. "Aric Sigman's presentation to members of the Royal College of Paediatrics and Child Health outlined the parallels between screen dependency and alcohol and drug addiction: the instant stimulation provided by all those flickering graphics leads to the release of dopamine, a chemical that's central to the brain's reward system". A 2009 study suggested that brain structural changes were present in those classified by the researchers as Internet addicted, similar to those classified as chemically addicted. In one study, the researchers selected seventeen subjects with online gaming addiction and another seventeen naive internet users who rarely used the internet. Using a magnetic resonance imaging scanner, they performed a scan to "acquire 3-dimensional T1-weighted images" of the subject's brain. The results of the scan revealed that online gaming addiction "impairs gray and white matter integrity in the orbitofrontal cortex of the prefrontal regions of the brain". According to Keath Low, psychotherapist, the orbitofrontal cortex "has a major impact on our ability to perform such tasks as planning, prioritizing, paying attention to and remembering details, and controlling our attention". As a result, Keith Low believes that these online gaming addicts are incapable of prioritizing their life or setting a goal and accomplishing it because of the impairment of their orbitofrontal cortex. Escapism Ease of access to the Internet can increase escapism in which a user uses the Internet as an "escape" from the perceived unpleasant or banal aspects of daily/real life. Because the internet and virtual realities easily satisfy social needs and drives, according to Jim Blascovich and Jeremy Bailensen, "sometimes [they are] so satisfying that addicted users will withdraw physically from society." Stanford psychiatrist Dr. Elias Aboujaoude believes that advances in virtual reality and immersive 3-D have led us to "where we can have a 'full life' [online] that can be quite removed from our own." Eventually, virtual reality may drastically change a person's social and emotional needs. "We may stop 'needing' or craving real social interactions because they may become foreign to us," Aboujaoude says. Psychological distress has been found to influence and increase escapism. Escapism, in turn, increases the likelihood of internet addiction, compulsive internet use, gaming addiction, and further harmful consequences. Effects on children Internet has its impact on all age groups from elders to children. According to the article 'Digital power: exploring the effects of social media on children's spirituality', children consider the Internet as their third place after home and school. One of the main effects social media has had on children is the effect of cyber bullying. A study carried out by 177 students in Canada found that "15% of the students admitted that they cyberbullied others" while "40% of the cyber victims had no idea who the bullies were". The psychological harm cyber bullying can cause is reflected in low self-esteem, depression and anxiety. It also opens up avenues for manipulation and control. Cyber bullying has ultimately led to depression, anxiety and in severe cases suicide. Suicide is the third leading cause of death for youth between the ages of 10 and 24. Cyber bullying is rapidly increasing. Some writers have suggested monitoring and educating children from a young age about the risks associated with cyber bullying. Children use, on average, 27 hours of internet a week and it is on the increase. This leads to an increased risk of insomnia. Screen time is affecting children in many ways, not only are children at an increased risk of insomnia but they are also at risk of having eye and health developing problems. A study done in 2018 showed that young children are experiencing Computer Vision Syndrome, also referred to as Digital Eye Strain symptoms which include blurred or double vision, headaches, eye fatigue, and more. Many kids are having to wear glasses at a younger age due to excessive amount of screentime. Health problems are also a big effect of the internet. The National Longitudinal Study of Adolescent Health did a study on adolescents ranging from 7-12 grade and they found that more screen time increases the risk of obesity. Reducing the amount of time children spend on the Internet can prevent development of diseases like obesity and diabetes. Effects on parenting "A psychologist, Aric Sigman, warned of the perils of "passive parenting" and "benign neglect" caused by parent's reliance on gadgets". In some cases, parents' internet addictions can have drastic effects on their children. In 2009, a three-year-old girl from New Mexico died of malnutrition and dehydration on the same day that her mother was said to have spent 15 hours playing World of Warcraft online. In another case in 2014, a Korean couple became so immersed in a video game that allowed them to raise a virtual child online that they let their real baby die. The effects of the Internet on parenting can be observed in a how parents utilize the Internet, the response to their child's Internet consumption, as well as the effects and influences that the Internet has on the relationship between parent and child. Overall, parents are seen to do simple tasks such as sending e-mails and keep up with current events whereas social networking sites are less frequented. In regards to researching parental material, a study conducted in January 2012 by the University of Minnesota found that 75% of questioned parents have stated that the Internet improves their method of obtaining parenting related information, 19.7% found parenting websites too complex to navigate, and 13.1% of the group did not find any useful parenting information on any website. Many studies have shown that parents view the Internet as a hub of information especially in their children's education. They feel that it is a valuable commodity that can enhance their learning experience and when used in this manner it does not contribute to any family tension or conflicts. However, when the Internet is used as a social medium (either online gaming or social networking sites) there is a positive correlation between the use of the Internet and family conflicts. In conjunction with using the Internet for social means, there is a risk of exposing familial information to strangers, which is perceived to parents as a threat and can ultimately weaken family boundaries. A report released in October 2012 by Ofcom focused on the amount of online consumption done by children aged 5–15 and how the parents react to their child's consumption. Of the parents interviewed, 85% use a form of online mediation ranging from face-to-face talks with their children about online surfing to cellphone browser filters. The remaining 15% of parents do not take active measures to adequately inform their children of safe Internet browsing; these parents have either spoken only briefly to their children about cautious surfing or do not do anything at all. Parents are active in monitoring their child's online use by using methods such as investigating the browsing history and by regulating Internet usage. However, since parents are less versed in Internet usage than their children they are more concerned with the Internet interfering with family life than online matters such as child grooming or cyber-bullying. When addressing those with lack of parental control over the Internet, parents state that their child is rarely alone (defined for children from 5–11 years old) or that they trust their children when they are online (for children 12–15 years old). Approximately 80% of parents ensure that their child has been taught Internet safety from school and 70% of parents feel that the benefits of using the Internet are greater than the risks that come along with it. Conversely an American study, conducted by PewInternet released on 20 November 2012, reveal that parents are highly concerned about the problems the Internet can impose on their teenage children. 47% of parents are tend to worry about their children being exposed to inappropriate material on the Internet and 45% of the parents are concerned about their children's behaviour towards each other both online offline. Only 31% of parents showed concern about the Internet taking away social time from the family. Researcher Sanford Grossbart and others explores the relationship between the mother and child and how Internet use affects this relationship. This study forms its basis around Marvin Sussman and Suzanne Steinmetz's idea that the relationship between parent and child is highly influenced by the changing experiences and events of each generation. "Parental warmth" is a factor in how receptive a parent is to being taught the nuances of the Internet by their child versus the traditional method of the parent influencing the child. If the parent displayed "warm" tendencies she was more open to learning how to use the Internet from their child even if the parent happened to be more knowledgeable on the subject. This fosters teaching in a positive environment, which sustains a strong relationship between mother and child, encourages education, and promotes mature behaviour. "Cooler" mothers only allowed themselves to be taught if they thought that their child held the same amount of knowledge or greater and would dismiss the teaching otherwise suggesting a relationship that stems from the majority of influence coming from the parent. However, despite warm and cool parenting methods, parents who encounter a language barrier rely more heavily on their children to utilize the Internet. Vikki Katz of Rutgers University has studied the interaction between immigrant parents and children and how they use technology. Katz notes that the majority resources that immigrants find helpful are located online, however the search algorithms currently in place do not direct languages other than English appropriately. Because of this shortcoming, parents strongly encourage their bilingual children to bridge the gap between the Internet and language. The Internet is increasingly being used as a virtual babysitter when parents actively download applications specifically for their children with intentions to keep them calm. A survey conducted by Ipsos has found that half of the interviewed parents believe children ages 8–13 are old enough to own or carry smartphones thus increasing online content consumption in younger generations. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Battle_of_Appomattox_Court_House] | [TOKENS: 4732]
Contents Battle of Appomattox Court House The Battle of Appomattox Court House, fought in Appomattox County, Virginia, on the morning of April 9, 1865, was one of the last, and ultimately one of the most consequential, battles of the American Civil War (1861–1865). It was the final engagement of Confederate general in chief Robert E. Lee and his Army of Northern Virginia before they surrendered to the Union Army of the Potomac under the Commanding General of the United States Army, Ulysses S. Grant. Lee, having abandoned the Confederate capital of Richmond, Virginia, after the nine-and-a-half-month Siege of Petersburg and Richmond, retreated west, hoping to join his army with Confederate forces, the Army of Tennessee in North Carolina. Union infantry and cavalry forces under General Philip Sheridan pursued and cut off the Confederates' retreat at the central Virginia village of Appomattox Court House. Lee launched a last-ditch attack to break through the Union forces to his front, assuming the Union force consisted entirely of lightly armed cavalry. When he realized that the cavalry was now backed up by two corps of federal infantry, he had no choice but to surrender with his further avenue of retreat and escape now cut off. The signing of the surrender documents occurred in the parlor of the house owned by Wilmer McLean on the afternoon of April 9. On April 12, a formal ceremony of parade and the stacking of arms led by Confederate Major General John B. Gordon to Union Brigadier General Joshua Chamberlain marked the disbandment of the Army of Northern Virginia with the parole of its nearly 28,000 remaining officers and men, free to return home without their major weapons but enabling men to take their horses and officers to retain their sidearms (swords and pistols), and effectively ending the war in Virginia. This event signaled the end of the four-year-long war. It triggered a series of subsequent surrenders across the South, in North Carolina, Alabama and finally Shreveport, Louisiana, for the Trans-Mississippi Theater in the West by June. Military situation The final campaign for Richmond, Virginia, the capital of the Confederate States, began when the Union Army of the Potomac crossed the James River in June 1864. The armies under the command of Lieutenant General and General-in-Chief Ulysses S. Grant (1822–1885) laid siege to Petersburg, south of Richmond, intending to cut the two cities' supply lines and force the Confederates to evacuate. In the spring of 1865, Confederate States Army General Robert E. Lee (1807–1870), waited for an opportunity to leave the Petersburg lines, aware that the position was untenable, but Union troops made the first move. On April 1, 1865, Major General Philip Sheridan's cavalry turned Lee's flank at the Battle of Five Forks. The next day Grant's army achieved a decisive breakthrough, effectively ending the Petersburg siege. With supply railroad lines cut, Lee's men abandoned the trenches they had held for ten months and evacuated on the night of April 2–3. Lee's first objective was to reassemble and supply his men at Amelia Courthouse. His plan was to link up with General Joseph E. Johnston's Army of Tennessee in North Carolina and go on the offensive after establishing defenses on the Roanoke River in southwest Virginia. When the troops arrived at Amelia on April 4, however, they found no provisions. Lee sent wagons out to the surrounding country to forage, but as a result lost a day's worth of marching time. The army then headed west to Appomattox Station, where another supply train awaited him. Lee's army was now composed of the cavalry corps and two small infantry corps.[citation needed] En route to the station, on April 6 at Sailor's Creek, nearly one fourth of the retreating Confederate army was cut off by Sheridan's cavalry and elements of the II and VI Corps. Two Confederate divisions fought the VI Corps along the creek. The Confederates attacked but were driven back, and soon after the Union cavalry cut through the right of the Confederate lines. Most of the 7,700 Confederates were captured or surrendered, including Lieutenant General Richard S. Ewell and eight other general officers. The delay prevented Lee from reaching the Appomattox station until late afternoon on April 8, allowing Sheridan to reach the station ahead of the Southerners that evening, where he captured Lee's supplies and obstructed his path. Following the minor battles of Cumberland Church and High Bridge, on April 7, General Grant sent a note to Lee suggesting that it was time to surrender the Army of Northern Virginia. In a return note, Lee refused the request, but asked Grant what terms he had in mind. On April 8, Union cavalry under Brigadier General and Brevet Major General George Armstrong Custer captured and burned three supply trains waiting for Lee's army at the Appomattox Station. Now both of the Federal forces, the Army of the Potomac and the Army of the James, were converging on Appomattox.[citation needed] With his supplies at Appomattox destroyed, Lee now looked west to the railway at Lynchburg, where more supplies awaited him. However, on the morning of April 8, a battalion of the 15th Pennsylvania Cavalry was detached from Stoneman's Raid into North Carolina and southwestern Virginia and had made a demonstration to within three miles of Lynchburg, giving the appearance of being the vanguard of a much larger force. Despite this new threat, Lee apparently decided to try for Lynchburg anyway.[citation needed] While the Union Army was closing in on Lee, all that lay between Lee and Lynchburg was Union cavalry. Lee hoped to break through the cavalry before infantry arrived. He sent a note to Grant saying that he did not wish to surrender his army just yet but was willing to discuss how Grant's terms would affect the Confederacy. Grant, suffering from a throbbing headache, stated that "It looks as if Lee still means to fight." The Union infantry was close, but the only unit near enough to support Sheridan's cavalry was Major General John Gibbon's XXIV Corps of the Army of the James. This corps traveled 30 miles (48 km) in 21 hours to reach the cavalry. Major General Edward O. C. Ord, commander of the Army of the James, arrived with the XXIV Corps around 4:00 a.m. while the V Corps of the Army of the Potomac was close behind. Sheridan deployed his three divisions of cavalry along a low ridge to the southwest of Appomattox Court House.[citation needed] Opposing forces April 9 At dawn on April 9, 1865, the Confederate Second Corps under Major General John B. Gordon attacked Sheridan's cavalry and quickly forced back the first line under Brevet Brigadier General Charles H. Smith. The next line, held by Brigadier Generals Ranald S. Mackenzie and George Crook, slowed the Confederate advance. Gordon's troops charged through the Union lines and took the ridge, but as they reached the crest, they saw the entire Union XXIV Corps in line of battle with the Union V Corps to their right. Lee's cavalry saw these Union forces and immediately withdrew and rode off towards Lynchburg. Ord's troops began advancing against Gordon's corps while the Union II Corps began moving against Lieutenant General James Longstreet's corps to the northeast. Colonel Charles Venable of Lee's staff rode in at this time and asked for an assessment, and Gordon gave him a reply he knew Lee did not want to hear: "Tell General Lee I have fought my corps to a frazzle, and I fear I can do nothing unless I am heavily supported by Longstreet's corps." Upon hearing it Lee finally stated the inevitable: "Then there is nothing left for me to do but to go and see General Grant, and I would rather die a thousand deaths." Many of Lee's officers, including Longstreet, agreed that surrendering the army was the only option left. The only notable officer opposed to surrender was Longstreet's chief of artillery, Brigadier General Edward Porter Alexander, who predicted that if Lee surrendered then "every other Confederate army will follow suit".[citation needed] Lee decided to request a suspension of fighting while he sought to learn the terms of surrender Grant was proposing to offer. A white linen dish towel was used as a Confederate flag of truce and was carried by Capt. R. M. Sims, one of Longstreet's staff officers, into the lines of General Custer, who was part of Sheridan's command. After a truce was arranged, Custer was escorted through the lines to meet Longstreet. According to Longstreet, Custer said, "in the name of General Sheridan, I demand the unconditional surrender of this army." Longstreet replied that he was not in command of the army, but if he were he would not deal with messages from Sheridan. Custer responded that it would be a pity to have more blood upon the field, to which Longstreet suggested that the truce be respected, and then added "General Lee has gone to meet General Grant, and it is for them to determine the future of the armies." At 8:00 a.m., Lee rode out to meet Grant, accompanied by three of his aides. Grant received Lee's first letter on the morning of April 9 as he was traveling to meet Sheridan. Grant recalled his migraine seemed to disappear when he read Lee's letter, and he handed it to his assistant Rawlins to read aloud before composing his reply: General, Your note of this date is but this moment, 11:50 A.M. rec'd., in consequence of my having passed from the Richmond and Lynchburg road. I am at this writing about four miles West of Walker's Church and will push forward to the front for the purpose of meeting you. Notice sent to me on this road where you wish the interview to take place. Grant's response was remarkable in that it let the defeated Lee choose the place of his surrender. Lee received the reply within an hour and dispatched an aide, Charles Marshall, to find a suitable location for the occasion. Marshall scrutinized Appomattox Court House, a small village of roughly twenty buildings that served as a waystation for travelers on the Richmond-Lynchburg Stage Road. Marshall rejected the first house he saw as too dilapidated, instead settling on the 1848 brick home of Wilmer McLean. McLean had lived near Manassas Junction during the First Battle of Bull Run and had retired to Appomattox to escape the war. (The coincidence has been written of that farmer McLean, who relocated to avoid war after one of the Civil War's first battles happened on his land, would come to have the war's end negotiated in his sitting room.) With gunshots still being heard on Gordon's front and Union skirmishers still advancing on Longstreet's front, Lee received a message from Grant. After several hours of correspondence between Grant and Lee, a cease-fire was enacted, and Grant received Lee's request to discuss surrender terms. Dressed in his ceremonial uniform (according to himself, "I may be taken prisoner today. I must look my best."), Lee waited for Grant to arrive. Grant, whose headache had ended when he received Lee's note, arrived at the McLean house in a mud-spattered uniform—a government-issue sack coat with trousers tucked into muddy boots, no sidearms, and with only his tarnished shoulder straps showing his rank. Over one shoulder was a carrying case for his binoculars. It was the first time the two men had seen each other face-to-face in almost two decades. Suddenly overcome with sadness, Grant found it hard to get to the point of the meeting, and instead the two generals briefly discussed their only previous encounter, during the Mexican–American War. Lee brought the attention back to the issue at hand, and Grant offered the same terms he had before: In accordance with the substance of my letter to you of the 8th inst., I propose to receive the surrender of the Army of N. Va. on the following terms, to wit: Rolls of all the officers and men to be made in duplicate. One copy to be given to an officer designated by me, the other to be retained by such officer or officers as you may designate. The officers to give their individual paroles not to take up arms against the Government of the United States until properly exchanged, and each company or regimental commander sign a like parole for the men of their commands. The arms, artillery and public property to be parked and stacked, and turned over to the officer appointed by me to receive them. This will not embrace the side-arms of the officers, nor their private horses or baggage. This done, each officer and man will be allowed to return to their homes, not to be disturbed by United States authority so long as they observe their paroles and the laws in force where they may reside. The terms were as generous as Lee could hope for; his men would not be imprisoned or prosecuted for treason. Officers were allowed to keep their sidearms, horses, and personal baggage. In addition to his terms, Grant also allowed the defeated men to take home their horses and mules to carry out the spring planting, and provided Lee with a supply of food rations for his starving army; Lee said it would have a very happy effect among the men and do much toward reconciling the country. The terms of the surrender were recorded in a document handwritten by Grant's adjutant, Ely S. Parker, a Native American of the Seneca tribe, and completed around 4 p.m., April 9. Lee, upon discovering Parker to be a Seneca, remarked "It is good to have one real American here." Parker replied, "Sir, we are all Americans." As Lee left the house and rode away, Grant's men began cheering in celebration, but Grant immediately ordered them to stop. "I at once sent word, however, to have it stopped", he said. "The Confederates were now our countrymen, and we did not want to exult over their downfall", he said. Custer and other Union officers purchased from McLean the furnishings of the room Lee and Grant met in as souvenirs, emptying it of furniture. Grant soon visited the Confederate army, and then he and Lee sat on the McLean home's porch and met with visitors such as Longstreet and George Pickett before the two men left for their capitals. On April 10, Lee gave his farewell address to his army. The same day a six-man commission gathered to discuss a formal ceremony of surrender, even though no Confederate officer wished to go through with such an event. Brigadier General (brevet Major General) Joshua L. Chamberlain was the Union officer selected to lead the ceremony. In his memoirs entitled The Passing of the Armies, Chamberlain reflected on what he witnessed on April 12, 1865, as the Army of Northern Virginia marched in to surrender their arms and their colors: The momentous meaning of this occasion impressed me deeply. I resolved to mark it by some token of recognition, which could be no other than a salute of arms. Well aware of the responsibility assumed, and of the criticisms that would follow, as the sequel proved, nothing of that kind could move me in the least. The act could be defended, if needful, by the suggestion that such a salute was not to the cause for which the flag of the Confederacy stood, but to its going down before the flag of the Union. My main reason, however, was one for which I sought no authority nor asked forgiveness. Before us in proud humiliation stood the embodiment of manhood: men whom neither toils and sufferings, nor the fact of death, nor disaster, nor hopelessness could bend from their resolve; standing before us now, thin, worn, and famished, but erect, and with eyes looking level into ours, waking memories that bound us together as no other bond;—was not such manhood to be welcomed back into a Union so tested and assured? Instructions had been given; and when the head of each division column comes opposite our group, our bugle sounds the signal and instantly our whole line from right to left, regiment by regiment in succession, gives the soldier's salutation, from the "order arms" to the old "carry"—the marching salute. Gordon at the head of the column, riding with heavy spirit and downcast face, catches the sound of shifting arms, looks up, and, taking the meaning, wheels superbly, making with himself and his horse one uplifted figure, with profound salutation as he drops the point of his sword to the boot toe; then facing to his own command, gives word for his successive brigades to pass us with the same position of the manual,—honor answering honor. On our part not a sound of trumpet more, nor roll of drum; not a cheer, nor word nor whisper of vain-glorying, nor motion of man standing again at the order, but an awed stillness rather, and breath-holding, as if it were the passing of the dead! — Joshua L. Chamberlain, The Passing of the Armies, pp. 260–61 Chamberlain's account has been questioned by historian William Marvel, who claims that "few promoted their own legends more actively and successfully than he did". Marvel points out that Chamberlain in fact did not command the federal surrender detail (but only one of the brigades in General Joseph J. Bartlett's division) and that he did not mention any "salute" in his contemporary letters, but only in his memoirs written many decades later when most other eyewitnesses had already died. Confederate General John Brown Gordon, in command of the Second Corps of the Army of Northern Virginia, did recall there was a salute and he cherished Chamberlain's act of saluting his surrendered army, calling Chamberlain "one of the knightliest soldiers of the Federal army." Gordon stated that Chamberlain "called his troops into line, and as my men marched in front of them, the veterans in blue gave a soldierly salute to the vanquished heroes." This statement by Gordon contradicts Marvel's perception of the event. At the surrender ceremonies, about 28,000 Confederate soldiers passed by and stacked their arms. General Longstreet's account was 28,356 officers and men were “surrendered and paroled”. The Appomattox Roster lists approximately 26,300 men who surrendered. This reference does not include the 7,700 who were captured at Sailor's Creek three days earlier, who were treated as prisoners of war. Aftermath While General George Meade (who was not present at the meeting) reportedly shouted that "it's all over" upon hearing the surrender was signed, roughly 175,000 Confederates remained in the field, but were mostly starving and disillusioned. Many of these were scattered throughout the South in garrisons or guerrilla bands while the rest were concentrated in three major Confederate commands. Just as Porter Alexander had predicted, as news spread of Lee's surrender other Confederate commanders realized that the strength of the Confederacy was gone, and decided to lay down their own arms. General Joseph E. Johnston's army in North Carolina, the most threatening of the remaining Confederate armies, surrendered to Major General William T. Sherman at Bennett Place in Durham, North Carolina, on April 26, 1865. The 89,270 Confederate troops who laid down their weapons (the largest surrender of the war) marked the virtual end of the conflict. General Richard Taylor surrendered his army, the Departments of Alabama, Mississippi and East Louisiana, at Citronelle, Alabama, on May 4, 1865. President Jefferson Davis met with his Confederate Cabinet for the last time on May 5, 1865 in Washington, Georgia, and officially dissolved the Confederate government.[failed verification] Davis and his wife Varina, along with their escort, were captured by Union forces on May 10 at Irwinville, Georgia. Upon hearing about Lee's surrender, General Nathan Bedford Forrest, future leader of the Ku Klux Klan, also surrendered, reading his farewell address on May 9, 1865, at Gainesville, Alabama. General Edmund Kirby Smith surrendered the Confederate Trans-Mississippi Department on June 2, 1865, in Galveston, Texas. Also on May 26, 1865, the Native American tribes that had sided with the Confederacy, met at the Camp Napoleon Council in modern-day Oklahoma and decided to have commissioners offer peace with the United States. Cherokee Chief and General Stand Watie, in command of 1st Cherokee Mounted Rifles, surrendered the last sizeable organized Confederate force on June 23, 1865, in Doaksville, Choctaw Nation. There were several more small battles after Lee's surrender. The Battle of Palmito Ranch, east of Brownsville, Texas, on May 12–13, 1865, is commonly regarded as the final land battle of the war (ironically a Confederate victory which was followed soon after by the surrender of the Confederate forces). Commander James Iredell Waddell in command of the CSS Shenandoah, a commerce raider of the Confederate States Navy, was the last to surrender when he lowered the Confederate flag in Liverpool and surrendered his vessel to the British government on November 6, 1865 (Waddell was halfway around the world in the Pacific when he learned the war had ended). Lee never forgot Grant's magnanimity during the surrender, and for the rest of his life would not tolerate an unkind word about Grant in his presence. Confederate General Longstreet spoke well of his old friend Grant, saying he was grateful to Grant for a cheerful greeting and providing him a cigar at Appomattox, as well as later efforts by Grant to get Longstreet a pardon and appointing him to a federal position in New Orleans after Grant became president. Likewise, General John Brown Gordon cherished Chamberlain's simple act of saluting his surrendered army, calling Chamberlain "one of the knightliest soldiers of the Federal army." Civil War commemorative stamps During the Civil War Centennial, the United States Post Office issued five postage stamps commemorating the 100th anniversaries of famous battles, as they occurred over a four-year period, beginning with the Battle of Fort Sumter Centennial issue of 1961. The Battle of Shiloh commemorative stamp was issued in 1962, the Battle of Gettysburg in 1963, the Battle of the Wilderness in 1964, and the Appomattox Centennial commemorative stamp in 1965. Battlefield preservation The American Battlefield Trust and its battlefield land preservation partners have acquired and preserved 512 acres (2.07 km2) of the battlefield. See also References Footnotes Citations Further reading External links
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