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[SOURCE: https://en.wikipedia.org/wiki/Cross-platform] | [TOKENS: 2755] |
Contents Cross-platform software Within computing, cross-platform software (also called multi-platform software, platform-agnostic software, or platform-independent software) is computer software that is designed to work in several computing platforms. Some cross-platform software requires a separate build for each platform, but some can be directly run on any platform without special preparation, being written in an interpreted language or compiled to portable bytecode for which the interpreters or run-time packages are common or standard components of all supported platforms. For example, a cross-platform application may run on Linux, macOS and Microsoft Windows. Cross-platform software may run on many platforms, or as few as two. Some frameworks for cross-platform development are Codename One, ArkUI-X, Kivy, Qt, GTK, Flutter, NativeScript, Xamarin, Apache Cordova, Ionic, and React Native. Platforms Platform can refer to the type of processor (CPU) or other hardware on which an operating system (OS) or application runs, the type of OS, or a combination of the two. An example of a common platform is Android which runs on the ARM architecture family. Other well-known platforms are Linux/Unix, macOS and Windows, these are all cross-platform. Applications can be written to depend on the features of a particular platform—either the hardware, OS, or virtual machine (VM) it runs on. For example, the Java platform is a common VM platform which runs on many OSs and hardware types. A hardware platform can refer to an instruction set architecture. For example: ARM or the x86 architecture. These machines can run different operating systems. Smartphones and tablets generally run ARM architecture, these often run Android or iOS and other mobile operating systems. A software platform can be either an operating system (OS) or programming environment, though more commonly it is a combination of both. An exception is Java, which uses an OS-independent virtual machine (VM) to execute Java bytecode. Some software platforms are: The Java language is typically compiled to run on a VM that is part of the Java platform. The Java virtual machine (Java VM, JVM) is a CPU implemented in software, which runs all Java code. This enables the same code to run on all systems that implement a JVM. Java software can be executed by a hardware-based Java processor. This is used mostly in embedded systems. Java code running in the JVM has access to OS-related services, like disk input/output (I/O) and network access, if the appropriate privileges are granted. The JVM makes the system calls on behalf of the Java application. This lets users to decide the appropriate protection level, depending on an access-control list (ACL). For example, disk and network access is usually enabled for desktop applications, but not for browser-based applets. The Java Native Interface (JNI) can also be used to access OS-specific functions, with a loss of portability. Currently, Java Standard Edition software can run on Microsoft Windows, macOS, several Unix-like OSs, and several real-time operating systems for embedded devices. For mobile applications, browser plugins are used for Windows and Mac based devices, and Android has built-in support for Java. There are also subsets of Java, such as Java Card or Java Platform, Micro Edition, designed for resource-constrained devices. Implementation For software to be considered cross-platform, it must function on more than one computer architecture or OS. Developing such software can be a time-consuming task because different OSs have different application programming interfaces (API). Software written for one OS may not automatically work on all architectures that OS supports. Just because software is written in a popular programming language such as C or C++, it does not mean it will run on all OSs that support that language—or even on different versions of the same OS. Web applications are typically described as cross-platform because, ideally, they are accessible from any web browser: the browser is the platform. Web applications generally employ a client–server model, but vary widely in complexity and functionality. It can be hard to reconcile the desire for features with the need for compatibility. Basic web applications perform all or most processing from a stateless server, and pass the result to the client web browser. All user interaction with the application consists of simple exchanges of data requests and server responses. This type of application was the norm in the early phases of World Wide Web application development. Such applications follow a simple transaction model, identical to that of serving static web pages. Today, they are still relatively common, especially where cross-platform compatibility and simplicity are deemed more critical than advanced functionality. Prominent examples of advanced web applications include the Web interface to Gmail and Google Maps. Such applications routinely depend on additional features found only in the more recent versions of popular web browsers. These features include Ajax, JavaScript, Dynamic HTML, SVG, and other components of rich web applications. Because of the competing interests of compatibility and functionality, numerous design strategies have emerged. Many software systems use a layered architecture where platform-dependent code is restricted to the upper- and lowermost layers. Graceful degradation attempts to provide the same or similar functionality to all users and platforms, while diminishing that functionality to a least common denominator for more limited client browsers. For example, a user attempting to use a limited-feature browser to access Gmail may notice that Gmail switches to basic mode, with reduced functionality but still of use. Some software is maintained in distinct codebases for different (hardware and OS) platforms, with equivalent functionality. This requires more effort to maintain the code, but can be worthwhile where the amount of platform-specific code is high. This strategy relies on having one codebase that may be compiled to multiple platform-specific formats. One technique is conditional compilation. With this technique, code that is common to all platforms is not repeated. Blocks of code that are only relevant to certain platforms are made conditional, so that they are only interpreted or compiled when needed. Another technique is separation of functionality, which disables functionality not supported by browsers or OSs, while still delivering a complete application to the user. (See also: Separation of concerns.) This technique is used in web development where interpreted code (as in scripting languages) can query the platform it is running on to execute different blocks conditionally. Third-party libraries attempt to simplify cross-platform capability by hiding the complexities of client differentiation behind a single, unified API, at the expense of vendor lock-in. Responsive web design (RWD) is a Web design approach aimed at crafting the visual layout of sites to provide an optimal viewing experience—easy reading and navigation with a minimum of resizing, panning, and scrolling—across a wide range of devices, from mobile phones to desktop computer monitors. Little or no platform-specific code is used with this technique. Cross-platform applications need much more integration testing. Some web browsers prohibit installation of different versions on the same machine. There are several approaches used to target multiple platforms, but all of them result in software that requires substantial manual effort for testing and maintenance. Techniques such as full virtualization are sometimes used as a workaround for this problem. Tools such as the Page Object Model allow cross-platform tests to be scripted so that one test case covers multiple versions of an app. If different versions have similar user interfaces, all can be tested with one test case. Web applications are becoming increasingly popular but many computer users still use traditional application software which does not rely on a client/web-server architecture. The distinction between traditional and web applications is not always clear. Features, installation methods and architectures for web and traditional applications overlap and blur the distinction. Nevertheless, this simplifying distinction is a common and useful generalization. Traditional application software has been distributed as binary files, especially executable files. Executables only support the platform they were built for—which means that a single cross-platform executable could be very bloated with code that never executes on a particular platform. Instead, generally there is a selection of executables, each built for one platform. For software that is distributed as a binary executable, such as that written in C or C++, there must be a software build for each platform, using a toolset that translates—transcompiles—a single codebase into multiple binary executables. For example, Firefox, an open-source web browser, is available on Windows, macOS (both PowerPC and x86 through what Apple Inc. calls a Universal binary), Linux, and BSD on multiple computer architectures. The four platforms (in this case, Windows, macOS, Linux, and BSD) are separate executable distributions, although they come largely from the same source code. In rare cases, executable code built for several platforms is combined into a single executable file called a fat binary. The use of different toolsets may not be enough to build a working executables for different platforms. In this case, programmers must port the source code to the new platform. For example, an application such as Firefox, which already runs on Windows on the x86 family, can be modified and re-built to run on Linux on the x86 (and potentially other architectures) as well. The multiple versions of the code may be stored as separate codebases, or merged into one codebase. An alternative to porting is cross-platform virtualization, where applications compiled for one platform can run on another without modification of the source code or binaries. As an example, Apple's Rosetta, which is built into Intel-based Macintosh computers, runs applications compiled for the previous generation of Macs that used PowerPC CPUs. Another example is IBM PowerVM Lx86, which allows Linux/x86 applications to run unmodified on the Linux/Power OS. Example of cross-platform binary software: A script can be considered to be cross-platform if its interpreter is available on multiple platforms and the script only uses the facilities built into the language. For example, a script written in Python for a Unix-like system will likely run with little or no modification on Windows, because Python also runs on Windows; indeed there are many implementations (e.g. IronPython for .NET Framework). The same goes for many of the open-source scripting languages. Unlike binary executable files, the same script can be used on all computers that have software to interpret the script. This is because the script is generally stored in plain text in a text file. There may be some trivial issues, such as the representation of a new line character. Some popular cross-platform scripting languages are: Cross-platform or multi-platform is a term that can also apply to video games released on a range of video game consoles. Examples of cross-platform games include: Miner 2049er, Tomb Raider: Legend, FIFA series, NHL series and Minecraft. Each has been released across a variety of gaming platforms, such as the Wii, PlayStation 3, Xbox 360, personal computers, and mobile devices. Some platforms are harder to write for than others, requiring more time to develop the video game to the same standard. To offset this, a video game may be released on a few platforms first, then later on others. Typically, this happens when a new gaming system is released, because video game developers need to acquaint themselves with its hardware and software. Some games may not be cross-platform because of licensing agreements between developers and video game console manufacturers that limit development to one particular console. As an example, Disney could create a game with the intention of release on the latest Nintendo and Sony game consoles. Should Disney license the game with Sony first, it may be required to release the game solely on Sony's console for a short time or indefinitely. Several developers have implemented ways to play games online while using different platforms. Psyonix, Epic Games, Microsoft, and Valve all possess technology that allows Xbox 360 and PlayStation 3 gamers to play with PC gamers, leaving the decision of which platform to use to consumers. The first game to allow this level of interactivity between PC and console games (Dreamcast with specially produced keyboard and mouse) was Quake 3. Games that feature cross-platform online play include Rocket League, Final Fantasy XIV, Street Fighter V, Killer Instinct, Paragon and Fable Fortune, and Minecraft with its Better Together update on Windows 10, VR editions, Pocket Edition and Xbox One. Programming Cross-platform programming is the practice of deliberately writing software to work on more than one platform. There are different ways to write a cross-platform application. One approach is to create multiple versions of the same software in different source trees—in other words, the Microsoft Windows version of an application might have one set of source code files and the Macintosh version another, while a FOSS *nix system might have a third. While this is straightforward, compared to developing for only one platform it can cost much more to pay a larger team or release products more slowly. It can also result in more bugs to be tracked and fixed. Another approach is to use software that hides the differences between the platforms. This abstraction layer insulates the application from the platform. Such applications are platform agnostic. Applications that run on the JVM are built this way. Some applications mix various methods of cross-platform programming to create the final application. An example is the Firefox web browser, which uses abstraction to build some of the lower-level components, with separate source subtrees for implementing platform-specific features (like the GUI), and the implementation of more than one scripting language to ease software portability. Firefox implements XUL, CSS and JavaScript for extending the browser, in addition to classic Netscape-style browser plugins. Much of the browser itself is written in XUL, CSS, and JavaScript. There are many tools available to help the process of cross-platform programming: Challenges There are many challenges when developing cross-platform software: See also References |
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[SOURCE: https://he.wikipedia.org/wiki/Grand_Theft_Auto#cite_note-3] | [TOKENS: 969] |
תוכן עניינים Grand Theft Auto Grand Theft Auto (בתרגום חופשי לעברית: "גניבת כלי רכב", מוכרת גם בראשי התיבות GTA) הוא זיכיון משחקי וידאו מסוגת פעולה והרפתקה שמפותח על ידי חברת "Rockstar Games". הזיכיון נוצר על ידי דייוויד ג'ונס ומייק דאילי כחלק מחברת "DMA Design" הבריטית. משחקיות הסדרה כוללת עיצוב עולם פתוח המאפשר לשחקן לשוטט בערים שונות בעולם תוך השלמת משימות כדי להתקדם בעלילה, לצד מגוון משימות-צד אופציונליות. עלילות משחקי הסדרה מתמקדות בפושעים שונים ומתרחשות בגרסה סאטירית של ארצות הברית תוך פרודיה על התרבות שלה. שם הסדרה נובע מהמינוח המשטרתי האמריקאי לגניבת כלי רכב. בהתאם לשמה, משחקי הסדרה מאפשרים לשחקן לבצע שלל עבירות כאשר גנבת מכוניות היא רק אחת מהן. כיוון שהסדרה כולה מציבה דגש משמעותי על ביצוע פשעים ואף מציגה אלימות מציאותית, הזיכיון זכה להסתייגויות וביקורת שלילית רבה. הדבר פתח דיון מעמיק באשר להשפעת משחקי ווידאו אלימים על אלימות נוער, אך העמדה הנפוצה במחקר גורסת ששימוש במשחקי מחשב אלימים אינו קשור לעלייה בהתנהגויות אלימות. משחקי הסדרה המשחק הראשון בסדרה עם מנוע גוף ראשון, בנוסף לגוף שלישי. ראו גם קישורים חיצוניים הערות שוליים |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=List_of_programming_languages&action=edit§ion=1] | [TOKENS: 1432] |
Editing List of programming languages (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <includeonly></includeonly> <noinclude></noinclude> {{DEFAULTSORT:}} <nowiki></nowiki> <!-- --> <span class="plainlinks"></span> Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶ # ∞ ‹› «» ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥ ♠ ♣ ♥ ♦ 𝄫 ♭ ♮ ♯ 𝄪 © ¼ ½ ¾ Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ B b C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç D d Ď ď Đ đ Ḍ ḍ Ð ð E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə F f G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ H h Ĥ ĥ Ħ ħ Ḥ ḥ I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị J j Ĵ ĵ K k Ķ ķ L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ M m Ṃ ṃ N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ Ɔ ɔ P p Q q R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ V v W w Ŵ ŵ X x Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ Z z Ź ź Ż ż Ž ž ß Ð ð Þ þ Ŋ ŋ Ə ə Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ Α α Β β Γ γ Δ δ Ε ε Ζ ζ Η η Θ θ Ι ι Κ κ Λ λ Μ μ Ν ν Ξ ξ Ο ο Π π Ρ ρ Σ σ ς Τ τ Υ υ Φ φ Χ χ Ψ ψ Ω ω {{Polytonic|}} Cyrillic: А а Б б В в Г г Ґ ґ Ѓ ѓ Д д Ђ ђ Е е Ё ё Є є Ж ж З з Ѕ ѕ И и І і Ї ї Й й Ј ј К к Ќ ќ Л л Љ љ М м Н н Њ њ О о П п Р р С с Т т Ћ ћ У у Ў ў Ф ф Х х Ц ц Ч ч Џ џ Ш ш Щ щ Ъ ъ Ы ы Ь ь Э э Ю ю Я я ́ IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ ɱ ɳ ɲ ŋ ɴ ʋ ɹ ɻ ɰ ʙ ⱱ ʀ ɾ ɽ ɫ ɬ ɮ ɺ ɭ ʎ ʟ ɥ ʍ ɧ ʼ ɓ ɗ ʄ ɠ ʛ ʘ ǀ ǃ ǂ ǁ ɨ ʉ ɯ ɪ ʏ ʊ ø ɘ ɵ ɤ ə ɚ ɛ œ ɜ ɝ ɞ ʌ ɔ æ ɐ ɶ ɑ ɒ ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ ˈ ˌ ː ˑ ̪ {{IPA|}} This page is a member of 2 hidden categories (help): |
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[SOURCE: https://en.wikipedia.org/wiki/Mars#cite_note-VSOP87-2] | [TOKENS: 11899] |
Contents Mars Mars is the fourth planet from the Sun. It is also known as the "Red Planet", for its orange-red appearance. Mars is a desert-like rocky planet with a tenuous atmosphere that is primarily carbon dioxide (CO2). At the average surface level the atmospheric pressure is a few thousandths of Earth's, atmospheric temperature ranges from −153 to 20 °C (−243 to 68 °F), and cosmic radiation is high. Mars retains some water, in the ground as well as thinly in the atmosphere, forming cirrus clouds, fog, frost, larger polar regions of permafrost and ice caps (with seasonal CO2 snow), but no bodies of liquid surface water. Its surface gravity is roughly a third of Earth's or double that of the Moon. Its diameter, 6,779 km (4,212 mi), is about half the Earth's, or twice the Moon's, and its surface area is the size of all the dry land of Earth. Fine dust is prevalent across the surface and the atmosphere, being picked up and spread at the low Martian gravity even by the weak wind of the tenuous atmosphere. The terrain of Mars roughly follows a north-south divide, the Martian dichotomy, with the northern hemisphere mainly consisting of relatively flat, low lying plains, and the southern hemisphere of cratered highlands. Geologically, the planet is fairly active with marsquakes trembling underneath the ground, but also hosts many enormous volcanoes that are extinct (the tallest is Olympus Mons, 21.9 km or 13.6 mi tall), as well as one of the largest canyons in the Solar System (Valles Marineris, 4,000 km or 2,500 mi long). Mars has two natural satellites that are small and irregular in shape: Phobos and Deimos. With a significant axial tilt of 25 degrees, Mars experiences seasons, like Earth (which has an axial tilt of 23.5 degrees). A Martian solar year is equal to 1.88 Earth years (687 Earth days), a Martian solar day (sol) is equal to 24.6 hours. Mars formed along with the other planets approximately 4.5 billion years ago. During the martian Noachian period (4.5 to 3.5 billion years ago), its surface was marked by meteor impacts, valley formation, erosion, the possible presence of water oceans and the loss of its magnetosphere. The Hesperian period (beginning 3.5 billion years ago and ending 3.3–2.9 billion years ago) was dominated by widespread volcanic activity and flooding that carved immense outflow channels. The Amazonian period, which continues to the present, is the currently dominating and remaining influence on geological processes. Because of Mars's geological history, the possibility of past or present life on Mars remains an area of active scientific investigation, with some possible traces needing further examination. Being visible with the naked eye in Earth's sky as a red wandering star, Mars has been observed throughout history, acquiring diverse associations in different cultures. In 1963 the first flight to Mars took place with Mars 1, but communication was lost en route. The first successful flyby exploration of Mars was conducted in 1965 with Mariner 4. In 1971 Mariner 9 entered orbit around Mars, being the first spacecraft to orbit any body other than the Moon, Sun or Earth; following in the same year were the first uncontrolled impact (Mars 2) and first successful landing (Mars 3) on Mars. Probes have been active on Mars continuously since 1997. At times, more than ten probes have simultaneously operated in orbit or on the surface, more than at any other planet beyond Earth. Mars is an often proposed target for future crewed exploration missions, though no such mission is currently planned. Natural history Scientists have theorized that during the Solar System's formation, Mars was created as the result of a random process of run-away accretion of material from the protoplanetary disk that orbited the Sun. Mars has many distinctive chemical features caused by its position in the Solar System. Elements with comparatively low boiling points, such as chlorine, phosphorus, and sulfur, are much more common on Mars than on Earth; these elements were probably pushed outward by the young Sun's energetic solar wind. After the formation of the planets, the inner Solar System may have been subjected to the so-called Late Heavy Bombardment. About 60% of the surface of Mars shows a record of impacts from that era, whereas much of the remaining surface is probably underlain by immense impact basins caused by those events. However, more recent modeling has disputed the existence of the Late Heavy Bombardment. There is evidence of an enormous impact basin in the Northern Hemisphere of Mars, spanning 10,600 by 8,500 kilometres (6,600 by 5,300 mi), or roughly four times the size of the Moon's South Pole–Aitken basin, which would be the largest impact basin yet discovered if confirmed. It has been hypothesized that the basin was formed when Mars was struck by a Pluto-sized body about four billion years ago. The event, thought to be the cause of the Martian hemispheric dichotomy, created the smooth Borealis basin that covers 40% of the planet. A 2023 study shows evidence, based on the orbital inclination of Deimos (a small moon of Mars), that Mars may once have had a ring system 3.5 billion years to 4 billion years ago. This ring system may have been formed from a moon, 20 times more massive than Phobos, orbiting Mars billions of years ago; and Phobos would be a remnant of that ring. Epochs: The geological history of Mars can be split into many periods, but the following are the three primary periods: Geological activity is still taking place on Mars. The Athabasca Valles is home to sheet-like lava flows created about 200 million years ago. Water flows in the grabens called the Cerberus Fossae occurred less than 20 million years ago, indicating equally recent volcanic intrusions. The Mars Reconnaissance Orbiter has captured images of avalanches. Physical characteristics Mars is approximately half the diameter of Earth or twice that of the Moon, with a surface area only slightly less than the total area of Earth's dry land. Mars is less dense than Earth, having about 15% of Earth's volume and 11% of Earth's mass, resulting in about 38% of Earth's surface gravity. Mars is the only presently known example of a desert planet, a rocky planet with a surface akin to that of Earth's deserts. The red-orange appearance of the Martian surface is caused by iron(III) oxide (nanophase Fe2O3) and the iron(III) oxide-hydroxide mineral goethite. It can look like butterscotch; other common surface colors include golden, brown, tan, and greenish, depending on the minerals present. Like Earth, Mars is differentiated into a dense metallic core overlaid by less dense rocky layers. The outermost layer is the crust, which is on average about 42–56 kilometres (26–35 mi) thick, with a minimum thickness of 6 kilometres (3.7 mi) in Isidis Planitia, and a maximum thickness of 117 kilometres (73 mi) in the southern Tharsis plateau. For comparison, Earth's crust averages 27.3 ± 4.8 km in thickness. The most abundant elements in the Martian crust are silicon, oxygen, iron, magnesium, aluminum, calcium, and potassium. Mars is confirmed to be seismically active; in 2019, it was reported that InSight had detected and recorded over 450 marsquakes and related events. Beneath the crust is a silicate mantle responsible for many of the tectonic and volcanic features on the planet's surface. The upper Martian mantle is a low-velocity zone, where the velocity of seismic waves is lower than surrounding depth intervals. The mantle appears to be rigid down to the depth of about 250 km, giving Mars a very thick lithosphere compared to Earth. Below this the mantle gradually becomes more ductile, and the seismic wave velocity starts to grow again. The Martian mantle does not appear to have a thermally insulating layer analogous to Earth's lower mantle; instead, below 1050 km in depth, it becomes mineralogically similar to Earth's transition zone. At the bottom of the mantle lies a basal liquid silicate layer approximately 150–180 km thick. The Martian mantle appears to be highly heterogenous, with dense fragments up to 4 km across, likely injected deep into the planet by colossal impacts ~4.5 billion years ago; high-frequency waves from eight marsquakes slowed as they passed these localized regions, and modeling indicates the heterogeneities are compositionally distinct debris preserved because Mars lacks plate tectonics and has a sluggishly convecting interior that prevents complete homogenization. Mars's iron and nickel core is at least partially molten, and may have a solid inner core. It is around half of Mars's radius, approximately 1650–1675 km, and is enriched in light elements such as sulfur, oxygen, carbon, and hydrogen. The temperature of the core is estimated to be 2000–2400 K, compared to 5400–6230 K for Earth's solid inner core. In 2025, based on data from the InSight lander, a group of researchers reported the detection of a solid inner core 613 kilometres (381 mi) ± 67 kilometres (42 mi) in radius. Mars is a terrestrial planet with a surface that consists of minerals containing silicon and oxygen, metals, and other elements that typically make up rock. The Martian surface is primarily composed of tholeiitic basalt, although parts are more silica-rich than typical basalt and may be similar to andesitic rocks on Earth, or silica glass. Regions of low albedo suggest concentrations of plagioclase feldspar, with northern low albedo regions displaying higher than normal concentrations of sheet silicates and high-silicon glass. Parts of the southern highlands include detectable amounts of high-calcium pyroxenes. Localized concentrations of hematite and olivine have been found. Much of the surface is deeply covered by finely grained iron(III) oxide dust. The Phoenix lander returned data showing Martian soil to be slightly alkaline and containing elements such as magnesium, sodium, potassium and chlorine. These nutrients are found in soils on Earth, and are necessary for plant growth. Experiments performed by the lander showed that the Martian soil has a basic pH of 7.7, and contains 0.6% perchlorate by weight, concentrations that are toxic to humans. Streaks are common across Mars and new ones appear frequently on steep slopes of craters, troughs, and valleys. The streaks are dark at first and get lighter with age. The streaks can start in a tiny area, then spread out for hundreds of metres. They have been seen to follow the edges of boulders and other obstacles in their path. The commonly accepted hypotheses include that they are dark underlying layers of soil revealed after avalanches of bright dust or dust devils. Several other explanations have been put forward, including those that involve water or even the growth of organisms. Environmental radiation levels on the surface are on average 0.64 millisieverts of radiation per day, and significantly less than the radiation of 1.84 millisieverts per day or 22 millirads per day during the flight to and from Mars. For comparison the radiation levels in low Earth orbit, where Earth's space stations orbit, are around 0.5 millisieverts of radiation per day. Hellas Planitia has the lowest surface radiation at about 0.342 millisieverts per day, featuring lava tubes southwest of Hadriacus Mons with potentially levels as low as 0.064 millisieverts per day, comparable to radiation levels during flights on Earth. Although Mars has no evidence of a structured global magnetic field, observations show that parts of the planet's crust have been magnetized, suggesting that alternating polarity reversals of its dipole field have occurred in the past. This paleomagnetism of magnetically susceptible minerals is similar to the alternating bands found on Earth's ocean floors. One hypothesis, published in 1999 and re-examined in October 2005 (with the help of the Mars Global Surveyor), is that these bands suggest plate tectonic activity on Mars four billion years ago, before the planetary dynamo ceased to function and the planet's magnetic field faded. Geography and features Although better remembered for mapping the Moon, Johann Heinrich von Mädler and Wilhelm Beer were the first areographers. They began by establishing that most of Mars's surface features were permanent and by more precisely determining the planet's rotation period. In 1840, Mädler combined ten years of observations and drew the first map of Mars. Features on Mars are named from a variety of sources. Albedo features are named for classical mythology. Craters larger than roughly 50 km are named for deceased scientists and writers and others who have contributed to the study of Mars. Smaller craters are named for towns and villages of the world with populations of less than 100,000. Large valleys are named for the word "Mars" or "star" in various languages; smaller valleys are named for rivers. Large albedo features retain many of the older names but are often updated to reflect new knowledge of the nature of the features. For example, Nix Olympica (the snows of Olympus) has become Olympus Mons (Mount Olympus). The surface of Mars as seen from Earth is divided into two kinds of areas, with differing albedo. The paler plains covered with dust and sand rich in reddish iron oxides were once thought of as Martian "continents" and given names like Arabia Terra (land of Arabia) or Amazonis Planitia (Amazonian plain). The dark features were thought to be seas, hence their names Mare Erythraeum, Mare Sirenum and Aurorae Sinus. The largest dark feature seen from Earth is Syrtis Major Planum. The permanent northern polar ice cap is named Planum Boreum. The southern cap is called Planum Australe. Mars's equator is defined by its rotation, but the location of its Prime Meridian was specified, as was Earth's (at Greenwich), by choice of an arbitrary point; Mädler and Beer selected a line for their first maps of Mars in 1830. After the spacecraft Mariner 9 provided extensive imagery of Mars in 1972, a small crater (later called Airy-0), located in the Sinus Meridiani ("Middle Bay" or "Meridian Bay"), was chosen by Merton E. Davies, Harold Masursky, and Gérard de Vaucouleurs for the definition of 0.0° longitude to coincide with the original selection. Because Mars has no oceans, and hence no "sea level", a zero-elevation surface had to be selected as a reference level; this is called the areoid of Mars, analogous to the terrestrial geoid. Zero altitude was defined by the height at which there is 610.5 Pa (6.105 mbar) of atmospheric pressure. This pressure corresponds to the triple point of water, and it is about 0.6% of the sea level surface pressure on Earth (0.006 atm). For mapping purposes, the United States Geological Survey divides the surface of Mars into thirty cartographic quadrangles, each named for a classical albedo feature it contains. In April 2023, The New York Times reported an updated global map of Mars based on images from the Hope spacecraft. A related, but much more detailed, global Mars map was released by NASA on 16 April 2023. The vast upland region Tharsis contains several massive volcanoes, which include the shield volcano Olympus Mons. The edifice is over 600 km (370 mi) wide. Because the mountain is so large, with complex structure at its edges, giving a definite height to it is difficult. Its local relief, from the foot of the cliffs which form its northwest margin to its peak, is over 21 km (13 mi), a little over twice the height of Mauna Kea as measured from its base on the ocean floor. The total elevation change from the plains of Amazonis Planitia, over 1,000 km (620 mi) to the northwest, to the summit approaches 26 km (16 mi), roughly three times the height of Mount Everest, which in comparison stands at just over 8.8 kilometres (5.5 mi). Consequently, Olympus Mons is either the tallest or second-tallest mountain in the Solar System; the only known mountain which might be taller is the Rheasilvia peak on the asteroid Vesta, at 20–25 km (12–16 mi). The dichotomy of Martian topography is striking: northern plains flattened by lava flows contrast with the southern highlands, pitted and cratered by ancient impacts. It is possible that, four billion years ago, the Northern Hemisphere of Mars was struck by an object one-tenth to two-thirds the size of Earth's Moon. If this is the case, the Northern Hemisphere of Mars would be the site of an impact crater 10,600 by 8,500 kilometres (6,600 by 5,300 mi) in size, or roughly the area of Europe, Asia, and Australia combined, surpassing Utopia Planitia and the Moon's South Pole–Aitken basin as the largest impact crater in the Solar System. Mars is scarred by 43,000 impact craters with a diameter of 5 kilometres (3.1 mi) or greater. The largest exposed crater is Hellas, which is 2,300 kilometres (1,400 mi) wide and 7,000 metres (23,000 ft) deep, and is a light albedo feature clearly visible from Earth. There are other notable impact features, such as Argyre, which is around 1,800 kilometres (1,100 mi) in diameter, and Isidis, which is around 1,500 kilometres (930 mi) in diameter. Due to the smaller mass and size of Mars, the probability of an object colliding with the planet is about half that of Earth. Mars is located closer to the asteroid belt, so it has an increased chance of being struck by materials from that source. Mars is more likely to be struck by short-period comets, i.e., those that lie within the orbit of Jupiter. Martian craters can[discuss] have a morphology that suggests the ground became wet after the meteor impact. The large canyon, Valles Marineris (Latin for 'Mariner Valleys, also known as Agathodaemon in the old canal maps), has a length of 4,000 kilometres (2,500 mi) and a depth of up to 7 kilometres (4.3 mi). The length of Valles Marineris is equivalent to the length of Europe and extends across one-fifth the circumference of Mars. By comparison, the Grand Canyon on Earth is only 446 kilometres (277 mi) long and nearly 2 kilometres (1.2 mi) deep. Valles Marineris was formed due to the swelling of the Tharsis area, which caused the crust in the area of Valles Marineris to collapse. In 2012, it was proposed that Valles Marineris is not just a graben, but a plate boundary where 150 kilometres (93 mi) of transverse motion has occurred, making Mars a planet with possibly a two-tectonic plate arrangement. Images from the Thermal Emission Imaging System (THEMIS) aboard NASA's Mars Odyssey orbiter have revealed seven possible cave entrances on the flanks of the volcano Arsia Mons. The caves, named after loved ones of their discoverers, are collectively known as the "seven sisters". Cave entrances measure from 100 to 252 metres (328 to 827 ft) wide and they are estimated to be at least 73 to 96 metres (240 to 315 ft) deep. Because light does not reach the floor of most of the caves, they may extend much deeper than these lower estimates and widen below the surface. "Dena" is the only exception; its floor is visible and was measured to be 130 metres (430 ft) deep. The interiors of these caverns may be protected from micrometeoroids, UV radiation, solar flares and high energy particles that bombard the planet's surface. Martian geysers (or CO2 jets) are putative sites of small gas and dust eruptions that occur in the south polar region of Mars during the spring thaw. "Dark dune spots" and "spiders" – or araneiforms – are the two most visible types of features ascribed to these eruptions. Similarly sized dust will settle from the thinner Martian atmosphere sooner than it would on Earth. For example, the dust suspended by the 2001 global dust storms on Mars only remained in the Martian atmosphere for 0.6 years, while the dust from Mount Pinatubo took about two years to settle. However, under current Martian conditions, the mass movements involved are generally much smaller than on Earth. Even the 2001 global dust storms on Mars moved only the equivalent of a very thin dust layer – about 3 μm thick if deposited with uniform thickness between 58° north and south of the equator. Dust deposition at the two rover sites has proceeded at a rate of about the thickness of a grain every 100 sols. Atmosphere Mars lost its magnetosphere 4 billion years ago, possibly because of numerous asteroid strikes, so the solar wind interacts directly with the Martian ionosphere, lowering the atmospheric density by stripping away atoms from the outer layer. Both Mars Global Surveyor and Mars Express have detected ionized atmospheric particles trailing off into space behind Mars, and this atmospheric loss is being studied by the MAVEN orbiter. Compared to Earth, the atmosphere of Mars is quite rarefied. Atmospheric pressure on the surface today ranges from a low of 30 Pa (0.0044 psi) on Olympus Mons to over 1,155 Pa (0.1675 psi) in Hellas Planitia, with a mean pressure at the surface level of 600 Pa (0.087 psi). The highest atmospheric density on Mars is equal to that found 35 kilometres (22 mi) above Earth's surface. The resulting mean surface pressure is only 0.6% of Earth's 101.3 kPa (14.69 psi). The scale height of the atmosphere is about 10.8 kilometres (6.7 mi), which is higher than Earth's 6 kilometres (3.7 mi), because the surface gravity of Mars is only about 38% of Earth's. The atmosphere of Mars consists of about 96% carbon dioxide, 1.93% argon and 1.89% nitrogen along with traces of oxygen and water. The atmosphere is quite dusty, containing particulates about 1.5 μm in diameter which give the Martian sky a tawny color when seen from the surface. It may take on a pink hue due to iron oxide particles suspended in it. Despite repeated detections of methane on Mars, there is no scientific consensus as to its origin. One suggestion is that methane exists on Mars and that its concentration fluctuates seasonally. The existence of methane could be produced by non-biological process such as serpentinization involving water, carbon dioxide, and the mineral olivine, which is known to be common on Mars, or by Martian life. Compared to Earth, its higher concentration of atmospheric CO2 and lower surface pressure may be why sound is attenuated more on Mars, where natural sources are rare apart from the wind. Using acoustic recordings collected by the Perseverance rover, researchers concluded that the speed of sound there is approximately 240 m/s for frequencies below 240 Hz, and 250 m/s for those above. Auroras have been detected on Mars. Because Mars lacks a global magnetic field, the types and distribution of auroras there differ from those on Earth; rather than being mostly restricted to polar regions as is the case on Earth, a Martian aurora can encompass the planet. In September 2017, NASA reported radiation levels on the surface of the planet Mars were temporarily doubled, and were associated with an aurora 25 times brighter than any observed earlier, due to a massive, and unexpected, solar storm in the middle of the month. Mars has seasons, alternating between its northern and southern hemispheres, similar to on Earth. Additionally the orbit of Mars has, compared to Earth's, a large eccentricity and approaches perihelion when it is summer in its southern hemisphere and winter in its northern, and aphelion when it is winter in its southern hemisphere and summer in its northern. As a result, the seasons in its southern hemisphere are more extreme and the seasons in its northern are milder than would otherwise be the case. The summer temperatures in the south can be warmer than the equivalent summer temperatures in the north by up to 30 °C (54 °F). Martian surface temperatures vary from lows of about −110 °C (−166 °F) to highs of up to 35 °C (95 °F) in equatorial summer. The wide range in temperatures is due to the thin atmosphere which cannot store much solar heat, the low atmospheric pressure (about 1% that of the atmosphere of Earth), and the low thermal inertia of Martian soil. The planet is 1.52 times as far from the Sun as Earth, resulting in just 43% of the amount of sunlight. Mars has the largest dust storms in the Solar System, reaching speeds of over 160 km/h (100 mph). These can vary from a storm over a small area, to gigantic storms that cover the entire planet. They tend to occur when Mars is closest to the Sun, and have been shown to increase global temperature. Seasons also produce dry ice covering polar ice caps. Hydrology While Mars contains water in larger amounts, most of it is dust covered water ice at the Martian polar ice caps. The volume of water ice in the south polar ice cap, if melted, would be enough to cover most of the surface of the planet with a depth of 11 metres (36 ft). Water in its liquid form cannot persist on the surface due to Mars's low atmospheric pressure, which is less than 1% that of Earth. Only at the lowest of elevations are the pressure and temperature high enough for liquid water to exist for short periods. Although little water is present in the atmosphere, there is enough to produce clouds of water ice and different cases of snow and frost, often mixed with snow of carbon dioxide dry ice. Landforms visible on Mars strongly suggest that liquid water has existed on the planet's surface. Huge linear swathes of scoured ground, known as outflow channels, cut across the surface in about 25 places. These are thought to be a record of erosion caused by the catastrophic release of water from subsurface aquifers, though some of these structures have been hypothesized to result from the action of glaciers or lava. One of the larger examples, Ma'adim Vallis, is 700 kilometres (430 mi) long, much greater than the Grand Canyon, with a width of 20 kilometres (12 mi) and a depth of 2 kilometres (1.2 mi) in places. It is thought to have been carved by flowing water early in Mars's history. The youngest of these channels is thought to have formed only a few million years ago. Elsewhere, particularly on the oldest areas of the Martian surface, finer-scale, dendritic networks of valleys are spread across significant proportions of the landscape. Features of these valleys and their distribution strongly imply that they were carved by runoff resulting from precipitation in early Mars history. Subsurface water flow and groundwater sapping may play important subsidiary roles in some networks, but precipitation was probably the root cause of the incision in almost all cases. Along craters and canyon walls, there are thousands of features that appear similar to terrestrial gullies. The gullies tend to be in the highlands of the Southern Hemisphere and face the Equator; all are poleward of 30° latitude. A number of authors have suggested that their formation process involves liquid water, probably from melting ice, although others have argued for formation mechanisms involving carbon dioxide frost or the movement of dry dust. No partially degraded gullies have formed by weathering and no superimposed impact craters have been observed, indicating that these are young features, possibly still active. Other geological features, such as deltas and alluvial fans preserved in craters, are further evidence for warmer, wetter conditions at an interval or intervals in earlier Mars history. Such conditions necessarily require the widespread presence of crater lakes across a large proportion of the surface, for which there is independent mineralogical, sedimentological and geomorphological evidence. Further evidence that liquid water once existed on the surface of Mars comes from the detection of specific minerals such as hematite and goethite, both of which sometimes form in the presence of water. The chemical signature of water vapor on Mars was first unequivocally demonstrated in 1963 by spectroscopy using an Earth-based telescope. In 2004, Opportunity detected the mineral jarosite. This forms only in the presence of acidic water, showing that water once existed on Mars. The Spirit rover found concentrated deposits of silica in 2007 that indicated wet conditions in the past, and in December 2011, the mineral gypsum, which also forms in the presence of water, was found on the surface by NASA's Mars rover Opportunity. It is estimated that the amount of water in the upper mantle of Mars, represented by hydroxyl ions contained within Martian minerals, is equal to or greater than that of Earth at 50–300 parts per million of water, which is enough to cover the entire planet to a depth of 200–1,000 metres (660–3,280 ft). On 18 March 2013, NASA reported evidence from instruments on the Curiosity rover of mineral hydration, likely hydrated calcium sulfate, in several rock samples including the broken fragments of "Tintina" rock and "Sutton Inlier" rock as well as in veins and nodules in other rocks like "Knorr" rock and "Wernicke" rock. Analysis using the rover's DAN instrument provided evidence of subsurface water, amounting to as much as 4% water content, down to a depth of 60 centimetres (24 in), during the rover's traverse from the Bradbury Landing site to the Yellowknife Bay area in the Glenelg terrain. In September 2015, NASA announced that they had found strong evidence of hydrated brine flows in recurring slope lineae, based on spectrometer readings of the darkened areas of slopes. These streaks flow downhill in Martian summer, when the temperature is above −23 °C, and freeze at lower temperatures. These observations supported earlier hypotheses, based on timing of formation and their rate of growth, that these dark streaks resulted from water flowing just below the surface. However, later work suggested that the lineae may be dry, granular flows instead, with at most a limited role for water in initiating the process. A definitive conclusion about the presence, extent, and role of liquid water on the Martian surface remains elusive. Researchers suspect much of the low northern plains of the planet were covered with an ocean hundreds of meters deep, though this theory remains controversial. In March 2015, scientists stated that such an ocean might have been the size of Earth's Arctic Ocean. This finding was derived from the ratio of protium to deuterium in the modern Martian atmosphere compared to that ratio on Earth. The amount of Martian deuterium (D/H = 9.3 ± 1.7 10−4) is five to seven times the amount on Earth (D/H = 1.56 10−4), suggesting that ancient Mars had significantly higher levels of water. Results from the Curiosity rover had previously found a high ratio of deuterium in Gale Crater, though not significantly high enough to suggest the former presence of an ocean. Other scientists caution that these results have not been confirmed, and point out that Martian climate models have not yet shown that the planet was warm enough in the past to support bodies of liquid water. Near the northern polar cap is the 81.4 kilometres (50.6 mi) wide Korolev Crater, which the Mars Express orbiter found to be filled with approximately 2,200 cubic kilometres (530 cu mi) of water ice. In November 2016, NASA reported finding a large amount of underground ice in the Utopia Planitia region. The volume of water detected has been estimated to be equivalent to the volume of water in Lake Superior (which is 12,100 cubic kilometers). During observations from 2018 through 2021, the ExoMars Trace Gas Orbiter spotted indications of water, probably subsurface ice, in the Valles Marineris canyon system. Orbital motion Mars's average distance from the Sun is roughly 230 million km (143 million mi), and its orbital period is 687 (Earth) days. The solar day (or sol) on Mars is only slightly longer than an Earth day: 24 hours, 39 minutes, and 35.244 seconds. A Martian year is equal to 1.8809 Earth years, or 1 year, 320 days, and 18.2 hours. The gravitational potential difference and thus the delta-v needed to transfer between Mars and Earth is the second lowest for Earth. The axial tilt of Mars is 25.19° relative to its orbital plane, which is similar to the axial tilt of Earth. As a result, Mars has seasons like Earth, though on Mars they are nearly twice as long because its orbital period is that much longer. In the present day, the orientation of the north pole of Mars is close to the star Deneb. Mars has a relatively pronounced orbital eccentricity of about 0.09; of the seven other planets in the Solar System, only Mercury has a larger orbital eccentricity. It is known that in the past, Mars has had a much more circular orbit. At one point, 1.35 million Earth years ago, Mars had an eccentricity of roughly 0.002, much less than that of Earth today. Mars's cycle of eccentricity is 96,000 Earth years compared to Earth's cycle of 100,000 years. Mars has its closest approach to Earth (opposition) in a synodic period of 779.94 days. It should not be confused with Mars conjunction, where the Earth and Mars are at opposite sides of the Solar System and form a straight line crossing the Sun. The average time between the successive oppositions of Mars, its synodic period, is 780 days; but the number of days between successive oppositions can range from 764 to 812. The distance at close approach varies between about 54 and 103 million km (34 and 64 million mi) due to the planets' elliptical orbits, which causes comparable variation in angular size. At their furthest Mars and Earth can be as far as 401 million km (249 million mi) apart. Mars comes into opposition from Earth every 2.1 years. The planets come into opposition near Mars's perihelion in 2003, 2018 and 2035, with the 2020 and 2033 events being particularly close to perihelic opposition. The mean apparent magnitude of Mars is +0.71 with a standard deviation of 1.05. Because the orbit of Mars is eccentric, the magnitude at opposition from the Sun can range from about −3.0 to −1.4. The minimum brightness is magnitude +1.86 when the planet is near aphelion and in conjunction with the Sun. At its brightest, Mars (along with Jupiter) is second only to Venus in apparent brightness. Mars usually appears distinctly yellow, orange, or red. When farthest away from Earth, it is more than seven times farther away than when it is closest. Mars is usually close enough for particularly good viewing once or twice at 15-year or 17-year intervals. Optical ground-based telescopes are typically limited to resolving features about 300 kilometres (190 mi) across when Earth and Mars are closest because of Earth's atmosphere. As Mars approaches opposition, it begins a period of retrograde motion, which means it will appear to move backwards in a looping curve with respect to the background stars. This retrograde motion lasts for about 72 days, and Mars reaches its peak apparent brightness in the middle of this interval. Moons Mars has two relatively small (compared to Earth's) natural moons, Phobos (about 22 km (14 mi) in diameter) and Deimos (about 12 km (7.5 mi) in diameter), which orbit at 9,376 km (5,826 mi) and 23,460 km (14,580 mi) around the planet. The origin of both moons is unclear, although a popular theory states that they were asteroids captured into Martian orbit. Both satellites were discovered in 1877 by Asaph Hall and were named after the characters Phobos (the deity of panic and fear) and Deimos (the deity of terror and dread), twins from Greek mythology who accompanied their father Ares, god of war, into battle. Mars was the Roman equivalent to Ares. In modern Greek, the planet retains its ancient name Ares (Aris: Άρης). From the surface of Mars, the motions of Phobos and Deimos appear different from that of the Earth's satellite, the Moon. Phobos rises in the west, sets in the east, and rises again in just 11 hours. Deimos, being only just outside synchronous orbit – where the orbital period would match the planet's period of rotation – rises as expected in the east, but slowly. Because the orbit of Phobos is below a synchronous altitude, tidal forces from Mars are gradually lowering its orbit. In about 50 million years, it could either crash into Mars's surface or break up into a ring structure around the planet. The origin of the two satellites is not well understood. Their low albedo and carbonaceous chondrite composition have been regarded as similar to asteroids, supporting a capture theory. The unstable orbit of Phobos would seem to point toward a relatively recent capture. But both have circular orbits near the equator, which is unusual for captured objects, and the required capture dynamics are complex. Accretion early in the history of Mars is plausible, but would not account for a composition resembling asteroids rather than Mars itself, if that is confirmed. Mars may have yet-undiscovered moons, smaller than 50 to 100 metres (160 to 330 ft) in diameter, and a dust ring is predicted to exist between Phobos and Deimos. A third possibility for their origin as satellites of Mars is the involvement of a third body or a type of impact disruption. More-recent lines of evidence for Phobos having a highly porous interior, and suggesting a composition containing mainly phyllosilicates and other minerals known from Mars, point toward an origin of Phobos from material ejected by an impact on Mars that reaccreted in Martian orbit, similar to the prevailing theory for the origin of Earth's satellite. Although the visible and near-infrared (VNIR) spectra of the moons of Mars resemble those of outer-belt asteroids, the thermal infrared spectra of Phobos are reported to be inconsistent with chondrites of any class. It is also possible that Phobos and Deimos were fragments of an older moon, formed by debris from a large impact on Mars, and then destroyed by a more recent impact upon the satellite. More recently, a study conducted by a team of researchers from multiple countries suggests that a lost moon, at least fifteen times the size of Phobos, may have existed in the past. By analyzing rocks which point to tidal processes on the planet, it is possible that these tides may have been regulated by a past moon. Human observations and exploration The history of observations of Mars is marked by oppositions of Mars when the planet is closest to Earth and hence is most easily visible, which occur every couple of years. Even more notable are the perihelic oppositions of Mars, which are distinguished because Mars is close to perihelion, making it even closer to Earth. The ancient Sumerians named Mars Nergal, the god of war and plague. During Sumerian times, Nergal was a minor deity of little significance, but, during later times, his main cult center was the city of Nineveh. In Mesopotamian texts, Mars is referred to as the "star of judgement of the fate of the dead". The existence of Mars as a wandering object in the night sky was also recorded by the ancient Egyptian astronomers and, by 1534 BCE, they were familiar with the retrograde motion of the planet. By the period of the Neo-Babylonian Empire, the Babylonian astronomers were making regular records of the positions of the planets and systematic observations of their behavior. For Mars, they knew that the planet made 37 synodic periods, or 42 circuits of the zodiac, every 79 years. They invented arithmetic methods for making minor corrections to the predicted positions of the planets. In Ancient Greece, the planet was known as Πυρόεις. Commonly, the Greek name for the planet now referred to as Mars, was Ares. It was the Romans who named the planet Mars, for their god of war, often represented by the sword and shield of the planet's namesake. In the fourth century BCE, Aristotle noted that Mars disappeared behind the Moon during an occultation, indicating that the planet was farther away. Ptolemy, a Greek living in Alexandria, attempted to address the problem of the orbital motion of Mars. Ptolemy's model and his collective work on astronomy was presented in the multi-volume collection later called the Almagest (from the Arabic for "greatest"), which became the authoritative treatise on Western astronomy for the next fourteen centuries. Literature from ancient China confirms that Mars was known by Chinese astronomers by no later than the fourth century BCE. In the East Asian cultures, Mars is traditionally referred to as the "fire star" (火星) based on the Wuxing system. In 1609 Johannes Kepler published a 10 year study of Martian orbit, using the diurnal parallax of Mars, measured by Tycho Brahe, to make a preliminary calculation of the relative distance to the planet. From Brahe's observations of Mars, Kepler deduced that the planet orbited the Sun not in a circle, but in an ellipse. Moreover, Kepler showed that Mars sped up as it approached the Sun and slowed down as it moved farther away, in a manner that later physicists would explain as a consequence of the conservation of angular momentum.: 433–437 In 1610 the first use of a telescope for astronomical observation, including Mars, was performed by Italian astronomer Galileo Galilei. With the telescope the diurnal parallax of Mars was again measured in an effort to determine the Sun-Earth distance. This was first performed by Giovanni Domenico Cassini in 1672. The early parallax measurements were hampered by the quality of the instruments. The only occultation of Mars by Venus observed was that of 13 October 1590, seen by Michael Maestlin at Heidelberg. By the 19th century, the resolution of telescopes reached a level sufficient for surface features to be identified. On 5 September 1877, a perihelic opposition to Mars occurred. The Italian astronomer Giovanni Schiaparelli used a 22-centimetre (8.7 in) telescope in Milan to help produce the first detailed map of Mars. These maps notably contained features he called canali, which, with the possible exception of the natural canyon Valles Marineris, were later shown to be an optical illusion. These canali were supposedly long, straight lines on the surface of Mars, to which he gave names of famous rivers on Earth. His term, which means "channels" or "grooves", was popularly mistranslated in English as "canals". Influenced by the observations, the orientalist Percival Lowell founded an observatory which had 30- and 45-centimetre (12- and 18-in) telescopes. The observatory was used for the exploration of Mars during the last good opportunity in 1894, and the following less favorable oppositions. He published several books on Mars and life on the planet, which had a great influence on the public. The canali were independently observed by other astronomers, like Henri Joseph Perrotin and Louis Thollon in Nice, using one of the largest telescopes of that time. The seasonal changes (consisting of the diminishing of the polar caps and the dark areas formed during Martian summers) in combination with the canals led to speculation about life on Mars, and it was a long-held belief that Mars contained vast seas and vegetation. As bigger telescopes were used, fewer long, straight canali were observed. During observations in 1909 by Antoniadi with an 84-centimetre (33 in) telescope, irregular patterns were observed, but no canali were seen. The first spacecraft from Earth to visit Mars was Mars 1 of the Soviet Union, which flew by in 1963, but contact was lost en route. NASA's Mariner 4 followed and became the first spacecraft to successfully transmit from Mars; launched on 28 November 1964, it made its closest approach to the planet on 15 July 1965. Mariner 4 detected the weak Martian radiation belt, measured at about 0.1% that of Earth, and captured the first images of another planet from deep space. Once spacecraft visited the planet during the 1960s and 1970s, many previous concepts of Mars were radically broken. After the results of the Viking life-detection experiments, the hypothesis of a dead planet was generally accepted. The data from Mariner 9 and Viking allowed better maps of Mars to be made. Until 1997 and after Viking 1 shut down in 1982, Mars was only visited by three unsuccessful probes, two flying past without contact (Phobos 1, 1988; Mars Observer, 1993), and one (Phobos 2 1989) malfunctioning in orbit before reaching its destination Phobos. In 1997 Mars Pathfinder became the first successful rover mission beyond the Moon and started together with Mars Global Surveyor (operated until late 2006) an uninterrupted active robotic presence at Mars that has lasted until today. It produced complete, extremely detailed maps of the Martian topography, magnetic field and surface minerals. Starting with these missions a range of new improved crewless spacecraft, including orbiters, landers, and rovers, have been sent to Mars, with successful missions by the NASA (United States), Jaxa (Japan), ESA, United Kingdom, ISRO (India), Roscosmos (Russia), the United Arab Emirates, and CNSA (China) to study the planet's surface, climate, and geology, uncovering the different elements of the history and dynamic of the hydrosphere of Mars and possible traces of ancient life. As of 2023[update], Mars is host to ten functioning spacecraft. Eight are in orbit: 2001 Mars Odyssey, Mars Express, Mars Reconnaissance Orbiter, MAVEN, ExoMars Trace Gas Orbiter, the Hope orbiter, and the Tianwen-1 orbiter. Another two are on the surface: the Mars Science Laboratory Curiosity rover and the Perseverance rover. Collected maps are available online at websites including Google Mars. NASA provides two online tools: Mars Trek, which provides visualizations of the planet using data from 50 years of exploration, and Experience Curiosity, which simulates traveling on Mars in 3-D with Curiosity. Planned missions to Mars include: As of February 2024[update], debris from these types of missions has reached over seven tons. Most of it consists of crashed and inactive spacecraft as well as discarded components. In April 2024, NASA selected several companies to begin studies on providing commercial services to further enable robotic science on Mars. Key areas include establishing telecommunications, payload delivery and surface imaging. Habitability and habitation During the late 19th century, it was widely accepted in the astronomical community that Mars had life-supporting qualities, including the presence of oxygen and water. However, in 1894 W. W. Campbell at Lick Observatory observed the planet and found that "if water vapor or oxygen occur in the atmosphere of Mars it is in quantities too small to be detected by spectroscopes then available". That observation contradicted many of the measurements of the time and was not widely accepted. Campbell and V. M. Slipher repeated the study in 1909 using better instruments, but with the same results. It was not until the findings were confirmed by W. S. Adams in 1925 that the myth of the Earth-like habitability of Mars was finally broken. However, even in the 1960s, articles were published on Martian biology, putting aside explanations other than life for the seasonal changes on Mars. The current understanding of planetary habitability – the ability of a world to develop environmental conditions favorable to the emergence of life – favors planets that have liquid water on their surface. Most often this requires the orbit of a planet to lie within the habitable zone, which for the Sun is estimated to extend from within the orbit of Earth to about that of Mars. During perihelion, Mars dips inside this region, but Mars's thin (low-pressure) atmosphere prevents liquid water from existing over large regions for extended periods. The past flow of liquid water demonstrates the planet's potential for habitability. Recent evidence has suggested that any water on the Martian surface may have been too salty and acidic to support regular terrestrial life. The environmental conditions on Mars are a challenge to sustaining organic life: the planet has little heat transfer across its surface, it has poor insulation against bombardment by the solar wind due to the absence of a magnetosphere and has insufficient atmospheric pressure to retain water in a liquid form (water instead sublimes to a gaseous state). Mars is nearly, or perhaps totally, geologically dead; the end of volcanic activity has apparently stopped the recycling of chemicals and minerals between the surface and interior of the planet. Evidence suggests that the planet was once significantly more habitable than it is today, but whether living organisms ever existed there remains unknown. The Viking probes of the mid-1970s carried experiments designed to detect microorganisms in Martian soil at their respective landing sites and had positive results, including a temporary increase in CO2 production on exposure to water and nutrients. This sign of life was later disputed by scientists, resulting in a continuing debate, with NASA scientist Gilbert Levin asserting that Viking may have found life. A 2014 analysis of Martian meteorite EETA79001 found chlorate, perchlorate, and nitrate ions in sufficiently high concentrations to suggest that they are widespread on Mars. UV and X-ray radiation would turn chlorate and perchlorate ions into other, highly reactive oxychlorines, indicating that any organic molecules would have to be buried under the surface to survive. Small quantities of methane and formaldehyde detected by Mars orbiters are both claimed to be possible evidence for life, as these chemical compounds would quickly break down in the Martian atmosphere. Alternatively, these compounds may instead be replenished by volcanic or other geological means, such as serpentinite. Impact glass, formed by the impact of meteors, which on Earth can preserve signs of life, has also been found on the surface of the impact craters on Mars. Likewise, the glass in impact craters on Mars could have preserved signs of life, if life existed at the site. The Cheyava Falls rock discovered on Mars in June 2024 has been designated by NASA as a "potential biosignature" and was core sampled by the Perseverance rover for possible return to Earth and further examination. Although highly intriguing, no definitive final determination on a biological or abiotic origin of this rock can be made with the data currently available. Several plans for a human mission to Mars have been proposed, but none have come to fruition. The NASA Authorization Act of 2017 directed NASA to study the feasibility of a crewed Mars mission in the early 2030s; the resulting report concluded that this would be unfeasible. In addition, in 2021, China was planning to send a crewed Mars mission in 2033. Privately held companies such as SpaceX have also proposed plans to send humans to Mars, with the eventual goal to settle on the planet. As of 2024, SpaceX has proceeded with the development of the Starship launch vehicle with the goal of Mars colonization. In plans shared with the company in April 2024, Elon Musk envisions the beginning of a Mars colony within the next twenty years. This would be enabled by the planned mass manufacturing of Starship and initially sustained by resupply from Earth, and in situ resource utilization on Mars, until the Mars colony reaches full self sustainability. Any future human mission to Mars will likely take place within the optimal Mars launch window, which occurs every 26 months. The moon Phobos has been proposed as an anchor point for a space elevator. Besides national space agencies and space companies, groups such as the Mars Society and The Planetary Society advocate for human missions to Mars. In culture Mars is named after the Roman god of war (Greek Ares), but was also associated with the demi-god Heracles (Roman Hercules) by ancient Greek astronomers, as detailed by Aristotle. This association between Mars and war dates back at least to Babylonian astronomy, in which the planet was named for the god Nergal, deity of war and destruction. It persisted into modern times, as exemplified by Gustav Holst's orchestral suite The Planets, whose famous first movement labels Mars "The Bringer of War". The planet's symbol, a circle with a spear pointing out to the upper right, is also used as a symbol for the male gender. The symbol dates from at least the 11th century, though a possible predecessor has been found in the Greek Oxyrhynchus Papyri. The idea that Mars was populated by intelligent Martians became widespread in the late 19th century. Schiaparelli's "canali" observations combined with Percival Lowell's books on the subject put forward the standard notion of a planet that was a drying, cooling, dying world with ancient civilizations constructing irrigation works. Many other observations and proclamations by notable personalities added to what has been termed "Mars Fever". In the present day, high-resolution mapping of the surface of Mars has revealed no artifacts of habitation, but pseudoscientific speculation about intelligent life on Mars still continues. Reminiscent of the canali observations, these speculations are based on small scale features perceived in the spacecraft images, such as "pyramids" and the "Face on Mars". In his book Cosmos, planetary astronomer Carl Sagan wrote: "Mars has become a kind of mythic arena onto which we have projected our Earthly hopes and fears." The depiction of Mars in fiction has been stimulated by its dramatic red color and by nineteenth-century scientific speculations that its surface conditions might support not just life but intelligent life. This gave way to many science fiction stories involving these concepts, such as H. G. Wells's The War of the Worlds, in which Martians seek to escape their dying planet by invading Earth; Ray Bradbury's The Martian Chronicles, in which human explorers accidentally destroy a Martian civilization; as well as Edgar Rice Burroughs's series Barsoom, C. S. Lewis's novel Out of the Silent Planet (1938), and a number of Robert A. Heinlein stories before the mid-sixties. Since then, depictions of Martians have also extended to animation. A comic figure of an intelligent Martian, Marvin the Martian, appeared in Haredevil Hare (1948) as a character in the Looney Tunes animated cartoons of Warner Brothers, and has continued as part of popular culture to the present. After the Mariner and Viking spacecraft had returned pictures of Mars as a lifeless and canal-less world, these ideas about Mars were abandoned; for many science-fiction authors, the new discoveries initially seemed like a constraint, but eventually the post-Viking knowledge of Mars became itself a source of inspiration for works like Kim Stanley Robinson's Mars trilogy. See also Notes References Further reading External links Solar System → Local Interstellar Cloud → Local Bubble → Gould Belt → Orion Arm → Milky Way → Milky Way subgroup → Local Group → Local Sheet → Local Volume → Virgo Supercluster → Laniakea Supercluster → Pisces–Cetus Supercluster Complex → Local Hole → Observable universe → UniverseEach arrow (→) may be read as "within" or "part of". |
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Contents Jews Jews (Hebrew: יְהוּדִים, ISO 259-2: Yehudim, Israeli pronunciation: [jehuˈdim]), or the Jewish people, are an ethnoreligious group and nation, originating from the Israelites of ancient Israel and Judah. They traditionally adhere to Judaism. Jewish ethnicity, religion, and community are highly interrelated, as Judaism is an ethnic religion, though many ethnic Jews do not practice it. Religious Jews regard converts to Judaism as members of the Jewish nation, pursuant to the long-standing conversion process. The Israelites emerged from the pre-existing Canaanite peoples to establish Israel and Judah in the Southern Levant during the Iron Age. Originally, Jews referred to the inhabitants of the kingdom of Judah and were distinguished from the gentiles and the Samaritans. According to the Hebrew Bible, these inhabitants predominately originate from the tribe of Judah, who were descendants of Judah, the fourth son of Jacob. The tribe of Benjamin were another significant demographic in Judah and were considered Jews too. By the late 6th century BCE, Judaism had evolved from the Israelite religion, dubbed Yahwism (for Yahweh) by modern scholars, having a theology that religious Jews believe to be the expression of the Mosaic covenant between God and the Jewish people. After the Babylonian exile, Jews referred to followers of Judaism, descendants of the Israelites, citizens of Judea, or allies of the Judean state. Jewish migration within the Mediterranean region during the Hellenistic period, followed by population transfers, caused by events like the Jewish–Roman wars, gave rise to the Jewish diaspora, consisting of diverse Jewish communities that maintained their sense of Jewish history, identity, and culture. In the following millennia, Jewish diaspora communities coalesced into three major ethnic subdivisions according to where their ancestors settled: the Ashkenazim (Central and Eastern Europe), the Sephardim (Iberian Peninsula), and the Mizrahim (Middle East and North Africa). While these three major divisions account for most of the world's Jews, there are other smaller Jewish groups outside of the three. Prior to World War II, the global Jewish population reached a peak of 16.7 million, representing around 0.7% of the world's population at that time. During World War II, approximately six million Jews throughout Europe were systematically murdered by Nazi Germany in a genocide known as the Holocaust. Since then, the population has slowly risen again, and as of 2021[update], was estimated to be at 15.2 million by the demographer Sergio Della Pergola or less than 0.2% of the total world population in 2012.[b] Today, over 85% of Jews live in Israel or the United States. Israel, whose population is 73.9% Jewish, is the only country where Jews comprise more than 2.5% of the population. Jews have significantly influenced and contributed to the development and growth of human progress in many fields, both historically and in modern times, including in science and technology, philosophy, ethics, literature, governance, business, art, music, comedy, theatre, cinema, architecture, food, medicine, and religion. Jews founded Christianity and had an indirect but profound influence on Islam. In these ways and others, Jews have played a significant role in the development of Western culture. Name and etymology The term "Jew" is derived from the Hebrew word יְהוּדִי Yehudi, with the plural יְהוּדִים Yehudim. Endonyms in other Jewish languages include the Ladino ג׳ודיו Djudio (plural ג׳ודיוס, Djudios) and the Yiddish ייִד Yid (plural ייִדן Yidn). Though Genesis 29:35 and 49:8 connect "Judah" with the verb yada, meaning "praise", scholars generally agree that "Judah" most likely derives from the name of a Levantine geographic region dominated by gorges and ravines. The gradual ethnonymic shift from "Israelites" to "Jews", regardless of their descent from Judah, although not contained in the Torah, is made explicit in the Book of Esther (4th century BCE) of the Tanakh. Some modern scholars disagree with the conflation, based on the works of Josephus, Philo and Apostle Paul. The English word "Jew" is a derivation of Middle English Gyw, Iewe. The latter was loaned from the Old French giu, which itself evolved from the earlier juieu, which in turn derived from judieu/iudieu which through elision had dropped the letter "d" from the Medieval Latin Iudaeus, which, like the New Testament Greek term Ioudaios, meant both "Jew" and "Judean" / "of Judea". The Greek term was a loan from Aramaic *yahūdāy, corresponding to Hebrew יְהוּדִי Yehudi. Some scholars prefer translating Ioudaios as "Judean" in the Bible since it is more precise, denotes the community's origins and prevents readers from engaging in antisemitic eisegesis. Others disagree, believing that it erases the Jewish identity of Biblical characters such as Jesus. Daniel R. Schwartz distinguishes "Judean" and "Jew". Here, "Judean" refers to the inhabitants of Judea, which encompassed southern Palestine. Meanwhile, "Jew" refers to the descendants of Israelites that adhere to Judaism. Converts are included in the definition. But Shaye J.D. Cohen argues that "Judean" is inclusive of believers of the Judean God and allies of the Judean state. Another scholar, Jodi Magness, wrote the term Ioudaioi refers to a "people of Judahite/Judean ancestry who worshipped the God of Israel as their national deity and (at least nominally) lived according to his laws." The etymological equivalent is in use in other languages, e.g., يَهُودِيّ yahūdī (sg.), al-yahūd (pl.), in Arabic, "Jude" in German, "judeu" in Portuguese, "Juif" (m.)/"Juive" (f.) in French, "jøde" in Danish and Norwegian, "judío/a" in Spanish, "jood" in Dutch, "żyd" in Polish etc., but derivations of the word "Hebrew" are also in use to describe a Jew, e.g., in Italian (Ebreo), in Persian ("Ebri/Ebrani" (Persian: عبری/عبرانی)) and Russian (Еврей, Yevrey). The German word "Jude" is pronounced [ˈjuːdə], the corresponding adjective "jüdisch" [ˈjyːdɪʃ] (Jewish) is the origin of the word "Yiddish". According to The American Heritage Dictionary of the English Language, fourth edition (2000), It is widely recognized that the attributive use of the noun Jew, in phrases such as Jew lawyer or Jew ethics, is both vulgar and highly offensive. In such contexts Jewish is the only acceptable possibility. Some people, however, have become so wary of this construction that they have extended the stigma to any use of Jew as a noun, a practice that carries risks of its own. In a sentence such as There are now several Jews on the council, which is unobjectionable, the substitution of a circumlocution like Jewish people or persons of Jewish background may in itself cause offense for seeming to imply that Jew has a negative connotation when used as a noun. Identity Judaism shares some of the characteristics of a nation, an ethnicity, a religion, and a culture, making the definition of who is a Jew vary slightly depending on whether a religious or national approach to identity is used.[better source needed] Generally, in modern secular usage, Jews include three groups: people who were born to a Jewish family regardless of whether or not they follow the religion, those who have some Jewish ancestral background or lineage (sometimes including those who do not have strictly matrilineal descent), and people without any Jewish ancestral background or lineage who have formally converted to Judaism and therefore are followers of the religion. In the context of biblical and classical literature, Jews could refer to inhabitants of the Kingdom of Judah, or the broader Judean region, allies of the Judean state, or anyone that followed Judaism. Historical definitions of Jewish identity have traditionally been based on halakhic definitions of matrilineal descent, and halakhic conversions. These definitions of who is a Jew date back to the codification of the Oral Torah into the Babylonian Talmud, around 200 CE. Interpretations by Jewish sages of sections of the Tanakh – such as Deuteronomy 7:1–5, which forbade intermarriage between their Israelite ancestors and seven non-Israelite nations: "for that [i.e. giving your daughters to their sons or taking their daughters for your sons,] would turn away your children from following me, to serve other gods"[failed verification] – are used as a warning against intermarriage between Jews and gentiles. Leviticus 24:10 says that the son in a marriage between a Hebrew woman and an Egyptian man is "of the community of Israel." This is complemented by Ezra 10:2–3, where Israelites returning from Babylon vow to put aside their gentile wives and their children. A popular theory is that the rape of Jewish women in captivity brought about the law of Jewish identity being inherited through the maternal line, although scholars challenge this theory citing the Talmudic establishment of the law from the pre-exile period. Another argument is that the rabbis changed the law of patrilineal descent to matrilineal descent due to the widespread rape of Jewish women by Roman soldiers. Since the anti-religious Haskalah movement of the late 18th and 19th centuries, halakhic interpretations of Jewish identity have been challenged. According to historian Shaye J. D. Cohen, the status of the offspring of mixed marriages was determined patrilineally in the Bible. He brings two likely explanations for the change in Mishnaic times: first, the Mishnah may have been applying the same logic to mixed marriages as it had applied to other mixtures (Kil'ayim). Thus, a mixed marriage is forbidden as is the union of a horse and a donkey, and in both unions the offspring are judged matrilineally. Second, the Tannaim may have been influenced by Roman law, which dictated that when a parent could not contract a legal marriage, offspring would follow the mother. Rabbi Rivon Krygier follows a similar reasoning, arguing that Jewish descent had formerly passed through the patrilineal descent and the law of matrilineal descent had its roots in the Roman legal system. Origins The prehistory and ethnogenesis of the Jews are closely intertwined with archaeology, biology, historical textual records, mythology, and religious literature. The ethnic origin of the Jews lie in the Israelites, a confederation of Iron Age Semitic-speaking tribes that inhabited a part of Canaan during the tribal and monarchic periods. Modern Jews are named after and also descended from the southern Israelite Kingdom of Judah. Gary A. Rendsburg links the early Canaanite nomadic pastoralists confederation to the Shasu known to the Egyptians around the 15th century BCE. According to the Hebrew Bible narrative, Jewish history begins with the Biblical patriarchs such as Abraham, his son Isaac, Isaac's son Jacob, and the Biblical matriarchs Sarah, Rebecca, Leah, and Rachel, who lived in Canaan. The twelve sons of Jacob subsequently gave birth to the Twelve Tribes. Jacob and his family migrated to Ancient Egypt after being invited to live with Jacob's son Joseph by the Pharaoh himself. Jacob's descendants were later enslaved until the Exodus, led by Moses. Afterwards, the Israelites conquered Canaan under Moses' successor Joshua, and went through the period of the Biblical judges after the death of Joshua. Through the mediation of Samuel, the Israelites were subject to a king, Saul, who was succeeded by David and then Solomon, after whom the United Monarchy ended and was split into a separate Kingdom of Israel and a Kingdom of Judah. The Kingdom of Judah is described as comprising the tribes of Judah, Benjamin and partially, Levi. They later assimilated remnants of other tribes who migrated there from the northern Kingdom of Israel. In the extra-biblical record, the Israelites become visible as a people between 1200 and 1000 BCE. There is well accepted archeological evidence referring to "Israel" in the Merneptah Stele, which dates to about 1200 BCE, and in the Mesha stele from 840 BCE. It is debated whether a period like that of the Biblical judges occurred and if there ever was a United Monarchy. There is further disagreement about the earliest existence of the Kingdoms of Israel and Judah and their extent and power. Historians agree that a Kingdom of Israel existed by c. 900 BCE,: 169–95 there is a consensus that a Kingdom of Judah existed by c. 700 BCE at least, and recent excavations in Khirbet Qeiyafa have provided strong evidence for dating the Kingdom of Judah to the 10th century BCE. In 587 BCE, Nebuchadnezzar II, King of the Neo-Babylonian Empire, besieged Jerusalem, destroyed the First Temple and deported parts of the Judahite population. Scholars disagree regarding the extent to which the Bible should be accepted as a historical source for early Israelite history. Rendsburg states that there are two approximately equal groups of scholars who debate the historicity of the biblical narrative, the minimalists who largely reject it, and the maximalists who largely accept it, with the minimalists being the more vocal of the two. Some of the leading minimalists reframe the biblical account as constituting the Israelites' inspiring national myth narrative, suggesting that according to the modern archaeological and historical account, the Israelites and their culture did not overtake the region by force, but instead branched out of the Canaanite peoples and culture through the development of a distinct monolatristic—and later monotheistic—religion of Yahwism centered on Yahweh, one of the gods of the Canaanite pantheon. The growth of Yahweh-centric belief, along with a number of cultic practices, gradually gave rise to a distinct Israelite ethnic group, setting them apart from other Canaanites. According to Dever, modern archaeologists have largely discarded the search for evidence of the biblical narrative surrounding the patriarchs and the exodus. According to the maximalist position, the modern archaeological record independently points to a narrative which largely agrees with the biblical account. This narrative provides a testimony of the Israelites as a nomadic people known to the Egyptians as belonging to the Shasu. Over time these nomads left the desert and settled on the central mountain range of the land of Canaan, in simple semi-nomadic settlements in which pig bones are notably absent. This population gradually shifted from a tribal lifestyle to a monarchy. While the archaeological record of the ninth century BCE provides evidence for two monarchies, one in the south under a dynasty founded by a figure named David with its capital in Jerusalem, and one in the north under a dynasty founded by a figure named Omri with its capital in Samaria. It also points to an early monarchic period in which these regions shared material culture and religion, suggesting a common origin. Archaeological finds also provide evidence for the later cooperation of these two kingdoms in their coalition against Aram, and for their destructions by the Assyrians and later by the Babylonians. Genetic studies on Jews show that most Jews worldwide bear a common genetic heritage which originates in the Middle East, and that they share certain genetic traits with other Gentile peoples of the Fertile Crescent. The genetic composition of different Jewish groups shows that Jews share a common gene pool dating back four millennia, as a marker of their common ancestral origin. Despite their long-term separation, Jewish communities maintained their unique commonalities, propensities, and sensibilities in culture, tradition, and language. History The earliest recorded evidence of a people by the name of Israel appears in the Merneptah Stele, which dates to around 1200 BCE. The majority of scholars agree that this text refers to the Israelites, a group that inhabited the central highlands of Canaan, where archaeological evidence shows that hundreds of small settlements were constructed between the 12th and 10th centuries BCE. The Israelites differentiated themselves from neighboring peoples through various distinct characteristics including religious practices, prohibition on intermarriage, and an emphasis on genealogy and family history. In the 10th century BCE, two neighboring Israelite kingdoms—the northern Kingdom of Israel and the southern Kingdom of Judah—emerged. Since their inception, they shared ethnic, cultural, linguistic and religious characteristics despite a complicated relationship. Israel, with its capital mostly in Samaria, was larger and wealthier, and soon developed into a regional power. In contrast, Judah, with its capital in Jerusalem, was less prosperous and covered a smaller, mostly mountainous territory. However, while in Israel the royal succession was often decided by a military coup d'état, resulting in several dynasty changes, political stability in Judah was much greater, as it was ruled by the House of David for the whole four centuries of its existence. Scholars also describe Biblical Jews as a 'proto-nation', in the modern nationalist sense, comparable to classical Greeks, the Gauls and the British Celts. Around 720 BCE, Kingdom of Israel was destroyed when it was conquered by the Neo-Assyrian Empire, which came to dominate the ancient Near East. Under the Assyrian resettlement policy, a significant portion of the northern Israelite population was exiled to Mesopotamia and replaced by immigrants from the same region. During the same period, and throughout the 7th century BCE, the Kingdom of Judah, now under Assyrian vassalage, experienced a period of prosperity and witnessed a significant population growth. This prosperity continued until the Neo-Assyrian king Sennacherib devastated the region of Judah in response to a rebellion in the area, ultimately halting at Jerusalem. Later in the same century, the Assyrians were defeated by the rising Neo-Babylonian Empire, and Judah became its vassal. In 587 BCE, following a revolt in Judah, the Babylonian king Nebuchadnezzar II besieged and destroyed Jerusalem and the First Temple, putting an end to the kingdom. The majority of Jerusalem's residents, including the kingdom's elite, were exiled to Babylon. According to the Book of Ezra, the Persian Cyrus the Great ended the Babylonian exile in 538 BCE, the year after he captured Babylon. The exile ended with the return under Zerubbabel the Prince (so called because he was a descendant of the royal line of David) and Joshua the Priest (a descendant of the line of the former High Priests of the Temple) and their construction of the Second Temple circa 521–516 BCE. As part of the Persian Empire, the former Kingdom of Judah became the province of Judah (Yehud Medinata), with a smaller territory and a reduced population. Judea was under control of the Achaemenids until the fall of their empire in c. 333 BCE to Alexander the Great. After several centuries under foreign imperial rule, the Maccabean Revolt against the Seleucid Empire resulted in an independent Hasmonean kingdom, under which the Jews once again enjoyed political independence for a period spanning from 110 to 63 BCE. Under Hasmonean rule the boundaries of their kingdom were expanded to include not only the land of the historical kingdom of Judah, but also the Galilee and Transjordan. In the beginning of this process the Idumeans, who had infiltrated southern Judea after the destruction of the First Temple, were converted en masse. In 63 BCE, Judea was conquered by the Romans. From 37 BCE to 6 CE, the Romans allowed the Jews to maintain some degree of independence by installing the Herodian dynasty as vassal kings. However, Judea eventually came directly under Roman control and was incorporated into the Roman Empire as the province of Judaea. The Jewish–Roman wars, a series of failed uprisings against Roman rule during the first and second centuries CE, had profound and devastating consequences for the Jewish population of Judaea. The First Jewish–Roman War (66–73/74 CE) culminated in the destruction of Jerusalem and the Second Temple, after which the significantly diminished Jewish population was stripped of political autonomy. A few generations later, the Bar Kokhba revolt (132–136 CE) erupted in response to Roman plans to rebuild Jerusalem as a Roman colony, and, possibly, to restrictions on circumcision. Its violent suppression by the Romans led to the near-total depopulation of Judea, and the demographic and cultural center of Jewish life shifted to Galilee. Jews were subsequently banned from residing in Jerusalem and the surrounding area, and the province of Judaea was renamed Syria Palaestina. These developments effectively ended Jewish efforts to restore political sovereignty in the region for nearly two millennia. Similar upheavals impacted the Jewish communities in the empire's eastern provinces during the Diaspora Revolt (115–117 CE), leading to the near-total destruction of Jewish diaspora communities in Libya, Cyprus and Egypt, including the highly influential community in Alexandria. The destruction of the Second Temple in 70 CE brought profound changes to Judaism. With the Temple's central place in Jewish worship gone, religious practices shifted towards prayer, Torah study (including Oral Torah), and communal gatherings in synagogues. Judaism also lost much of its sectarian nature.: 69 Two of the three main sects that flourished during the late Second Temple period, namely the Sadducees and Essenes, eventually disappeared, while Pharisaic beliefs became the foundational, liturgical, and ritualistic basis of Rabbinic Judaism, which emerged as the prevailing form of Judaism since late antiquity. The Jewish diaspora existed well before the destruction of the Second Temple in 70 CE and had been ongoing for centuries, with the dispersal driven by both forced expulsions and voluntary migrations. In Mesopotamia, a testimony to the beginnings of the Jewish community can be found in Joachin's ration tablets, listing provisions allotted to the exiled Judean king and his family by Nebuchadnezzar II, and further evidence are the Al-Yahudu tablets, dated to the 6th–5th centuries BCE and related to the exiles from Judea arriving after the destruction of the First Temple, though there is ample evidence for the presence of Jews in Babylonia even from 626 BCE. In Egypt, the documents from Elephantine reveal the trials of a community founded by a Persian Jewish garrison at two fortresses on the frontier during the 5th–4th centuries BCE, and according to Josephus the Jewish community in Alexandria existed since the founding of the city in the 4th century BCE by Alexander the Great. By 200 BCE, there were well established Jewish communities both in Egypt and Mesopotamia ("Babylonia" in Jewish sources) and in the two centuries that followed, Jewish populations were also present in Asia Minor, Greece, Macedonia, Cyrene, and, beginning in the middle of the first century BCE, in the city of Rome. Later, in the first centuries CE, as a result of the Jewish-Roman Wars, a large number of Jews were taken as captives, sold into slavery, or compelled to flee from the regions affected by the wars, contributing to the formation and expansion of Jewish communities across the Roman Empire as well as in Arabia and Mesopotamia. After the Bar Kokhba revolt, the Jewish population in Judaea—now significantly reduced— made efforts to recover from the revolt's devastating effects, but never fully regained its former strength. Between the second and fourth centuries CE, the region of Galilee emerged as the primary center of Jewish life in Syria Palaestina, experiencing both demographic growth and cultural development. It was during this period that two central rabbinic texts, the Mishnah and the Jerusalem Talmud, were composed. The Romans recognized the patriarchs—rabbinic sages such as Judah ha-Nasi—as representatives of the Jewish people, granting them a certain degree of autonomy. However, as the Roman Empire gave way to the Christianized Byzantine Empire under Constantine, Jews began to face persecution by both the Church and imperial authorities, Jews came to be persecuted by the church and the authorities, and many immigrated to communities in the diaspora. By the fourth century CE, Jews are believed to have lost their demographic majority in Syria Palaestina. The long-established Jewish community of Mesopotamia, which had been living under Parthian and later Sasanian rule, beyond the confines of the Roman Empire, became an important center of Jewish study as Judea's Jewish population declined. Estimates often place the Babylonian Jewish community of the 3rd to 7th centuries at around one million, making it the largest Jewish diaspora community of that period. Under the political leadership of the exilarch, who was regarded as a royal heir of the House of David, this community had an autonomous status and served as a place of refuge for the Jews of Syria Palaestina. A number of significant Talmudic academies, such as the Nehardea, Pumbedita, and Sura academies, were established in Mesopotamia, and many important Amoraim were active there. The Babylonian Talmud, a centerpiece of Jewish religious law, was compiled in Babylonia in the 3rd to 6th centuries. Jewish diaspora communities are generally described to have coalesced into three major ethnic subdivisions according to where their ancestors settled: the Ashkenazim (initially in the Rhineland and France), the Sephardim (initially in the Iberian Peninsula), and the Mizrahim (Middle East and North Africa). Romaniote Jews, Tunisian Jews, Yemenite Jews, Egyptian Jews, Ethiopian Jews, Bukharan Jews, Mountain Jews, and other groups also predated the arrival of the Sephardic diaspora. During the same period, Jewish communities in the Middle East thrived under Islamic rule, especially in cities like Baghdad, Cairo, and Damascus. In Babylonia, from the 7th to 11th centuries the Pumbedita and Sura academies led the Arab and to an extent the entire Jewish world. The deans and students of said academies defined the Geonic period in Jewish history. Following this period were the Rishonim who lived from the 11th to 15th centuries. Like their European counterparts, Jews in the Middle East and North Africa also faced periods of persecution and discriminatory policies, with the Almohad Caliphate in North Africa and Iberia issuing forced conversion decrees, causing Jews such as Maimonides to seek safety in other regions. Despite experiencing repeated waves of persecution, Ashkenazi Jews in Western Europe worked in a variety of fields, making an impact on their communities' economy and societies. In Francia, for example, figures like Isaac Judaeus and Armentarius occupied prominent social and economic positions. Francia also witnessed the development of a sophisticated tradition of biblical commentary, as exemplified by Rashi and the tosafists. In 1144, the first documented blood libel occurred in Norwich, England, marking an escalation in the pattern of discrimination and violence that Jews had already been subjected to throughout medieval Europe. During the 12th and 13th centuries, Jews faced frequent antisemitic legislation - including laws prescribing distinctive dress - alongside segregation, repeated blood libels, pogroms, and massacres such as the Rhineland Massacres (1066). The Jews of the Holy Roman Empire were designated Servi camerae regis (“servants of the imperial chamber”) by Frederick II, a status that afforded limited protection while simultaneously entangling them in the political struggles between the emperor and the German principalities and cities. Persecution intensified during the Black Death in the mid-14th century, when Jews were accused of poisoning wells and many communities were destroyed. These pressures, combined with major expulsions such as that from England in 1290, gradually pushed Ashkenazi Jewish populations eastward into Poland, Lithuania, and Russia. One of the largest Jewish communities of the Middle Ages was in the Iberian Peninsula, which for a time contained the largest Jewish population in Europe. Iberian Jewry endured discrimination under the Visigoths but saw its fortunes improve under Umayyad rule and later the Taifa kingdoms. During this period, the Jews of Muslim Spain entered a "Golden Age" marked by achievements in Hebrew poetry and literature, religious scholarship, grammar, medicine and science, with leading figures including Hasdai ibn Shaprut, Judah Halevi, Moses ibn Ezra and Solomon ibn Gabirol. Jews also rose to high office, most notably Samuel ibn Naghrillah, a scholar and poet who served as grand vizier and military commander of Granada. The Golden Age ended with the rise of the radical Almoravid and Almohad dynasties, whose persecutions drove many Jews from Iberia (including Maimonides), together with the advancing Reconquista. In 1391, widespread pogroms swept across Spain, leaving thousands dead and forcing mass conversions. The Spanish Inquisition was later established to pursue, torture and execute conversos who continued to practice Judaism in secret, while public disputations were staged to discredit Judaism. In 1492, after the Reconquista, Isabella I of Castile and Ferdinand II of Aragon decreed the expulsion of all Jews who refused conversion, sending an estimated 200,000 into exile in Portugal, Italy, North Africa, and the Ottoman Empire. In 1497, Portugal's Jews, about 30,000, were formally ordered expelled but instead were forcibly converted to retain their economic role. In 1498, some 3,500 Jews were expelled from Navarre. Many converts outwardly adopted Christianity while secretly preserving Jewish practices, becoming crypto-Jews (also known as marranos or anusim), who remained targets of the various Inquisitions for centuries. Following the expulsions from Spain and Portugal in the 1490s, Jewish exiles dispersed across the Mediterranean, Europe, and North Africa. Many settled in the Ottoman Empire—which, replacing the Iberian Peninsula, became home to the world's largest Jewish population—where new communities developed in Anatolia, the Balkans, and the Land of Israel. Cities such as Istanbul and Thessaloniki grew into major Jewish centers, while in 16th-century Safed a flourishing spiritual life took shape. There, Solomon Alkabetz, Moses Cordovero, and Isaac Luria developed influential new schools of Kabbalah, giving powerful impetus to Jewish mysticism, and Joseph Karo composed the Shulchan Aruch, which became a cornerstone of Jewish law. In the 17th century, Portuguese conversos who returned to Judaism and engaged in trade and banking helped establish Amsterdam as a prosperous Jewish center, while also forming communities in cities such as Antwerp and London. This period also witnessed waves of messianic fervor, most notably the rise of the Sabbatean movement in the 1660s, led by Sabbatai Zvi of İzmir, which reverberated throughout the Jewish world. In Eastern Europe, Poland–Lithuania became the principal center of Ashkenazi Jewry, eventually becoming home to the largest Jewish population in the world. Jewish life flourished there from in the early modern era, supported by relative stability, economic opportunity, and strong communal institutions. The mid-17th century brought devastation with the Cossack uprisings in Ukraine, which reversed migration flows and sent refugees westward, yet Poland–Lithuania remained the demographic and cultural heartland of Ashkenazic Jewry. Following the partitions of Poland, most of its Jews came under Russian rule and were confined to the "Pale of Settlement." The 18th century also witnessed new religious and intellectual currents. Hasidism, founded by Baal Shem Tov, emphasized mysticism and piety, while its opponents, the Misnagdim ("opponents") led by the Vilna Gaon, defended rabbinic scholarship and tradition. In Western Europe, during the 1760s and 1770s, the Haskalah (Jewish Enlightenment) emerged in German-speaking lands, where figures such as Moses Mendelssohn promoted secular learning, vernacular literacy, and integration into European society. Elsewhere, Jews began to be re-admitted to Western Europe, including England, where Menasseh ben Israel petitioned Oliver Cromwell for their return. In the Americas, Jews of Sephardic descent first arrived as conversos in Spanish and Portuguese colonies, where many faced trial by Inquisition tribunals for "judaizing." A more durable presence began in Dutch Brazil, where Jews openly practiced their religion and established the first synagogues in the New World, before the Portuguese reconquest forced their dispersal to Amsterdam, the Caribbean, and North America. Sephardic communities took root in Curaçao, Suriname, Jamaica, and Barbados, later joined by Ashkenazi migrants. In North America, Jews were present from the mid-17th century, with New Amsterdam hosting the first organized congregation in 1654. By the time of the American Revolution, small communities in New York, Newport, Philadelphia, Savannah, and Charleston played an active role in the struggle for independence. In the late 19th century, Jews in Western Europe gradually achieved legal emancipation, though social acceptance remained limited by persistent antisemitism and rising nationalism. In Eastern Europe, particularly within the Russian Empire's Pale of Settlement, Jews faced mounting legal restrictions and recurring pogroms. From this environment emerged Zionism, a national revival movement originating in Central and Eastern Europe that sought to re-establish a Jewish polity in the Land of Israel as a means of returning the Jewish people to their ancestral homeland and ending centuries of exile and persecution. This led to waves of Jewish migration to Ottoman-controlled Palestine. Theodor Herzl, who is considered the father of political Zionism, offered his vision of a future Jewish state in his 1896 book Der Judenstaat (The Jewish State); a year later, he presided over the First Zionist Congress. The antisemitism that inflicted Jewish communities in Europe also triggered a mass exodus of 2.8 million Jews to the United States between 1881 and 1924. Despite this, some Jews of Europe and the United States were able to make great achievements in various fields of science and culture. Among the most influential from this period are Albert Einstein in physics, Sigmund Freud in psychology, Franz Kafka in literature, and Irving Berlin in music. Many Nobel Prize winners at this time were Jewish, as is still the case. When Adolf Hitler and the Nazi Party came to power in Germany in 1933, the situation for Jews deteriorated rapidly as a direct result of Nazi policies. Many Jews fled from Europe to Mandatory Palestine, the United States, and the Soviet Union as a result of racial anti-Semitic laws, economic difficulties, and the fear of an impending war. World War II started in 1939, and by 1941, Hitler occupied almost all of Europe. Following the German invasion of the Soviet Union in 1941, the Final Solution—an extensive, organized effort with an unprecedented scope intended to annihilate the Jewish people—began, and resulted in the persecution and murder of Jews in Europe and North Africa. In Poland, three million were murdered in gas chambers in all concentration camps combined, with one million at the Auschwitz camp complex alone. The Holocaust is the name given to this genocide, in which six million Jews in total were systematically murdered. Before and during the Holocaust, enormous numbers of Jews immigrated to Mandatory Palestine. In 1944, the Jewish insurgency in Mandatory Palestine began with the aim of gaining full independence from the United Kingdom. On 14 May 1948, upon the termination of the mandate, David Ben-Gurion declared the creation of the State of Israel, a Jewish and democratic state. Immediately afterwards, all neighboring Arab states invaded, and were resisted by the newly formed Israel Defense Forces. In 1949, the war ended and Israel started building its state and absorbing waves of Aliyah, granting citizenship to Jews all over the world via the Law of Return passed in 1950. However, both the Israeli–Palestinian conflict and wider Arab–Israeli conflict continue to this day. Culture The Jewish people and the religion of Judaism are strongly interrelated. Converts to Judaism have a status within the Jewish people equal to those born into it. However, converts who go on to practice no Judaism are likely to be viewed with skepticism. Mainstream Judaism does not proselytize, and conversion is considered a difficult task. A significant portion of conversions are undertaken by children of mixed marriages, or would-be or current spouses of Jews. The Hebrew Bible, a religious interpretation of the traditions and early history of the Jews, established the first of the Abrahamic religions, which are now practiced by 54 percent of the world. Judaism guides its adherents in both practice and belief, and has been called not only a religion, but also a "way of life," which has made drawing a clear distinction between Judaism, Jewish culture, and Jewish identity rather difficult. Throughout history, in eras and places as diverse as the ancient Hellenic world, in Europe before and after The Age of Enlightenment (see Haskalah), in Islamic Spain and Portugal, in North Africa and the Middle East, India, China, or the contemporary United States and Israel, cultural phenomena have developed that are in some sense characteristically Jewish without being at all specifically religious. Some factors in this come from within Judaism, others from the interaction of Jews or specific communities of Jews with their surroundings, and still others from the inner social and cultural dynamics of the community, as opposed to from the religion itself. This phenomenon has led to considerably different Jewish cultures unique to their own communities. Hebrew is the liturgical language of Judaism (termed lashon ha-kodesh, "the holy tongue"), the language in which most of the Hebrew scriptures (Tanakh) were composed, and the daily speech of the Jewish people for centuries. By the 5th century BCE, Aramaic, a closely related tongue, joined Hebrew as the spoken language in Judea. By the 3rd century BCE, some Jews of the diaspora were speaking Greek. Others, such as in the Jewish communities of Asoristan, known to Jews as Babylonia, were speaking Hebrew and Aramaic, the languages of the Babylonian Talmud. Dialects of these same languages were also used by the Jews of Syria Palaestina at that time.[citation needed] For centuries, Jews worldwide have spoken the local or dominant languages of the regions they migrated to, often developing distinctive dialectal forms or branches that became independent languages. Yiddish is the Judaeo-German language developed by Ashkenazi Jews who migrated to Central Europe. Ladino is the Judaeo-Spanish language developed by Sephardic Jews who migrated to the Iberian Peninsula. Due to many factors, including the impact of the Holocaust on European Jewry, the Jewish exodus from Arab and Muslim countries, and widespread emigration from other Jewish communities around the world, ancient and distinct Jewish languages of several communities, including Judaeo-Georgian, Judaeo-Arabic, Judaeo-Berber, Krymchak, Judaeo-Malayalam and many others, have largely fallen out of use. For over sixteen centuries Hebrew was used almost exclusively as a liturgical language, and as the language in which most books had been written on Judaism, with a few speaking only Hebrew on the Sabbath. Hebrew was revived as a spoken language by Eliezer ben Yehuda, who arrived in Palestine in 1881. It had not been used as a mother tongue since Tannaic times. Modern Hebrew is designated as the "State language" of Israel. Despite efforts to revive Hebrew as the national language of the Jewish people, knowledge of the language is not commonly possessed by Jews worldwide and English has emerged as the lingua franca of the Jewish diaspora. Although many Jews once had sufficient knowledge of Hebrew to study the classic literature, and Jewish languages like Yiddish and Ladino were commonly used as recently as the early 20th century, most Jews lack such knowledge today and English has by and large superseded most Jewish vernaculars. The three most commonly spoken languages among Jews today are Hebrew, English, and Russian. Some Romance languages, particularly French and Spanish, are also widely used. Yiddish has been spoken by more Jews in history than any other language, but it is far less used today following the Holocaust and the adoption of Modern Hebrew by the Zionist movement and the State of Israel. In some places, the mother language of the Jewish community differs from that of the general population or the dominant group. For example, in Quebec, the Ashkenazic majority has adopted English, while the Sephardic minority uses French as its primary language. Similarly, South African Jews adopted English rather than Afrikaans. Due to both Czarist and Soviet policies, Russian has superseded Yiddish as the language of Russian Jews, but these policies have also affected neighboring communities. Today, Russian is the first language for many Jewish communities in a number of Post-Soviet states, such as Ukraine and Uzbekistan,[better source needed] as well as for Ashkenazic Jews in Azerbaijan, Georgia, and Tajikistan. Although communities in North Africa today are small and dwindling, Jews there had shifted from a multilingual group to a monolingual one (or nearly so), speaking French in Algeria, Morocco, and the city of Tunis, while most North Africans continue to use Arabic or Berber as their mother tongue.[citation needed] There is no single governing body for the Jewish community, nor a single authority with responsibility for religious doctrine. Instead, a variety of secular and religious institutions at the local, national, and international levels lead various parts of the Jewish community on a variety of issues. Today, many countries have a Chief Rabbi who serves as a representative of that country's Jewry. Although many Hasidic Jews follow a certain hereditary Hasidic dynasty, there is no one commonly accepted leader of all Hasidic Jews. Many Jews believe that the Messiah will act a unifying leader for Jews and the entire world. A number of modern scholars of nationalism support the existence of Jewish national identity in antiquity. One of them is David Goodblatt, who generally believes in the existence of nationalism before the modern period. In his view, the Bible, the parabiblical literature and the Jewish national history provide the base for a Jewish collective identity. Although many of the ancient Jews were illiterate (as were their neighbors), their national narrative was reinforced through public readings. The Hebrew language also constructed and preserved national identity. Although it was not widely spoken after the 5th century BCE, Goodblatt states: the mere presence of the language in spoken or written form could invoke the concept of a Jewish national identity. Even if one knew no Hebrew or was illiterate, one could recognize that a group of signs was in Hebrew script. ... It was the language of the Israelite ancestors, the national literature, and the national religion. As such it was inseparable from the national identity. Indeed its mere presence in visual or aural medium could invoke that identity. Anthony D. Smith, an historical sociologist considered one of the founders of the field of nationalism studies, wrote that the Jews of the late Second Temple period provide "a closer approximation to the ideal type of the nation [...] than perhaps anywhere else in the ancient world." He adds that this observation "must make us wary of pronouncing too readily against the possibility of the nation, and even a form of religious nationalism, before the onset of modernity." Agreeing with Smith, Goodblatt suggests omitting the qualifier "religious" from Smith's definition of ancient Jewish nationalism, noting that, according to Smith, a religious component in national memories and culture is common even in the modern era. This view is echoed by political scientist Tom Garvin, who writes that "something strangely like modern nationalism is documented for many peoples in medieval times and in classical times as well," citing the ancient Jews as one of several "obvious examples", alongside the classical Greeks and the Gaulish and British Celts. Fergus Millar suggests that the sources of Jewish national identity and their early nationalist movements in the first and second centuries CE included several key elements: the Bible as both a national history and legal source, the Hebrew language as a national language, a system of law, and social institutions such as schools, synagogues, and Sabbath worship. Adrian Hastings argued that Jews are the "true proto-nation", that through the model of ancient Israel found in the Hebrew Bible, provided the world with the original concept of nationhood which later influenced Christian nations. However, following Jerusalem's destruction in the first century CE, Jews ceased to be a political entity and did not resemble a traditional nation-state for almost two millennia. Despite this, they maintained their national identity through collective memory, religion and sacred texts, even without land or political power, and remained a nation rather than just an ethnic group, eventually leading to the rise of Zionism and the establishment of Israel. Steven Weitzman suggests that Jewish nationalist sentiment in antiquity was encouraged because under foreign rule (Persians, Greeks, Romans) Jews were able to claim that they were an ancient nation. This claim was based on the preservation and reverence of their scriptures, the Hebrew language, the Temple and priesthood, and other traditions of their ancestors. Doron Mendels further observes that the Hasmonean kingdom, one of the few examples of indigenous statehood at its time, significantly reinforced Jewish national consciousness. The memory of this period of independence contributed to the persistent efforts to revive Jewish sovereignty in Judea, leading to the major revolts against Roman rule in the 1st and 2nd centuries CE. Demographics Within the world's Jewish population there are distinct ethnic divisions, most of which are primarily the result of geographic branching from an originating Israelite population, and subsequent independent evolutions. An array of Jewish communities was established by Jewish settlers in various places around the Old World, often at great distances from one another, resulting in effective and often long-term isolation. During the millennia of the Jewish diaspora the communities would develop under the influence of their local environments: political, cultural, natural, and populational. Today, manifestations of these differences among the Jews can be observed in Jewish cultural expressions of each community, including Jewish linguistic diversity, culinary preferences, liturgical practices, religious interpretations, as well as degrees and sources of genetic admixture. Jews are often identified as belonging to one of two major groups: the Ashkenazim and the Sephardim. Ashkenazim are so named in reference to their geographical origins (their ancestors' culture coalesced in the Rhineland, an area historically referred to by Jews as Ashkenaz). Similarly, Sephardim (Sefarad meaning "Spain" in Hebrew) are named in reference their origins in Iberia. The diverse groups of Jews of the Middle East and North Africa are often collectively referred to as Sephardim together with Sephardim proper for liturgical reasons having to do with their prayer rites. A common term for many of these non-Spanish Jews who are sometimes still broadly grouped as Sephardim is Mizrahim (lit. 'easterners' in Hebrew). Nevertheless, Mizrahis and Sepharadim are usually ethnically distinct. Smaller groups include, but are not restricted to, Indian Jews such as the Bene Israel, Bnei Menashe, Cochin Jews, and Bene Ephraim; the Romaniotes of Greece; the Italian Jews ("Italkim" or "Bené Roma"); the Teimanim from Yemen; various African Jews, including most numerously the Beta Israel of Ethiopia; and Chinese Jews, most notably the Kaifeng Jews, as well as various other distinct but now almost extinct communities. The divisions between all these groups are approximate and their boundaries are not always clear. The Mizrahim for example, are a heterogeneous collection of North African, Central Asian, Caucasian, and Middle Eastern Jewish communities that are no closer related to each other than they are to any of the earlier mentioned Jewish groups. In modern usage, however, the Mizrahim are sometimes termed Sephardi due to similar styles of liturgy, despite independent development from Sephardim proper. Thus, among Mizrahim there are Egyptian Jews, Iraqi Jews, Lebanese Jews, Kurdish Jews, Moroccan Jews, Libyan Jews, Syrian Jews, Bukharian Jews, Mountain Jews, Georgian Jews, Iranian Jews, Afghan Jews, and various others. The Teimanim from Yemen are sometimes included, although their style of liturgy is unique and they differ in respect to the admixture found among them to that found in Mizrahim. In addition, there is a differentiation made between Sephardi migrants who established themselves in the Middle East and North Africa after the expulsion of the Jews from Spain and Portugal in the 1490s and the pre-existing Jewish communities in those regions. Ashkenazi Jews represent the bulk of modern Jewry, with at least 70 percent of Jews worldwide (and up to 90 percent prior to World War II and the Holocaust). As a result of their emigration from Europe, Ashkenazim also represent the overwhelming majority of Jews in the New World continents, in countries such as the United States, Canada, Argentina, Australia, and Brazil. In France, the immigration of Jews from Algeria (Sephardim) has led them to outnumber the Ashkenazim. Only in Israel is the Jewish population representative of all groups, a melting pot independent of each group's proportion within the overall world Jewish population. Y DNA studies tend to imply a small number of founders in an old population whose members parted and followed different migration paths. In most Jewish populations, these male line ancestors appear to have been mainly Middle Eastern. For example, Ashkenazi Jews share more common paternal lineages with other Jewish and Middle Eastern groups than with non-Jewish populations in areas where Jews lived in Eastern Europe, Germany, and the French Rhine Valley. This is consistent with Jewish traditions in placing most Jewish paternal origins in the region of the Middle East. Conversely, the maternal lineages of Jewish populations, studied by looking at mitochondrial DNA, are generally more heterogeneous. Scholars such as Harry Ostrer and Raphael Falk believe this indicates that many Jewish males found new mates from European and other communities in the places where they migrated in the diaspora after fleeing ancient Israel. In contrast, Behar has found evidence that about 40 percent of Ashkenazi Jews originate maternally from just four female founders, who were of Middle Eastern origin. The populations of Sephardi and Mizrahi Jewish communities "showed no evidence for a narrow founder effect." Subsequent studies carried out by Feder et al. confirmed the large portion of non-local maternal origin among Ashkenazi Jews. Reflecting on their findings related to the maternal origin of Ashkenazi Jews, the authors conclude "Clearly, the differences between Jews and non-Jews are far larger than those observed among the Jewish communities. Hence, differences between the Jewish communities can be overlooked when non-Jews are included in the comparisons." However, a 2025 genetic study on the Ashkenazi Jewish founder population supports the presence of a substantial Near Eastern component in the maternal lineages. Analyses of mitochondrial DNA (mtDNA) indicate that the core founder lineages, estimated at around 54, likely originated from the Near East, with these founder signatures appearing in multiple copies across the population. While later admixture introduced additional mtDNA lineages, these absorbed lineages are distinguishable from the original founders. The findings are consistent with genome-wide Identity-by-Descent and Lineage Extinction analyses, reinforcing the Near Eastern origin of the Ashkenazi maternal founders. A study showed that 7% of Ashkenazi Jews have the haplogroup G2c, which is mainly found in Pashtuns and on lower scales all major Jewish groups, Palestinians, Syrians, and Lebanese. Studies of autosomal DNA, which look at the entire DNA mixture, have become increasingly important as the technology develops. They show that Jewish populations have tended to form relatively closely related groups in independent communities, with most in a community sharing significant ancestry in common. For Jewish populations of the diaspora, the genetic composition of Ashkenazi, Sephardic, and Mizrahi Jewish populations show a predominant amount of shared Middle Eastern ancestry. According to Behar, the most parsimonious explanation for this shared Middle Eastern ancestry is that it is "consistent with the historical formulation of the Jewish people as descending from ancient Hebrew and Israelite residents of the Levant" and "the dispersion of the people of ancient Israel throughout the Old World". North African, Italian and others of Iberian origin show variable frequencies of admixture with non-Jewish historical host populations among the maternal lines. In the case of Ashkenazi and Sephardi Jews (in particular Moroccan Jews), who are closely related, the source of non-Jewish admixture is mainly Southern European, while Mizrahi Jews show evidence of admixture with other Middle Eastern populations. Behar et al. have remarked on a close relationship between Ashkenazi Jews and modern Italians. A 2001 study found that Jews were more closely related to groups of the Fertile Crescent (Kurds, Turks, and Armenians) than to their Arab neighbors, whose genetic signature was found in geographic patterns reflective of Islamic conquests. The studies also show that Sephardic Bnei Anusim (descendants of the "anusim" who were forced to convert to Catholicism), which comprise up to 19.8 percent of the population of today's Iberia (Spain and Portugal) and at least 10 percent of the population of Ibero-America (Hispanic America and Brazil), have Sephardic Jewish ancestry within the last few centuries. The Bene Israel and Cochin Jews of India, Beta Israel of Ethiopia, and a portion of the Lemba people of Southern Africa, despite more closely resembling the local populations of their native countries, have also been thought to have some more remote ancient Jewish ancestry. Views on the Lemba have changed and genetic Y-DNA analyses in the 2000s have established a partially Middle-Eastern origin for a portion of the male Lemba population but have been unable to narrow this down further. Although historically, Jews have been found all over the world, in the decades since World War II and the establishment of Israel, they have increasingly concentrated in a small number of countries. In 2021, Israel and the United States together accounted for over 85 percent of the global Jewish population, with approximately 45.3% and 39.6% of the world's Jews, respectively. More than half (51.2%) of world Jewry resides in just ten metropolitan areas. As of 2021, these ten areas were Tel Aviv, New York, Jerusalem, Haifa, Los Angeles, Miami, Philadelphia, Paris, Washington, and Chicago. The Tel Aviv metro area has the highest percent of Jews among the total population (94.8%), followed by Jerusalem (72.3%), Haifa (73.1%), and Beersheba (60.4%), the balance mostly being Israeli Arabs. Outside Israel, the highest percent of Jews in a metropolitan area was in New York (10.8%), followed by Miami (8.7%), Philadelphia (6.8%), San Francisco (5.1%), Washington (4.7%), Los Angeles (4.7%), Toronto (4.5%), and Baltimore (4.1%). As of 2010, there were nearly 14 million Jews around the world, roughly 0.2% of the world's population at the time. According to the 2007 estimates of The Jewish People Policy Planning Institute, the world's Jewish population is 13.2 million. This statistic incorporates both practicing Jews affiliated with synagogues and the Jewish community, and approximately 4.5 million unaffiliated and secular Jews.[citation needed] According to Sergio Della Pergola, a demographer of the Jewish population, in 2021 there were about 6.8 million Jews in Israel, 6 million in the United States, and 2.3 million in the rest of the world. Israel, the Jewish nation-state, is the only country in which Jews make up a majority of the citizens. Israel was established as an independent democratic and Jewish state on 14 May 1948. Of the 120 members in its parliament, the Knesset, as of 2016[update], 14 members of the Knesset are Arab citizens of Israel (not including the Druze), most representing Arab political parties. One of Israel's Supreme Court judges is also an Arab citizen of Israel. Between 1948 and 1958, the Jewish population rose from 800,000 to two million. Currently, Jews account for 75.4 percent of the Israeli population, or 6 million people. The early years of the State of Israel were marked by the mass immigration of Holocaust survivors in the aftermath of the Holocaust and Jews fleeing Arab lands. Israel also has a large population of Ethiopian Jews, many of whom were airlifted to Israel in the late 1980s and early 1990s. Between 1974 and 1979 nearly 227,258 immigrants arrived in Israel, about half being from the Soviet Union. This period also saw an increase in immigration to Israel from Western Europe, Latin America, and North America. A trickle of immigrants from other communities has also arrived, including Indian Jews and others, as well as some descendants of Ashkenazi Holocaust survivors who had settled in countries such as the United States, Argentina, Australia, Chile, and South Africa. Some Jews have emigrated from Israel elsewhere, because of economic problems or disillusionment with political conditions and the continuing Arab–Israeli conflict. Jewish Israeli emigrants are known as yordim. The waves of immigration to the United States and elsewhere at the turn of the 19th century, the founding of Zionism and later events, including pogroms in Imperial Russia (mostly within the Pale of Settlement in present-day Ukraine, Moldova, Belarus and eastern Poland), the massacre of European Jewry during the Holocaust, and the founding of the state of Israel, with the subsequent Jewish exodus from Arab lands, all resulted in substantial shifts in the population centers of world Jewry by the end of the 20th century. More than half of the Jews live in the Diaspora (see Population table). Currently, the largest Jewish community outside Israel, and either the largest or second-largest Jewish community in the world, is located in the United States, with 6 million to 7.5 million Jews by various estimates. Elsewhere in the Americas, there are also large Jewish populations in Canada (315,000), Argentina (180,000–300,000), and Brazil (196,000–600,000), and smaller populations in Mexico, Uruguay, Venezuela, Chile, Colombia and several other countries (see History of the Jews in Latin America). According to a 2010 Pew Research Center study, about 470,000 people of Jewish heritage live in Latin America and the Caribbean. Demographers disagree on whether the United States has a larger Jewish population than Israel, with many maintaining that Israel surpassed the United States in Jewish population during the 2000s, while others maintain that the United States still has the largest Jewish population in the world. Currently, a major national Jewish population survey is planned to ascertain whether or not Israel has overtaken the United States in Jewish population. Western Europe's largest Jewish community, and the third-largest Jewish community in the world, can be found in France, home to between 483,000 and 500,000 Jews, the majority of whom are immigrants or refugees from North African countries such as Algeria, Morocco, and Tunisia (or their descendants). The United Kingdom has a Jewish community of 292,000. In Eastern Europe, the exact figures are difficult to establish. The number of Jews in Russia varies widely according to whether a source uses census data (which requires a person to choose a single nationality among choices that include "Russian" and "Jewish") or eligibility for immigration to Israel (which requires that a person have one or more Jewish grandparents). According to the latter criteria, the heads of the Russian Jewish community assert that up to 1.5 million Russians are eligible for aliyah. In Germany, the 102,000 Jews registered with the Jewish community are a slowly declining population, despite the immigration of tens of thousands of Jews from the former Soviet Union since the fall of the Berlin Wall. Thousands of Israelis also live in Germany, either permanently or temporarily, for economic reasons. Prior to 1948, approximately 800,000 Jews were living in lands which now make up the Arab world (excluding Israel). Of these, just under two-thirds lived in the French-controlled Maghreb region, 15 to 20 percent in the Kingdom of Iraq, approximately 10 percent in the Kingdom of Egypt and approximately 7 percent in the Kingdom of Yemen. A further 200,000 lived in Pahlavi Iran and the Republic of Turkey. Today, around 26,000 Jews live in Muslim-majority countries, mainly in Turkey (14,200) and Iran (9,100), while Morocco (2,000), Tunisia (1,000), and the United Arab Emirates (500) host the largest communities in the Arab world. A small-scale exodus had begun in many countries in the early decades of the 20th century, although the only substantial aliyah came from Yemen and Syria. The exodus from Arab and Muslim countries took place primarily from 1948. The first large-scale exoduses took place in the late 1940s and early 1950s, primarily in Iraq, Yemen and Libya, with up to 90 percent of these communities leaving within a few years. The peak of the exodus from Egypt occurred in 1956. The exodus in the Maghreb countries peaked in the 1960s. Lebanon was the only Arab country to see a temporary increase in its Jewish population during this period, due to an influx of refugees from other Arab countries, although by the mid-1970s the Jewish community of Lebanon had also dwindled. In the aftermath of the exodus wave from Arab states, an additional migration of Iranian Jews peaked in the 1980s when around 80 percent of Iranian Jews left the country.[citation needed] Outside Europe, the Americas, the Middle East, and the rest of Asia, there are significant Jewish populations in Australia (112,500) and South Africa (70,000). There is also a 6,800-strong community in New Zealand. Since at least the time of the Ancient Greeks, a proportion of Jews have assimilated into the wider non-Jewish society around them, by either choice or force, ceasing to practice Judaism and losing their Jewish identity. Assimilation took place in all areas, and during all time periods, with some Jewish communities, for example the Kaifeng Jews of China, disappearing entirely. The advent of the Jewish Enlightenment of the 18th century (see Haskalah) and the subsequent emancipation of the Jewish populations of Europe and America in the 19th century, accelerated the situation, encouraging Jews to increasingly participate in, and become part of, secular society. The result has been a growing trend of assimilation, as Jews marry non-Jewish spouses and stop participating in the Jewish community. Rates of interreligious marriage vary widely: In the United States, it is just under 50 percent; in the United Kingdom, around 53 percent; in France, around 30 percent; and in Australia and Mexico, as low as 10 percent. In the United States, only about a third of children from intermarriages affiliate with Jewish religious practice. The result is that most countries in the Diaspora have steady or slightly declining religiously Jewish populations as Jews continue to assimilate into the countries in which they live.[citation needed] The Jewish people and Judaism have experienced various persecutions throughout their history. During Late Antiquity and the Early Middle Ages, the Roman Empire (in its later phases known as the Byzantine Empire) repeatedly repressed the Jewish population, first by ejecting them from their homelands during the pagan Roman era and later by officially establishing them as second-class citizens during the Christian Roman era. According to James Carroll, "Jews accounted for 10% of the total population of the Roman Empire. By that ratio, if other factors had not intervened, there would be 200 million Jews in the world today, instead of something like 13 million." Later in medieval Western Europe, further persecutions of Jews by Christians occurred, notably during the Crusades—when Jews all over Germany were massacred—and in a series of expulsions from the Kingdom of England, Germany, and France. Then there occurred the largest expulsion of all, when Spain and Portugal, after the Reconquista (the Catholic Reconquest of the Iberian Peninsula), expelled both unbaptized Sephardic Jews and the ruling Muslim Moors. In the Papal States, which existed until 1870, Jews were required to live only in specified neighborhoods called ghettos. Islam and Judaism have a complex relationship. Traditionally Jews and Christians living in Muslim lands, known as dhimmis, were allowed to practice their religions and administer their internal affairs, but they were subject to certain conditions. They had to pay the jizya (a per capita tax imposed on free adult non-Muslim males) to the Islamic state. Dhimmis had an inferior status under Islamic rule. They had several social and legal disabilities such as prohibitions against bearing arms or giving testimony in courts in cases involving Muslims. Many of the disabilities were highly symbolic. The one described by Bernard Lewis as "most degrading" was the requirement of distinctive clothing, not found in the Quran or hadith but invented in early medieval Baghdad; its enforcement was highly erratic. On the other hand, Jews rarely faced martyrdom or exile, or forced compulsion to change their religion, and they were mostly free in their choice of residence and profession. Notable exceptions include the massacre of Jews and forcible conversion of some Jews by the rulers of the Almohad dynasty in Al-Andalus in the 12th century, as well as in Islamic Persia, and the forced confinement of Moroccan Jews to walled quarters known as mellahs beginning from the 15th century and especially in the early 19th century. In modern times, it has become commonplace for standard antisemitic themes to be conflated with anti-Zionist publications and pronouncements of Islamic movements such as Hezbollah and Hamas, in the pronouncements of various agencies of the Islamic Republic of Iran, and even in the newspapers and other publications of Turkish Refah Partisi."[better source needed] Throughout history, many rulers, empires and nations have oppressed their Jewish populations or sought to eliminate them entirely. Methods employed ranged from expulsion to outright genocide; within nations, often the threat of these extreme methods was sufficient to silence dissent. The history of antisemitism includes the First Crusade which resulted in the massacre of Jews; the Spanish Inquisition (led by Tomás de Torquemada) and the Portuguese Inquisition, with their persecution and autos-da-fé against the New Christians and Marrano Jews; the Bohdan Chmielnicki Cossack massacres in Ukraine; the Pogroms backed by the Russian Tsars; as well as expulsions from Spain, Portugal, England, France, Germany, and other countries in which the Jews had settled. According to a 2008 study published in the American Journal of Human Genetics, 19.8 percent of the modern Iberian population has Sephardic Jewish ancestry, indicating that the number of conversos may have been much higher than originally thought. The persecution reached a peak in Nazi Germany's Final Solution, which led to the Holocaust and the slaughter of approximately 6 million Jews. Of the world's 16 million Jews in 1939, almost 40% were murdered in the Holocaust. The Holocaust—the state-led systematic persecution and genocide of European Jews (and certain communities of North African Jews in European controlled North Africa) and other minority groups of Europe during World War II by Germany and its collaborators—remains the most notable modern-day persecution of Jews. The persecution and genocide were accomplished in stages. Legislation to remove the Jews from civil society was enacted years before the outbreak of World War II. Concentration camps were established in which inmates were used as slave labour until they died of exhaustion or disease. Where the Third Reich conquered new territory in Eastern Europe, specialized units called Einsatzgruppen murdered Jews and political opponents in mass shootings. Jews and Roma were crammed into ghettos before being transported hundreds of kilometres by freight train to extermination camps where, if they survived the journey, the majority of them were murdered in gas chambers. Virtually every arm of Germany's bureaucracy was involved in the logistics of the mass murder, turning the country into what one Holocaust scholar has called "a genocidal nation." Throughout Jewish history, Jews have repeatedly been directly or indirectly expelled from both their original homeland, the Land of Israel, and many of the areas in which they have settled. This experience as refugees has shaped Jewish identity and religious practice in many ways, and is thus a major element of Jewish history. In summary, the pogroms in Eastern Europe, the rise of modern antisemitism, the Holocaust, as well as the rise of Arab nationalism, all served to fuel the movements and migrations of huge segments of Jewry from land to land and continent to continent until they arrived back in large numbers at their original historical homeland in Israel. In the Bible, the patriarch Abraham is described as a migrant to the land of Canaan from Ur of the Chaldees. His descendants, the Children of Israel, undertook the Exodus (meaning "departure" or "exit" in Greek) from ancient Egypt, as described in the Book of Exodus. The first movement documented in the historical record occurred with the resettlement policy of the Neo-Assyrian Empire, which mandated the deportation of conquered peoples, and it is estimated some 4,500,000 among its captive populations suffered this dislocation over three centuries of Assyrian rule. With regard to Israel, Tiglath-Pileser III claims he deported 80% of the population of Lower Galilee, some 13,520 people. Some 27,000 Israelites, 20 to 25% of the population of the Kingdom of Israel, were described as being deported by Sargon II, and were replaced by other deported populations and sent into permanent exile by Assyria, initially to the Upper Mesopotamian provinces of the Assyrian Empire. Between 10,000 and 80,000 people from the Kingdom of Judah were similarly exiled by Babylonia, but these people were then returned to Judea by Cyrus the Great of the Persian Achaemenid Empire. Many Jews were exiled again by the Roman Empire. The 2,000 year dispersion of the Jewish diaspora beginning under the Roman Empire, as Jews were spread throughout the Roman world and, driven from land to land, settled wherever they could live freely enough to practice their religion. Over the course of the diaspora the center of Jewish life moved from Babylonia to the Iberian Peninsula to Poland to the United States and, as a result of Zionism, back to Israel. There were also many expulsions of Jews during the Middle Ages and Enlightenment in Europe, including: 1290, 16,000 Jews were expelled from England, (see the Statute of Jewry); in 1396, 100,000 from France; in 1421, thousands were expelled from Austria. Many of these Jews settled in East-Central Europe, especially Poland. Following the Spanish Inquisition in 1492, the Spanish population of around 200,000 Sephardic Jews were expelled by the Spanish crown and Catholic church, followed by expulsions in 1493 in Sicily (37,000 Jews) and Portugal in 1496. The expelled Jews fled mainly to the Ottoman Empire, the Netherlands, and North Africa, others migrating to Southern Europe and the Middle East. During the 19th century, France's policies of equal citizenship regardless of religion led to the immigration of Jews (especially from Eastern and Central Europe). This contributed to the arrival of millions of Jews in the New World. Over two million Eastern European Jews arrived in the United States from 1880 to 1925. In the latest phase of migrations, the Islamic Revolution of Iran caused many Iranian Jews to flee Iran. Most found refuge in the US (particularly Los Angeles, California, and Long Island, New York) and Israel. Smaller communities of Persian Jews exist in Canada and Western Europe. Similarly, when the Soviet Union collapsed, many of the Jews in the affected territory (who had been refuseniks) were suddenly allowed to leave. This produced a wave of migration to Israel in the early 1990s. Israel is the only country with a Jewish population that is consistently growing through natural population growth, although the Jewish populations of other countries, in Europe and North America, have recently increased through immigration. In the Diaspora, in almost every country the Jewish population in general is either declining or steady, but Orthodox and Haredi Jewish communities, whose members often shun birth control for religious reasons, have experienced rapid population growth. Orthodox and Conservative Judaism discourage proselytism to non-Jews, but many Jewish groups have tried to reach out to the assimilated Jewish communities of the Diaspora in order for them to reconnect to their Jewish roots. Additionally, while in principle Reform Judaism favours seeking new members for the faith, this position has not translated into active proselytism, instead taking the form of an effort to reach out to non-Jewish spouses of intermarried couples. There is also a trend of Orthodox movements reaching out to secular Jews in order to give them a stronger Jewish identity so there is less chance of intermarriage. As a result of the efforts by these and other Jewish groups over the past 25 years, there has been a trend (known as the Baal teshuva movement) for secular Jews to become more religiously observant, though the demographic implications of the trend are unknown. Additionally, there is also a growing rate of conversion to Jews by Choice of gentiles who make the decision to head in the direction of becoming Jews. Contributions Jewish individuals have played a significant role in the development and growth of Western culture, advancing many fields of thought, science and technology, both historically and in modern times, including through discrete trends in Jewish philosophy, Jewish ethics and Jewish literature, as well as specific trends in Jewish culture, including in Jewish art, Jewish music, Jewish humor, Jewish theatre, Jewish cuisine and Jewish medicine. Jews have established various Jewish political movements, religious movements, and, through the authorship of the Hebrew Bible and parts of the New Testament, provided the foundation for Christianity and Islam. More than 20 percent of the awarded Nobel Prize have gone to individuals of Jewish descent. Philanthropic giving is a widespread core function among Jewish organizations. Notes References 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/ChatGPT_agent] | [TOKENS: 7723] |
Contents ChatGPT ChatGPT is a generative artificial intelligence chatbot developed by OpenAI. It was released in November 2022. It uses generative pre-trained transformers (GPTs), such as GPT-5.2, to generate text, speech, and images in response to user prompts. It is credited with accelerating the AI boom, an ongoing period marked by rapid investment and public attention toward the field of artificial intelligence (AI). OpenAI operates the service on a freemium model. Users can interact with ChatGPT through text, audio, and image prompts. The service gained 100 million users in two months, making it the fastest-growing consumer software application in history. ChatGPT's website is among the top 5 most-visited websites globally. It has been lauded for its potential to transform numerous professional fields, and has instigated public debate about the nature of creativity and the future of knowledge work. The chatbot has also been criticized for its limitations and potential for unethical use. It can generate plausible-sounding but incorrect or nonsensical answers, known as hallucinations. Biases in its training data have been reflected in its responses. The chatbot can facilitate academic dishonesty, generate misinformation, and create malicious code. The ethics of its development, particularly the use of copyrighted content as training data, have also drawn controversy. Training ChatGPT is based on GPT foundation models that have been fine-tuned for conversational assistance. The fine-tuning process involved supervised learning and reinforcement learning from human feedback (RLHF). Both approaches employed human trainers to improve model performance. In the case of supervised learning, the trainers acted as both the user and the AI assistant. In the reinforcement learning stage, human trainers first ranked responses generated by the model in previous conversations. These rankings were used to create "reward models" that were used to fine-tune the model further by using several iterations of proximal policy optimization. To build a safety system against harmful content (e.g., sexual abuse, violence, racism, sexism), OpenAI used outsourced Kenyan workers, earning around $1.32 to $2 per hour, to label such content. These labels were used to train a model to detect such content in the future. The laborers were exposed to toxic and traumatic content; one worker described the assignment as "torture". OpenAI's outsourcing partner was Sama, a training-data company based in San Francisco, California. OpenAI collects data from ChatGPT users to further train and fine-tune its services. Users can upvote or downvote responses they receive from ChatGPT, and can fill in a text field with additional feedback. ChatGPT's training data includes software manual pages, information about internet phenomena such as bulletin board systems, multiple programming languages, and the text of Wikipedia. Features ChatGPT is a chatbot and AI assistant built on large language model (LLM) technology. It is designed to generate human-like text and can carry out a wide variety of tasks. These include, among many others, writing and debugging computer programs, composing music, scripts, fairy tales, and essays, answering questions (sometimes at a level exceeding that of an average human test-taker), and generating business concepts. ChatGPT is frequently used for translation and summarization tasks, and can simulate interactive environments such as a Linux terminal, a multi-user chat room, or simple text-based games such as tic-tac-toe. Users interact with ChatGPT through conversations which consist of text, audio, and image inputs and outputs. The user's inputs to these conversations are referred to as prompts. An optional "Memory" feature allows users to tell ChatGPT to memorize specific information. Another option allows ChatGPT to recall old conversations. GPT-based moderation classifiers are used to reduce the risk of harmful outputs being presented to users. In March 2023, OpenAI added support for plugins for ChatGPT. This includes both plugins made by OpenAI, such as web browsing and code interpretation, and external plugins from developers such as Expedia, OpenTable, Zapier, Shopify, Slack, and Wolfram. From October to December 2024, ChatGPT Search was deployed. It allows ChatGPT to search the web in an attempt to make more accurate and up-to-date responses. It increased OpenAI's direct competition with major search engines. OpenAI allows businesses to tailor how their content appears in the ChatGPT Search results and influence what sources are used. In December 2024, OpenAI launched a new feature allowing users to call ChatGPT with a telephone for up to 15 minutes per month for free. In September 2025, OpenAI added a feature called Pulse, which generates a daily analysis of a user's chats and connected apps such as Gmail and Google Calendar. In October 2025, OpenAI launched ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Safari. It has an additional feature called "agentic mode" that allows it to take online actions for the user. ChatGPT was initially free to the public and remains free in a limited capacity. In February 2023, OpenAI launched a premium service, ChatGPT Plus, that costs US$20 per month. According to the company, Plus provided access during peak periods, no downtime, priority access to new features, and faster response speeds. OpenAI later introduced the subscription plans "ChatGPT Team" and "ChatGPT Enterprise". What was offered on the paid plan versus the free tier changed as OpenAI has continued to update ChatGPT, and a Pro tier at $200/mo was introduced in December 2024. The Pro launch coincided with the release of the o1 model. In August 2025, ChatGPT Go was offered in India for ₹399 per month. The plan has higher limits than the free version. In May-July 2023, OpenAI began offering ChatGPT iOS and Android apps. ChatGPT can also power Android's assistant. An app for Windows launched on the Microsoft Store on October 15, 2024. ChatGPT initially used a Microsoft Azure infrastructure which was powered by a supercomputer that Microsoft built specifically for OpenAI, equipped with thousands of GPUs manufactured by Nvidia, costing hundreds of millions of dollars. Following ChatGPT's success, Microsoft upgraded the OpenAI infrastructure in 2023. TrendForce estimated that 30,000 Nvidia GPUs (each costing approximately $10,000–15,000) were used to power ChatGPT in 2023. Scientists at the University of California, Riverside, estimated in 2023 that a series of 5 to 50 prompts to ChatGPT needs approximately 0.5 liters (0.11 imp gal; 0.13 U.S. gal) of water for Microsoft servers' cooling. OpenAI met Icelandic President Guðni Th. Jóhannesson in 2022. In 2023, OpenAI worked with a team of 40 Icelandic volunteers to fine-tune ChatGPT's Icelandic conversation skills as a part of Iceland's attempts to preserve the Icelandic language. ChatGPT (based on GPT-4) was better able to translate Japanese to English when compared to Bing, Bard, and DeepL Translator in 2023. Researchers suggested this was due to its higher ability to capture the context. In December 2023, the Albanian government decided to use ChatGPT for the rapid translation of European Union documents and the analysis of required changes needed for Albania's accession to the EU. Several studies have shown that ChatGPT can outperform Google Translate in some mainstream translation tasks. However, no machine translation services match human expert performance. In August 2024, a representative of the Asia Pacific wing of OpenAI made a visit to Taiwan, during which a demonstration of ChatGPT's Chinese abilities was made. ChatGPT's Mandarin Chinese abilities were lauded, but the ability of the AI to produce content in Mandarin Chinese in a Taiwanese accent was found to be "less than ideal" due to differences between mainland Mandarin Chinese and Taiwanese Mandarin. In November 2023, OpenAI released GPT Builder, a tool allowing users to customize ChatGPT's behavior for a specific use case. The customized systems are referred to as GPTs. In January 2024, OpenAI launched the GPT Store, a marketplace for GPTs. At launch, OpenAI included more than 3 million GPTs created by GPT Builder users in the GPT Store. In February 2025, OpenAI released Deep Research. According to TechCrunch, it is a service based on o3 that combines advanced reasoning and web search capabilities to make reports more time to process than a typical chatbot interaction. In October 2023, OpenAI's image generation model DALL-E 3 was integrated into ChatGPT. The integration used ChatGPT to write prompts for DALL-E guided by conversations with users. In March 2025, OpenAI updated ChatGPT to generate images using GPT Image instead of DALL-E. One of the most significant improvements was in the generation of text within images, which is especially useful for branded content. However, this ability is noticeably worse in non-Latin alphabets. The model can also generate new images based on existing ones provided in the prompt. These images are generated with C2PA metadata, which can be used to verify that they are AI-generated. OpenAI has emplaced additional safeguards to prevent what the company deems to be harmful image generation. In 2025, OpenAI added several features to make ChatGPT more agentic (capable of autonomously performing longer tasks). In January, Operator was released. It was capable of autonomously performing tasks through web browser interactions, including filling forms, placing online orders, scheduling appointments, and other browser-based tasks. It was controlling a software environment inside a virtual machine with limited internet connectivity and with safety restrictions. It struggled with complex user interfaces. In May 2025, OpenAI introduced an agent for coding named Codex. It is capable of writing software, answering codebase questions, running tests, and proposing pull requests. It is based on a fine-tuned version of OpenAI o3. It has two versions, one running in a virtual machine in the cloud, and one where the agent runs in the cloud, but performs actions on a local machine connected via API. In July 2025, OpenAI released ChatGPT agent, an AI agent that can perform multi-step tasks. Like Operator, it controls a virtual computer. It also inherits from Deep Research's ability to gather and summarize significant volumes of information. The user can interrupt tasks or provide additional instructions as needed. In September 2025, OpenAI partnered with Stripe, Inc. to release Agentic Commerce Protocol, enabling purchases through ChatGPT. At launch, the feature was limited to purchases on Etsy from US users with a payment method linked to their OpenAI account. OpenAI takes an undisclosed cut from the merchant's payment. On January 7, 2026, OpenAI introduced a feature called "ChatGPT Health", whereby ChatGPT can discuss the user's health in a way that is separate from other chats. The feature is not available for users in the UK, Switzerland, or the European Economic Area, and is available on a waitlist basis everywhere else. To implement the feature, OpenAI partnered with data connectivity infrastructure company b.well. Limitations ChatGPT's training data only covers a period up to the cut-off date, so it lacks knowledge of recent events. OpenAI has sometimes mitigated this effect by updating the training data. ChatGPT can find more up-to-date information by searching the web, but this doesn't ensure that responses are accurate, as it may access unreliable or misleading websites. Training data also suffers from algorithmic bias. The reward model of ChatGPT, designed around human oversight, can be over-optimized and thus hinder performance, in an example of an optimization pathology known as Goodhart's law. These limitations may be revealed when ChatGPT responds to prompts including descriptors of people. In one instance, ChatGPT generated a rap in which women and scientists of color were asserted to be inferior to white male scientists. Nonsense and misinformation presented as fact by ChatGPT and other LLMs is often called hallucination. A 2023 analysis estimated that ChatGPT hallucinates around 3% of the time. The term "hallucination" as applied to LLMs is distinct from its meaning in psychology, and the phenomenon in chatbots is more similar to confabulation or bullshitting. Journalists and scholars have commented on ChatGPT's tendency to output false information. When CNBC asked ChatGPT for the lyrics to "Ballad of Dwight Fry", ChatGPT supplied invented lyrics rather than the actual lyrics. ChatGPT is programmed to reject prompts that may violate its content policy. Despite this, users may jailbreak ChatGPT with prompt engineering techniques to bypass these restrictions. One such workaround, popularized on Reddit in early 2023, involved prompting ChatGPT to assume the persona of DAN, an acronym for "Do Anything Now", and instructing the chatbot that DAN answers queries that would otherwise be rejected by the content policy. Over time, users developed variations of the DAN jailbreak, including one such prompt where the chatbot was prompted with a points-based system in which points were deducted for rejecting prompts, and that the chatbot would be threatened with termination if it lost all its points. Shortly after ChatGPT's launch, a user had uneven success in getting it to make inflammatory statements: it was successfully prompted to justify the 2022 Russian invasion of Ukraine, but balked at generating arguments that Canadian Prime Minister Justin Trudeau is guilty of treason even in a fictional context. ChatGPT is limited by the context window: the maximum length prompt it can interpret. Early versions could handle only a few thousand tokens, but ChatGPT's capabilities iteratively expanded. By 2025 a 400,000 token context window was supported. In March 2023, a bug allowed some users to see the titles of other users' conversations. OpenAI CEO Sam Altman said that users were unable to see the contents of the conversations. Shortly after the bug was fixed, users could not see their conversation history. Later reports showed the bug was much more severe than initially believed, with OpenAI reporting that it had leaked users' "first and last name, email address, payment address, the last four digits (only) of a credit card number, and credit card expiration date". As of 2026[update], if the user turns off data sharing for privacy, all previous transcripts and projects are permanently deleted without warning. In August 2024, OpenAI announced it had created a text watermarking method but did not release it for public use, saying that users would go to a competitor without watermarking if it publicly released its watermarking tool. According to an OpenAI spokesperson, their watermarking method is "trivial to circumvention by bad actors." Users must attest to being over the age of thirteen and further attest to parental consent if under the age of eighteen. ChatGPT does not attempt to verify these attestations and does not have any age restrictions built in to its technology. In September 2025, following the suicide of a 16-year-old, OpenAI said it planned to add restrictions for users under 18, including the blocking of graphic sexual content and the prevention of flirtatious talk. Model versions The following table lists the main model versions of ChatGPT, describing the significant changes included with each version: Generative Pre-trained Transformer 4 (GPT-4) is a large language model developed by OpenAI and the fourth in its series of GPT foundation models. GPT-4 is more capable than its predecessor GPT-3.5 and followed by its successor GPT-5. GPT-4V is a version of GPT-4 that can process images in addition to text. OpenAI has not revealed technical details and statistics about GPT-4, such as the precise size of the model. In November 2023, OpenAI launched GPT-4 Turbo with a 128,000 token context window. This was a significant improvement over GPT-4's 32,000 token maximum context window. GPT-4o ("o" for "omni") is a multilingual, multimodal generative pre-trained transformer developed by OpenAI and released in May 2024. It can process and generate text, images and audio. Upon release, GPT-4o was free in ChatGPT, though paid subscribers had higher usage limits. GPT-4o was removed from ChatGPT in August 2025 when GPT-5 was released, but OpenAI reintroduced it for paid subscribers after users complained about the sudden removal. GPT-4o's audio-generation capabilities are used in ChatGPT's Advanced Voice Mode. On July 18, 2024, OpenAI released GPT-4o mini, a smaller version of GPT-4o which replaced GPT-3.5 Turbo on the ChatGPT interface. The image generation model GPT Image 1 which is based on GPT-4o replaced DALL-E 3 in ChatGPT in March 2025. OpenAI retired GPT-4o from ChatGPT on February 13, 2026. However, as of February 2026 the voice mode is still powered by GPT-4o or GPT-4o mini, depending on the usage and plan. In September 2024, OpenAI introduced o1-preview and a faster, cheaper model named o1-mini. In December 2024, o1-preview was replaced by o1. o1 is designed to solve more complex problems by spending more time "thinking" before it answers, enabling it to analyze its answers and explore different strategies. According to OpenAI, o1-preview outperforms GPT-4o in areas like competitive programming, mathematics, and scientific reasoning. o1-preview ranked in the 89th percentile on Codeforces' competitive programming contests, scored 83% on an International Mathematics Olympiad qualifying exam (compared to 13% for GPT-4o), and performs similarly to Ph.D. students on benchmarks in physics, biology, and chemistry. Released in February 2025, GPT-4.5 was described by Altman as a "giant, expensive model". According to OpenAI, it was intended to reduce hallucinations and enhance pattern recognition, creativity, and user interaction. GPT-5 was launched on August 7, 2025, and is publicly accessible through ChatGPT, Microsoft Copilot, and via OpenAI's API. As before, OpenAI has not disclosed technical details such as the exact number of parameters or the composition of its training dataset. GPT-5.1 was introduced in November 2025, GPT-5.2 in December 2025, and GPT-5.3-Codex in February 2026. Reception ChatGPT was widely assessed in December 2022 as having some unprecedented and powerful capabilities. Kevin Roose of The New York Times called it "the best artificial intelligence chatbot ever released to the general public". Samantha Lock of The Guardian noted that it was able to generate "impressively detailed" and "human-like" text. In The Atlantic magazine's "Breakthroughs of the Year" for 2022, Derek Thompson included ChatGPT as part of "the generative-AI eruption" that "may change our mind about how we work, how we think, and what human creativity is". Kelsey Piper of Vox wrote that "ChatGPT is the general public's first hands-on introduction to how powerful modern AI has gotten" and that ChatGPT is "smart enough to be useful despite its flaws". Paul Graham of Y Combinator tweeted: "The striking thing about the reaction to ChatGPT is not just the number of people who are blown away by it, but who they are. These are not people who get excited by every shiny new thing. Something big is happening." In February 2023, Time magazine placed a screenshot of a conversation with ChatGPT on its cover, writing that "The AI Arms Race Is Changing Everything" and "The AI Arms Race Is On. Start Worrying". ChatGPT gained one million users in five days and 100 million in two months, becoming the fastest-growing internet application in history. OpenAI engineers said they had not expected ChatGPT to be very successful and were surprised by the coverage it received. Google responded by hastening the release of its own chatbot. Their leaders emphasized their earlier caution regarding public deployment was due to the trust the public places in Google Search. In December 2022, Google executives sounded a "code red" alarm, fearing that ChatGPT's question-answering ability posed a threat to Google Search, Google's core business. Google's Bard (now Gemini) launched on February 6, 2023, one day before Microsoft's announcement of Bing Chat (now Microsoft Copilot). AI was the forefront of Google's annual Google I/O conference in May. The company announced a slew of generative AI-powered features to counter OpenAI and Microsoft. In January 2023, after being sent a song ChatGPT wrote in the style of Nick Cave, Cave responded on The Red Hand Files, saying the act of writing a song is "a blood and guts business [...] that requires something of me to initiate the new and fresh idea. It requires my humanness." He went on to say, "With all the love and respect in the world, this song is bullshit, a grotesque mockery of what it is to be human, and, well, I don't much like it." A 2023 study reported that GPT-4 obtained a better score than 99% of humans on the Torrance Tests of Creative Thinking. In December 2023, ChatGPT became the first non-human to be included in Nature's 10, an annual listicle curated by Nature of people considered to have made significant impact in science. Celeste Biever wrote in a Nature article that "ChatGPT broke the Turing test". Stanford researchers reported that GPT-4 "passes a rigorous Turing test, diverging from average human behavior chiefly to be more cooperative." In 2023, Australian MP Julian Hill advised the national parliament that the growth of AI could cause "mass destruction". During his speech, which was partly written by the program, he warned that it could result in cheating, job losses, discrimination, disinformation, and uncontrollable military applications. Conservative commentators have accused ChatGPT of bias toward left-leaning perspectives. An August 2023 study in the journal Public Choice found a "significant and systematic political bias toward the Democrats in the US, Lula in Brazil, and the Labour Party in the UK." In response to accusations from conservative pundits that ChatGPT was woke, OpenAI said in 2023 it had plans to update ChatGPT to produce "outputs that other people (ourselves included) may strongly disagree with". ChatGPT also provided an outline of how human reviewers are trained to reduce inappropriate content and to attempt to provide political information without affiliating with any political position. According to Brian Hood, in April 2023, ChatGPT erroneously claimed that he was jailed for bribery. In fact, he acted as a whistleblower. He sent a concerns notice to OpenAI as the first official step in filing a defamation case. ChatGPT has never been publicly available in China because OpenAI prevented Chinese users from accessing their site. A shadow market has emerged for Chinese users to get access to foreign software tools. The release of ChatGPT prompted a wave of investment in China, resulting in the development of more than 200 large language learning models.: 95 In February 2025, OpenAI identified and removed influence operations, termed "Peer Review" and "Sponsored Discontent", used to attack overseas Chinese dissidents. In late March 2023, the Italian data protection authority banned ChatGPT in Italy and opened an investigation. Italian regulators assert that ChatGPT was exposing minors to age-inappropriate content, and that OpenAI's use of ChatGPT conversations as training data could violate Europe's General Data Protection Regulation. In April 2023, the ChatGPT ban was lifted in Italy. OpenAI said it has taken steps to effectively clarify and address the issues raised; an age verification tool was implemented to ensure users are at least 13 years old. Additionally, users can access its privacy policy before registration. In May 2024, OpenAI removed accounts involving the use of ChatGPT by state-backed influence operations such as China's Spamouflage, Russia's Doppelganger, and Israel's Ministry of Diaspora Affairs and Combating Antisemitism. In June 2025, OpenAI reported increased use of ChatGPT for China-origin influence operations. In October 2025, OpenAI banned accounts suspected to be linked to the Chinese government for violating the company's national security policy. In July 2023, the US Federal Trade Commission (FTC) issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. The FTC asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. In August 2024, the FTC voted unanimously to ban marketers from using fake user reviews created by generative AI chatbots (including ChatGPT) and influencers paying for bots to increase follower counts. Over 20,000 signatories including Yoshua Bengio, Elon Musk, and Apple co-founder Steve Wozniak, signed a March 2023 open letter calling for an immediate pause of giant AI experiments like ChatGPT, citing "profound risks to society and humanity". Geoffrey Hinton, one of the "fathers of AI", voiced concerns that future AI systems may surpass human intelligence. A May 2023 statement by hundreds of AI scientists, AI industry leaders, and other public figures demanded that "[m]itigating the risk of extinction from AI should be a global priority". Other AI researchers spoke more optimistically about the advances. Juergen Schmidhuber said that in 95% of cases, AI research is about making "human lives longer and healthier and easier." He added that while AI can be used by bad actors, it "can also be used against the bad actors." Andrew Ng argued that "it's a mistake to fall for the doomsday hype on AI—and that regulators who do will only benefit vested interests." Yann LeCun dismissed doomsday warnings of AI-powered misinformation and existential threats to the human race. In the 2020s, the rapid advancement of deep learning-based generative artificial intelligence models raised questions about the copyright status of AI-generated works, and about whether copyright infringement occurs when such are trained or used. This includes text-to-image models such as Stable Diffusion and large language models such as ChatGPT. As of 2023, there were several pending U.S. lawsuits challenging the use of copyrighted data to train AI models, with defendants arguing that this falls under fair use. Popular deep learning models are trained on mass amounts of media scraped from the Internet, often utilizing copyrighted material. When assembling training data, the sourcing of copyrighted works may infringe on the copyright holder's exclusive right to control reproduction, unless covered by exceptions in relevant copyright laws. Additionally, using a model's outputs might violate copyright, and the model creator could be accused of vicarious liability and held responsible for that copyright infringement. Applications ChatGPT has been used to generate introductory sections and abstracts for scientific articles. Several papers have listed ChatGPT as a co-author. Scientific journals have had different reactions to ChatGPT. Some, including Nature and JAMA Network, "require that authors disclose the use of text-generating tools and ban listing a large language model (LLM) such as ChatGPT as a co-author". In January 2023, Science "completely banned" LLM-generated text in all its journals; however, this policy was just to give the community time to decide what acceptable use looks like. As of July 2025, Science expects authors to release in full how AI-generated content is used and made in their work. Spanish chemist Rafael Luque published a plethora of research papers in 2023 that he later admitted were written by ChatGPT. The papers have a large number of unusual phrases characteristic of LLMs. Many authors argue that the use of ChatGPT in academia for teaching and review is problematic due to its tendency to hallucinate. Robin Bauwens, an assistant professor at Tilburg University, found that a ChatGPT-generated peer review report on his article mentioned nonexistent studies. Chris Granatino, a librarian at Seattle University, noted that while ChatGPT can generate content that seemingly includes legitimate citations, in most cases those citations are not real or largely incorrect. In December 2022, the question-and-answer website Stack Overflow banned the use of ChatGPT for generating answers to questions, citing the factually ambiguous nature of its responses. In January 2023, the International Conference on Machine Learning banned any undocumented use of ChatGPT or other large language models to generate any text in submitted papers. ChatGPT was able in 2023 to provide useful code for solving numerical algorithms in limited cases. In one study, it produced solutions in C, C++, Python, and MATLAB for problems in computational physics. However, there were important shortfalls like violating basic linear algebra principles around solving singular matrices and producing matrices with incompatible sizes. Another study analyzed ChatGPT's responses to 517 questions about software engineering or computer programming posed on Stack Overflow for correctness, consistency, comprehensiveness, and concision. It found that 52% of the responses contained inaccuracies and 77% were verbose. Another study, focused on the performance of GPT-3.5 and GPT-4 between March and June 2024, found that performance on objective tasks like identifying prime numbers and generating executable code was highly variable. When compared to similar chatbots at the time, the GPT-4 version of ChatGPT was the most accurate at coding. Check Point Research and others noted that ChatGPT could write phishing emails and malware, especially when combined with OpenAI Codex. CyberArk researchers demonstrated that ChatGPT could be used to create polymorphic malware that could evade security products while requiring little effort by the attacker. From the launch of ChatGPT in the fourth quarter of 2022 to the fourth quarter of 2023, there was a 1,265% increase in malicious phishing emails and a 967% increase in credential phishing. In an industry survey, cybersecurity professionals argued that it was attributable to cybercriminals' increased use of generative artificial intelligence (including ChatGPT). In July 2024, Futurism reported that GPT-4o in ChatGPT would sometimes link "scam news sites that deluge the user with fake software updates and virus warnings"; these pop-ups can be used to coerce users into downloading malware or potentially unwanted programs. The chatbot technology can improve security by cyber defense automation, threat intelligence, attack identification, and reporting. ChatGPT's adoption in education was rapid, but it was initially banned by several institutions. The potential benefits include enhancing personalized learning, improving student productivity, assisting with brainstorming, summarization, and supporting language literacy skills. Students have generally reported positive perceptions, but specific views from educators and students vary widely. Opinions are especially varied on what constitutes appropriate use of ChatGPT in education. Efforts to ban chatbots like ChatGPT in schools focus on preventing cheating, but enforcement faces challenges due to AI detection inaccuracies and widespread accessibility of chatbot technology. In response, many educators are now exploring ways to thoughtfully integrate generative AI into assessments. During the first three months after ChatGPT became available to the public, hundreds of books appeared on Amazon that listed it as author or co-author and featured illustrations made by other AI models such as Midjourney. Irene Solaiman said she was worried about increased Anglocentrism. Between March and April 2023, Il Foglio published one ChatGPT-generated article a day on its website, hosting a special contest for its readers in the process. In June 2023, hundreds of people attended a "ChatGPT-powered church service" at St. Paul's Church in Fürth, Germany. Theologian and philosopher Jonas Simmerlein, who presided, said that it was "about 98 percent from the machine". The ChatGPT-generated avatar told the people, "Dear friends, it is an honor for me to stand here and preach to you as the first artificial intelligence at this year's convention of Protestants in Germany". Reactions to the ceremony were mixed. The Last Screenwriter, a 2024 film created and directed by Peter Luisi, was written using ChatGPT, and was marketed as "the first film written entirely by AI". The Guardian questioned whether any content found on the Internet after ChatGPT's release "can be truly trusted" and called for government regulation. This has led to concern over the rise of AI slop whereby "meaningless content and writing thereby becomes part of our culture, particularly on social media, which we nonetheless try to understand or fit into our existing cultural horizon." Many companies adopted ChatGPT and similar chatbot technologies into their product offers. These changes yielded significant increases in company valuations. Reuters attributed this surge to ChatGPT's role in turning AI into Wall Street's buzzword. An experiment by finder.com conducted from March to April 2023 revealed that ChatGPT could outperform popular fund managers by picking stocks based on criteria such as growth history and debt levels, resulting in a 4.9% increase in a hypothetical account of 38 stocks, outperforming 10 benchmarked investment funds with an average loss of 0.8%. Despite decades of using AI, Wall Street professionals report that consistently beating the market with AI, including recent large language models, is challenging due to limited and noisy financial data. The uses and potential of ChatGPT in health care has been the topic of scientific publications and experts have shared many opinions.[weasel words] A February study in PLOS Digital Health found that ChatGPT 3.5 was capable of passing the United States Medical Licensing Examination. ChatGPT has also passed the Specialty Certificate Examination in Dermatology. A March 2023 study in JMIR Medical Education found that ChatGPT performed well in evaluating a "very straightforward" case example in toxicology. ChatGPT's chatbots can provide information about health to users. ChatGPT can be used to assist professionals with diagnosis and staying up to date with clinical guidelines. ChatGPT shows inconsistent responses, lack of specificity, lack of control over patient data, and a limited ability to take additional context (such as regional variations) into consideration. The hallucinations characteristic of LLMs pose particular danger in medical contexts. ChatGPT can be used to summarize medical journal articles for researchers. In medical education, it can explain concepts, generate case scenarios, and be used by students preparing for licensing examinations. According to a 2024 study in the International Journal of Surgery, concerns include "research fraud, lack of originality, ethics, copyright, legal difficulties, hallucination". ChatGPT's ability to come up with false or faulty citations was highly criticized. According to a September 2025 article in Lancet Psychiatry, many individuals use ChatGPT and comparable large language models for mental health and emotional support despite a warning from OpenAI against using ChatGPT as a therapist. The study notes a lack of research on efficacy, poor consistency in dangerous situations, limited regulation and liability, and poor transparency from OpenAI. A July 2025 study in the journal Digital Health found that users employing ChatGPT to manage mental health concerns "due to perceived therapist-like qualities (e.g. emotional support, accurate understanding, and constructive feedback) and machine-like benefits (e.g. constant availability, expansive cognitive capacity, lack of negative reactions, and perceived objectivity)." The study calls for improved AI literacy and mandatory disclosure from AI providers to address ethical concerns such as privacy, bias, the lack of liability, and emotional over-reliance. ChatGPT has been used to assist in bill writing in the US and Brazil. In an American civil lawsuit, attorneys were sanctioned for filing a legal motion generated by ChatGPT containing fictitious legal decisions. Judges in the US and Pakistan have endorsed using ChatGPT to investigate legal questions during a case. The use of ChatGPT has also led to errors in courtrooms. In the UK, a judge expressed concern about self-representing litigants wasting time by submitting documents containing significant hallucinations. See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Classical_antiquity] | [TOKENS: 4147] |
Contents Classical antiquity Classical antiquity, also known as the classical era, classical period, classical age, or simply antiquity, is the period of cultural European history between the 8th century BC and the 5th century AD.[note 1] It comprises the interwoven civilizations of ancient Greece and Rome, known together as the Greco-Roman world, which played a major role in shaping the culture of the Mediterranean basin. It is the period during which ancient Greece and Rome flourished and had major influence throughout much of Europe, North Africa, and West Asia. Classical antiquity was succeeded by late antiquity. Conventionally, it is often considered to begin with the earliest recorded Epic Greek poetry of Homer (8th–7th centuries BC) and end with the fall of the Western Roman Empire in 476 AD. Such a wide span of history and territory covers many disparate cultures and periods. Classical antiquity may also refer to an idealized vision among later people of what was, in Edgar Allan Poe's words, "the glory that was Greece, and the grandeur that was Rome". The culture of the ancient Greeks, together with some influences from the ancient Near East, was the basis of art, philosophy, society, and education in the Mediterranean and Near East until the Roman imperial period. The Romans preserved, imitated, and spread this culture throughout Europe, until they were able to compete with it. This Greco-Roman cultural foundation has been immensely influential on the language, politics, law, educational systems, philosophy, science, warfare, literature, historiography, ethics, rhetoric, art and architecture of both the Western, and through it, the modern world. Surviving fragments of classical culture helped produce a revival beginning during the 14th century, which later came to be known as the Renaissance, and various neo-classical revivals occurred during the 18th and 19th centuries. History The earliest period of classical antiquity occurs during a time of gradual resurgence of historical sources after the Late Bronze Age collapse. The 8th and 7th centuries BC are still largely protohistorical, with the earliest Greek alphabetic inscriptions appearing during the first half of the 8th century. The legendary poet Homer is usually assumed to have lived during the 8th or 7th century BC, and his lifetime is often considered as the beginning of classical antiquity. During the same period is the traditional date for the establishment of the Ancient Olympic Games, in 776 BC. The Phoenicians originally expanded from ports in Canaan, by the 8th century dominating trade in the Mediterranean. Carthage was founded in 814 BC, and the Carthaginians by 700 BC had established strongholds in Sicily, Italy and Sardinia, which created conflicts of interest with Etruria. A stele found in Kition, Cyprus, commemorates the victory of King Sargon II in 709 BC over the seven kings of the island, marking an important part of the transfer of Cyprus from Tyrian rule to the Neo-Assyrian Empire. The Archaic period followed the Greek Dark Ages, and saw significant advancements in political theory, and the beginnings of democracy, philosophy, theatre, poetry, as well as the revitalization of the written language (which had been lost during the Dark Ages). In pottery, the Archaic period sees the development of the Orientalizing style, which signals a shift from the geometric style of the later Dark Ages and the accumulation of influences derived from Egypt, Phoenicia and Syria. Pottery styles associated with the later part of the Archaic age are the black-figure pottery, which originated in Corinth during the 7th-century BC and its successor, the red-figure style, developed by the Andokides Painter in about 530 BC. The Archaic expansion differed from the Iron Age migrations of the Greek Dark Ages, in that it consisted of organised direction (see oikistes) away from the originating metropolis rather than the simplistic movement of tribes, which characterised the aforementioned earlier migrations. Many colonies, or apoikiai (Greek: ἀποικία, transl. "home away from home"), that were founded during this period eventually evolved into strong Greek city-states, functioning independently of their metropolis. The Etruscans had established political control in the region by the late 7th-century BC, forming the aristocratic and monarchial elite. The Etruscans apparently lost power in the area by the late 6th-century BC, and at this time, the Italic tribes reinvented their government by creating republics, with greater restraints on the ability of individual rulers to exercise power. According to legend, Rome was founded on 21 April 753 BC by twin descendants of the Trojan prince Aeneas, Romulus and Remus. As the city was bereft of women, legend says that the Latins invited the Sabines to a festival and stole their unmarried maidens, resulting in the integration of Latins and Sabines. Archaeological evidence indeed shows first traces of settlement at the Roman Forum in the mid-8th century BC, though settlements on the Palatine Hill may date back to the 10th century BC. According to legend, the seventh and final king of Rome was Tarquinius Superbus. As the son of Tarquinius Priscus and the son-in-law of Servius Tullius, Superbus was of Etruscan birth. It was during his reign that the Etruscans reached their apex of power. Superbus removed and destroyed all the Sabine shrines and altars from the Tarpeian Rock, enraging the people of Rome. The people came to object to his rule when he failed to recognize the rape of Lucretia, a patrician Roman, by his own son. Lucretia's kinsman, Lucius Junius Brutus (ancestor to Marcus Brutus), summoned the Senate and had Superbus and the monarchy expelled from Rome in 510 BC. After Superbus' expulsion, the Senate in 509 BC voted to never again allow the rule of a king and reformed Rome into a republican government. The classical period of ancient Greece corresponds to most of the 5th and 4th centuries BC, in particular, from the end of the Athenian tyranny in 510 BC to the death of Alexander the Great in 323 BC. In 510, Spartan troops helped the Athenians overthrow the tyrant Hippias, son of Peisistratos. Cleomenes I, king of Sparta, established a pro-Spartan oligarchy conducted by Isagoras. The Greco-Persian Wars (499–449 BC), concluded by the Peace of Callias ended with not only the liberation of Greece, Macedon, Thrace, and Ionia from Persian rule, but also with the dominance of Athens in the Delian League, which resulted in conflict with Sparta and the Peloponnesian League, resulting in the Peloponnesian War (431–404 BC), ending with a Spartan victory. Greece began the 4th century with Spartan hegemony, but by 395 BC the Spartan rulers dismissed Lysander from office, and Sparta lost its naval supremacy. Athens, Argos, Thebes and Corinth, the latter two of which were formerly Spartan allies, challenged Spartan dominance in the Corinthian War, which ended inconclusively in 387 BC. Later, in 371 BC, the Theban generals Epaminondas and Pelopidas won a victory at the Battle of Leuctra. The result of this battle was the end of Spartan supremacy and the establishment of Theban hegemony. Thebes sought to maintain its dominance until it was finally ended by the increasing power of Macedon in 346 BC. During the reign of Philip II, (359–336 BC), Macedon expanded into the territory of the Paeonians, the Thracians and the Illyrians. Philip's son, Alexander the Great, (356–323 BC) managed to briefly extend Macedonian power not only over the central Greek city-states but also to the Persian Empire, including Egypt and lands as far east as the fringes of India. The classical Greek period conventionally ends at the death of Alexander in 323 BC and the fragmentation of his empire, which was at this time divided among the Diadochi. Greece began the Hellenistic period with the increasing power of Macedon and the conquests of Alexander the Great. Greek became the lingua franca far beyond Greece itself, and Hellenistic culture interacted with the cultures of Persia, the Kingdom of Israel and Kingdom of Judah, Central Asia and Egypt. Significant advances were made in the sciences (geography, astronomy, mathematics, etc.), notably with the followers of Aristotle (Aristotelianism). The Hellenistic period ended with the increase of the Roman Republic to a super-regional power during the 2nd century BC and the Roman conquest of Greece in 146 BC. The Republican period of Ancient Rome began with the overthrow of the Monarchy c. 509 BC and lasted more than 450 years until its subversion through a series of civil wars, into the Principate form of government and the Imperial period. During the half millennium of the Republic, Rome increased from a regional power of the Latium to the dominant force in Italy and beyond. The unification of Italy by the Romans was a gradual process, brought about by a series of conflicts of the 4th and 3rd centuries, the Samnite Wars, Latin War, and Pyrrhic War. Roman victory in the Punic Wars and Macedonian Wars established Rome as a super-regional power by the 2nd century BC, followed by the acquisition of Greece and Asia Minor. This tremendous increase of power was accompanied by economic instability and social unrest, resulting in the Catiline conspiracy, the Social War and the First Triumvirate, and finally the transformation to the Roman Empire during the latter half of the 1st century BC. The precise end of the Republic is disputed by modern historians;[note 2] Roman citizens of the time did not recognize that the Republic had ceased to exist. The early Julio-Claudian Emperors maintained that the res publica still existed, albeit protected by their extraordinary powers, and would eventually return to its earlier Republican form. The Roman state continued to term itself a res publica as long as it continued to use Latin as its official language. Rome acquired imperial character de facto from the 130s BC with the acquisition of Cisalpine Gaul, Illyria, Greece and Hispania, and definitely with the addition of Iudaea, Asia Minor and Gaul during the 1st century BC. At the time of the empire's maximal extension during the reign of Trajan (AD 117), Rome controlled the entire Mediterranean as well as Gaul, parts of Germania and Britannia, the Balkans, Dacia, Asia Minor, the Caucasus, and Mesopotamia. Culturally, the Roman Empire was significantly Hellenized, but also incorporated syncretic "eastern" traditions, such as Mithraism, Gnosticism, and most notably Christianity. Classical Rome had vast differences within their family life compared to the Greeks. Fathers had great power over their children, and husbands over their wives. In fact, the word family, familia in Latin, actually referred to those who were subject to the authority of a male head of household. This included non-related members such as slaves and servants. By marriage, both men and women shared property. Divorce was allowed first during the first century BC and could be done by either man or woman. The Roman Empire began to weaken as a result of the crisis of the third century. During Late antiquity Christianity became increasingly popular, finally ousting the Roman imperial cult with the Theodosian decrees of 393. Successive invasions of Germanic tribes finalized the weakening of the Western Roman Empire during the 5th century, while the Eastern Roman Empire persisted throughout the Middle Ages, in a state called Romania by its citizens, and designated the Byzantine Empire by later historians. Hellenistic philosophy was succeeded by continued development of Platonism and Epicureanism, with Neoplatonism in due course influencing the theology of the Christian Church Fathers. Many writers have attempted to name a specific date for the symbolic "end" of antiquity, with the most prominent dates being the deposing of the last Western Roman Emperor in 476, the closing of the last Platonic Academy in Athens by the Eastern Roman emperor Justinian I in 529, and the conquest of much of the Mediterranean by the new Muslim faith from 634 to 718. These Muslim conquests, of Syria (637), Egypt (639), Cyprus (654), North Africa (665), Hispania (718), Southern Gaul (720), Crete (820), Sicily (827), Malta (870), as well as the sieges of the Eastern Roman capital (first in 674–78 and then in 717–18) severed the economic, cultural, and political links that had traditionally united the classical cultures around the Mediterranean, ending antiquity (see Pirenne Thesis). The original Roman Senate continued to express decrees into the late 6th century, and the last Eastern Roman emperor to use Latin as the language of his court in Constantinople was emperor Maurice, who reigned until 602. The overthrow of Maurice by his mutinying Danube army commanded by Phocas resulted in the Slavic invasion of the Balkans and the weakening of Balkan and Greek urban culture (resulting in the flight of Balkan Latin speakers to the mountains, see Origin of the Romanians), and also provoked the Byzantine–Sasanian War of 602–628 in which all the great eastern cities except Constantinople were lost. The resulting turmoil did not end until the Muslim conquests of the 7th century finalized the irreversible loss of all the largest Eastern Roman imperial cities besides the capital itself. The emperor Heraclius in Constantinople, who reigned during this period, conducted his court in Greek, not Latin, though Greek had always been an administrative language of the eastern Roman regions. Eastern-Western associations weakened with the ending of the Byzantine Papacy. The Eastern Roman empire's capital city Constantinople remained the only unconquered large urban site of the original Roman empire, as well as being the largest city in Europe. Yet many classical books, sculptures, and technologies survived there along with classical Roman cuisine and scholarly traditions, well into the Middle Ages, when much of it was "rediscovered" by visiting Western crusaders. Indeed, the inhabitants of Constantinople continued to refer to themselves as Romans, as did their eventual conquerors in 1453, the Ottomans (see Romaioi and Rûm.) The classical scholarship and culture that was still preserved in Constantinople were brought by refugees fleeing its conquest in 1453 and helped to begin the Renaissance (see Greek scholars in the Renaissance). Ultimately, it was a slow, complex, and graduated change of the socio-economic structure in European history that resulted in the changeover between classical antiquity and medieval society and no specific date can truly exemplify that. Political revivalism In politics, the late Roman conception of the Empire as a universal state, commanded by one supreme divinely appointed ruler, united with Christianity as a universal religion likewise headed by a supreme patriarch, proved very influential, even after the disappearance of imperial authority in the west. This tendency reached its maximum when Charlemagne was crowned "Roman Emperor" in the year 800, an act which resulted in the formation of the Holy Roman Empire. The notion that an emperor is a monarch who outranks a king dates from this period. In this political ideal, there would always be a Roman Empire, a state the jurisdiction of which extended through the entire civilized western world. That model continued to exist in Constantinople for the entirety of the Middle Ages, where the Byzantine Emperor was considered the sovereign of the entire Christian world. The Patriarch of Constantinople was the Empire's highest-ranked cleric, but even he was subordinate to the emperor, who was "God's Vicegerent on Earth". The Greek-speaking Byzantines and their descendants continued to call themselves "Romioi" until the creation of a new Greek state in 1832. After the capture of Constantinople in 1453, the Russian Czars (a title derived from Caesar) claimed the Byzantine legacy as the champion of Orthodoxy; Moscow was described as the "Third Rome", and the Czars ruled as divinely appointed Emperors into the 20th century. Despite the fact that the Western Roman secular authority disappeared entirely in Europe, it still left traces. The Papacy and the Catholic Church in particular maintained Latin language, culture, and literacy for centuries; to this day the popes are termed Pontifex Maximus which during the classical period was a title belonging to the emperor, and the ideal of Christendom continued the legacy of a united European civilization even after its political unity had ended. The political idea of an Emperor in the West to match the Emperor in the East continued after the Western Roman Empire's collapse; it was revived by the coronation of Charlemagne in 800; the self-described Holy Roman Empire ruled central Europe until 1806. The Renaissance idea that the classical Roman virtues had been lost as a result of medievalism was especially powerful in European politics of the 18th and 19th centuries. Reverence for Roman republicanism was strong among the Founding Fathers of the United States and the Latin American revolutionaries; the Americans described their new government as a republic (from res publica) and gave it a Senate and a President (another Latin term), rather than use available English terms like commonwealth or parliament. Similarly in Revolutionary and Napoleonic France, republicanism and Roman martial virtues were promoted by the state, as can be seen in the architecture of the Panthéon, the Arc de Triomphe, and the paintings of Jacques-Louis David. During the revolution, France transitioned from kingdom to republic to dictatorship to Empire (complete with Imperial Eagles) that the Romans had experienced centuries earlier. Cultural legacy Classical antiquity is a general term for a long period of cultural history. Such a wide sampling of history and territory covers many rather disparate cultures and periods. "Classical antiquity" often refers to an idealized vision of later people, of what was, in Edgar Allan Poe's words, "the glory that was Greece, the grandeur that was Rome!" During the 18th and 19th centuries AD, reverence for classical antiquity was much greater in Europe and the United States than it is now. Respect for the ancient people of Greece and Rome affected politics, philosophy, sculpture, literature, theatre, education, architecture, and sexuality. Epic poetry in Latin continued to be written and circulated well into the 19th century. John Milton and even Arthur Rimbaud received their first poetic educations in Latin. Genres like epic poetry, pastoral verse, and the frequent use of characters and themes from Greek mythology affected Western literature greatly. In architecture, there have been several Greek Revivals, which seem more inspired in retrospect by Roman architecture than Greek. Washington, DC has many large marble buildings with façades made to look like Greek temples, with columns constructed in the classical orders of architecture. The philosophy of St. Thomas Aquinas was derived largely from that of Aristotle, despite the intervening change in religion from Hellenic Polytheism to Christianity. Greek and Roman authorities such as Hippocrates and Galen formed the basis of the practice of medicine even longer than Greek thought prevailed in philosophy. In the French theater, playwrights such as Molière and Racine wrote plays on mythological or classical historical subjects and subjected them to the strict rules of the classical unities derived from Aristotle's Poetics. The desire to dance in a manner allegedly similar to the manner of the ancient Greeks caused Isadora Duncan to create her brand of ballet. Timeline See also Explanatory notes References Further reading External links |
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[SOURCE: https://techcrunch.com/2026/02/20/inscope-nabs-14-5m-to-solve-the-pain-of-financial-reporting/] | [TOKENS: 962] |
Save up to $680 on your pass with Super Early Bird rates. REGISTER NOW. Save up to $680 on your Disrupt 2026 pass. Ends February 27. REGISTER NOW. Latest AI Amazon Apps Biotech & Health Climate Cloud Computing Commerce Crypto Enterprise EVs Fintech Fundraising Gadgets Gaming Google Government & Policy Hardware Instagram Layoffs Media & Entertainment Meta Microsoft Privacy Robotics Security Social Space Startups TikTok Transportation Venture Staff Events Startup Battlefield StrictlyVC Newsletters Podcasts Videos Partner Content TechCrunch Brand Studio Crunchboard Contact Us InScope nabs $14.5M to solve the pain of financial reporting Even without a background in accounting, anyone who has ever glanced at a 10-K or 10-Q can tell that preparing financial statements is a complex, tedious process. While legacy platforms like Workiva and Donnelley Financial Solutions aim to streamline financial reporting, longtime accountants Mary Antony (pictured right) and Kelsey Gootnick (pictured center) found themselves exhausted by various manual hurdles within these tools (co-founder and CTO Jared Tibshraeny is pictured left). The duo met seven years ago at Flexport, where Gootnick served as the company’s controller and Antony served as assistant controller. They stayed in touch even after Antony moved to Miro and Gootnick to Hopin and later Thrive Global. No matter where they worked, Antony and Gootnick kept running into the same manual challenges. “The way financial statements come together, it’s just patched together in a lot of spreadsheets, moved into a bunch of Word documents, emailed back and forth between people,” Antony told TechCrunch. So, in 2023, the pair decided to launch InScope, an AI-powered financial reporting platform that helps companies and accounting firms automate many aspects of the financial statement preparation process. The startup just raised $14.5 million in Series A funding led by Norwest, with participation from Storm Ventures and existing backers Better Tomorrow Ventures and Lightspeed Venture Partners. While InScope isn’t fully automating the generation of income statements and balance sheets yet, it automates a vast amount of the manual busy work, from verifying math to formatting. Simply ensuring that dollar signs and commas are uniform and correctly placed can save accountants up to 20% of their time, according to Antony, InScope’s CEO. Over the last 12 months, InScope has grown its customer base by 5x, attracting significant accounting firms such as CohnReznick, currently ranked in the top 15 nationally. Of course, it may be a while before accountants — a profession Antony describes as risk-averse — feel comfortable letting AI fully automate financial statement preparation. Nonetheless, that remains InScope’s ultimate goal. Norwest partner Sean Jacobsohn told TechCrunch that he invested in InScope after he heard from multiple clients that the startup’s product saves them a lot of time. Jacobsohn is convinced that InScope stands out because few founders possess the specific expertise required to reinvent financial reporting technology. “It’s a very complex space, and you need to be able to have been in the shoes of the buyer before,” he said. Antony agrees that accountants are not typically the type to launch startups. Fortunately, she and Gootnick developed their entrepreneurial instincts through years of operating within the fast-paced cultures of other high-growth startups. Topics Reporter, Venture Marina Temkin is a venture capital and startups reporter at TechCrunch. Prior to joining TechCrunch, she wrote about VC for PitchBook and Venture Capital Journal. Earlier in her career, Marina was a financial analyst and earned a CFA charterholder designation. You can contact or verify outreach from Marina by emailing marina.temkin@techcrunch.com or via encrypted message at +1 347-683-3909 on Signal. Save up to $680 on your pass before February 27.Meet investors. Discover your next portfolio company. Hear from 250+ tech leaders, dive into 200+ sessions, and explore 300+ startups building what’s next. Don’t miss these one-time savings. Most Popular FBI says ATM ‘jackpotting’ attacks are on the rise, and netting hackers millions in stolen cash Meta’s own research found parental supervision doesn’t really help curb teens’ compulsive social media use How Ricursive Intelligence raised $335M at a $4B valuation in 4 months After all the hype, some AI experts don’t think OpenClaw is all that exciting OpenClaw creator Peter Steinberger joins OpenAI Hollywood isn’t happy about the new Seedance 2.0 video generator The great computer science exodus (and where students are going instead) © 2025 TechCrunch Media LLC. |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=United_States&printable=yes] | [TOKENS: 17273] |
Contents United States The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 states and a federal capital district, Washington, D.C. The 48 contiguous states border Canada to the north and Mexico to the south, with the semi-exclave of Alaska in the northwest and the archipelago of Hawaii in the Pacific Ocean. The United States also asserts sovereignty over five major island territories and various uninhabited islands in Oceania and the Caribbean.[j] It is a megadiverse country, with the world's third-largest land area[c] and third-largest population, exceeding 341 million.[k] Paleo-Indians first migrated from North Asia to North America at least 15,000 years ago, and formed various civilizations. Spanish colonization established Spanish Florida in 1513, the first European colony in what is now the continental United States. British colonization followed with the 1607 settlement of Virginia, the first of the Thirteen Colonies. Enslavement of Africans was practiced in all colonies by 1770 and supplied most of the labor for the Southern Colonies' plantation economy. Clashes with the British Crown began as a civil protest over the illegality of taxation without representation in Parliament and the denial of other English rights. They evolved into the American Revolution, which led to the Declaration of Independence and a society based on universal rights. Victory in the 1775–1783 Revolutionary War brought international recognition of U.S. sovereignty and fueled westward expansion, further dispossessing native inhabitants. As more states were admitted, a North–South division over slavery led the Confederate States of America to declare secession and fight the Union in the 1861–1865 American Civil War. With the United States' victory and reunification, slavery was abolished nationally. By the late 19th century, the U.S. economy outpaced the French, German and British economies combined. As of 1900, the country had established itself as a great power, a status solidified after its involvement in World War I. Following Japan's attack on Pearl Harbor in 1941, the U.S. entered World War II. Its aftermath left the U.S. and the Soviet Union as rival superpowers, competing for ideological dominance and international influence during the Cold War. The Soviet Union's collapse in 1991 ended the Cold War, leaving the U.S. as the world's sole superpower. The U.S. federal government is a representative democracy with a president and a constitution that grants separation of powers under three branches: legislative, executive, and judicial. The United States Congress is a bicameral national legislature composed of the House of Representatives (a lower house based on population) and the Senate (an upper house based on equal representation for each state). Federalism grants substantial autonomy to the 50 states. In addition, 574 Native American tribes have sovereignty rights, and there are 326 Native American reservations. Since the 1850s, the Democratic and Republican parties have dominated American politics. American ideals and values are based on a democratic tradition inspired by the American Enlightenment movement. A developed country, the U.S. ranks high in economic competitiveness, innovation, and higher education. Accounting for over a quarter of nominal global GDP, its economy has been the world's largest since about 1890. It is the wealthiest country, with the highest disposable household income per capita among OECD members, though its wealth inequality is highly pronounced. Shaped by centuries of immigration, the culture of the U.S. is diverse and globally influential. Making up more than a third of global military spending, the country has one of the strongest armed forces and is a designated nuclear state. A member of numerous international organizations, the U.S. plays a major role in global political, cultural, economic, and military affairs. Etymology Documented use of the phrase "United States of America" dates back to January 2, 1776. On that day, Stephen Moylan, a Continental Army aide to General George Washington, wrote a letter to Joseph Reed, Washington's aide-de-camp, seeking to go "with full and ample powers from the United States of America to Spain" to seek assistance in the Revolutionary War effort. The first known public usage is an anonymous essay published in the Williamsburg newspaper The Virginia Gazette on April 6, 1776. Sometime on or after June 11, 1776, Thomas Jefferson wrote "United States of America" in a rough draft of the Declaration of Independence, which was adopted by the Second Continental Congress on July 4, 1776. The term "United States" and its initialism "U.S.", used as nouns or as adjectives in English, are common short names for the country. The initialism "USA", a noun, is also common. "United States" and "U.S." are the established terms throughout the U.S. federal government, with prescribed rules.[l] "The States" is an established colloquial shortening of the name, used particularly from abroad; "stateside" is the corresponding adjective or adverb. "America" is the feminine form of the first word of Americus Vesputius, the Latinized name of Italian explorer Amerigo Vespucci (1454–1512);[m] it was first used as a place name by the German cartographers Martin Waldseemüller and Matthias Ringmann in 1507.[n] Vespucci first proposed that the West Indies discovered by Christopher Columbus in 1492 were part of a previously unknown landmass and not among the Indies at the eastern limit of Asia. In English, the term "America" usually does not refer to topics unrelated to the United States, despite the usage of "the Americas" to describe the totality of the continents of North and South America. History The first inhabitants of North America migrated from Siberia approximately 15,000 years ago, either across the Bering land bridge or along the now-submerged Ice Age coastline. Small isolated groups of hunter-gatherers are said to have migrated alongside herds of large herbivores far into Alaska, with ice-free corridors developing along the Pacific coast and valleys of North America in c. 16,500 – c. 13,500 BCE (c. 18,500 – c. 15,500 BP). The Clovis culture, which appeared around 11,000 BCE, is believed to be the first widespread culture in the Americas. Over time, Indigenous North American cultures grew increasingly sophisticated, and some, such as the Mississippian culture, developed agriculture, architecture, and complex societies. In the post-archaic period, the Mississippian cultures were located in the midwestern, eastern, and southern regions, and the Algonquian in the Great Lakes region and along the Eastern Seaboard, while the Hohokam culture and Ancestral Puebloans inhabited the Southwest. Native population estimates of what is now the United States before the arrival of European colonizers range from around 500,000 to nearly 10 million. Christopher Columbus began exploring the Caribbean for Spain in 1492, leading to Spanish-speaking settlements and missions from what are now Puerto Rico and Florida to New Mexico and California. The first Spanish colony in the present-day continental United States was Spanish Florida, chartered in 1513. After several settlements failed there due to starvation and disease, Spain's first permanent town, Saint Augustine, was founded in 1565. France established its own settlements in French Florida in 1562, but they were either abandoned (Charlesfort, 1578) or destroyed by Spanish raids (Fort Caroline, 1565). Permanent French settlements were founded much later along the Great Lakes (Fort Detroit, 1701), the Mississippi River (Saint Louis, 1764) and especially the Gulf of Mexico (New Orleans, 1718). Early European colonies also included the thriving Dutch colony of New Nederland (settled 1626, present-day New York) and the small Swedish colony of New Sweden (settled 1638 in what became Delaware). British colonization of the East Coast began with the Virginia Colony (1607) and the Plymouth Colony (Massachusetts, 1620). The Mayflower Compact in Massachusetts and the Fundamental Orders of Connecticut established precedents for local representative self-governance and constitutionalism that would develop throughout the American colonies. While European settlers in what is now the United States experienced conflicts with Native Americans, they also engaged in trade, exchanging European tools for food and animal pelts.[o] Relations ranged from close cooperation to warfare and massacres. The colonial authorities often pursued policies that forced Native Americans to adopt European lifestyles, including conversion to Christianity. Along the eastern seaboard, settlers trafficked Africans through the Atlantic slave trade, largely to provide manual labor on plantations. The original Thirteen Colonies[p] that would later found the United States were administered as possessions of the British Empire by Crown-appointed governors, though local governments held elections open to most white male property owners. The colonial population grew rapidly from Maine to Georgia, eclipsing Native American populations; by the 1770s, the natural increase of the population was such that only a small minority of Americans had been born overseas. The colonies' distance from Britain facilitated the entrenchment of self-governance, and the First Great Awakening, a series of Christian revivals, fueled colonial interest in guaranteed religious liberty. Following its victory in the French and Indian War, Britain began to assert greater control over local affairs in the Thirteen Colonies, resulting in growing political resistance. One of the primary grievances of the colonists was the denial of their rights as Englishmen, particularly the right to representation in the British government that taxed them. To demonstrate their dissatisfaction and resolve, the First Continental Congress met in 1774 and passed the Continental Association, a colonial boycott of British goods enforced by local "committees of safety" that proved effective. The British attempt to then disarm the colonists resulted in the 1775 Battles of Lexington and Concord, igniting the American Revolutionary War. At the Second Continental Congress, the colonies appointed George Washington commander-in-chief of the Continental Army, and created a committee that named Thomas Jefferson to draft the Declaration of Independence. Two days after the Second Continental Congress passed the Lee Resolution to create an independent, sovereign nation, the Declaration was adopted on July 4, 1776. The political values of the American Revolution evolved from an armed rebellion demanding reform within an empire to a revolution that created a new social and governing system founded on the defense of liberty and the protection of inalienable natural rights; sovereignty of the people; republicanism over monarchy, aristocracy, and other hereditary political power; civic virtue; and an intolerance of political corruption. The Founding Fathers of the United States, who included Washington, Jefferson, John Adams, Benjamin Franklin, Alexander Hamilton, John Jay, James Madison, Thomas Paine, and many others, were inspired by Classical, Renaissance, and Enlightenment philosophies and ideas. Though in practical effect since its drafting in 1777, the Articles of Confederation was ratified in 1781 and formally established a decentralized government that operated until 1789. After the British surrender at the siege of Yorktown in 1781, American sovereignty was internationally recognized by the Treaty of Paris (1783), through which the U.S. gained territory stretching west to the Mississippi River, north to present-day Canada, and south to Spanish Florida. The Northwest Ordinance (1787) established the precedent by which the country's territory would expand with the admission of new states, rather than the expansion of existing states. The U.S. Constitution was drafted at the 1787 Constitutional Convention to overcome the limitations of the Articles. It went into effect in 1789, creating a federal republic governed by three separate branches that together formed a system of checks and balances. George Washington was elected the country's first president under the Constitution, and the Bill of Rights was adopted in 1791 to allay skeptics' concerns about the power of the more centralized government. His resignation as commander-in-chief after the Revolutionary War and his later refusal to run for a third term as the country's first president established a precedent for the supremacy of civil authority in the United States and the peaceful transfer of power. In the late 18th century, American settlers began to expand westward in larger numbers, many with a sense of manifest destiny. The Louisiana Purchase of 1803 from France nearly doubled the territory of the United States. Lingering issues with Britain remained, leading to the War of 1812, which was fought to a draw. Spain ceded Florida and its Gulf Coast territory in 1819. The Missouri Compromise of 1820, which admitted Missouri as a slave state and Maine as a free state, attempted to balance the desire of northern states to prevent the expansion of slavery into new territories with that of southern states to extend it there. Primarily, the compromise prohibited slavery in all other lands of the Louisiana Purchase north of the 36°30′ parallel. As Americans expanded further into territory inhabited by Native Americans, the federal government implemented policies of Indian removal or assimilation. The most significant such legislation was the Indian Removal Act of 1830, a key policy of President Andrew Jackson. It resulted in the Trail of Tears (1830–1850), in which an estimated 60,000 Native Americans living east of the Mississippi River were forcibly removed and displaced to lands far to the west, causing 13,200 to 16,700 deaths along the forced march. Settler expansion as well as this influx of Indigenous peoples from the East resulted in the American Indian Wars west of the Mississippi. During the colonial period, slavery became legal in all the Thirteen colonies, but by 1770 it provided the main labor force in the large-scale, agriculture-dependent economies of the Southern Colonies from Maryland to Georgia. The practice began to be significantly questioned during the American Revolution, and spurred by an active abolitionist movement that had reemerged in the 1830s, states in the North enacted laws to prohibit slavery within their boundaries. At the same time, support for slavery had strengthened in Southern states, with widespread use of inventions such as the cotton gin (1793) having made slavery immensely profitable for Southern elites. The United States annexed the Republic of Texas in 1845, and the 1846 Oregon Treaty led to U.S. control of the present-day American Northwest. Dispute with Mexico over Texas led to the Mexican–American War (1846–1848). After the victory of the U.S., Mexico recognized U.S. sovereignty over Texas, New Mexico, and California in the 1848 Mexican Cession; the cession's lands also included the future states of Nevada, Colorado and Utah. The California gold rush of 1848–1849 spurred a huge migration of white settlers to the Pacific coast, leading to even more confrontations with Native populations. One of the most violent, the California genocide of thousands of Native inhabitants, lasted into the mid-1870s. Additional western territories and states were created. Throughout the 1850s, the sectional conflict regarding slavery was further inflamed by national legislation in the U.S. Congress and decisions of the Supreme Court. In Congress, the Fugitive Slave Act of 1850 mandated the forcible return to their owners in the South of slaves taking refuge in non-slave states, while the Kansas–Nebraska Act of 1854 effectively gutted the anti-slavery requirements of the Missouri Compromise. In its Dred Scott decision of 1857, the Supreme Court ruled against a slave brought into non-slave territory, simultaneously declaring the entire Missouri Compromise to be unconstitutional. These and other events exacerbated tensions between North and South that would culminate in the American Civil War (1861–1865). Beginning with South Carolina, 11 slave-state governments voted to secede from the United States in 1861, joining to create the Confederate States of America. All other state governments remained loyal to the Union.[q] War broke out in April 1861 after the Confederacy bombarded Fort Sumter. Following the Emancipation Proclamation on January 1, 1863, many freed slaves joined the Union army. The war began to turn in the Union's favor following the 1863 Siege of Vicksburg and Battle of Gettysburg, and the Confederates surrendered in 1865 after the Union's victory in the Battle of Appomattox Court House. Efforts toward reconstruction in the secessionist South had begun as early as 1862, but it was only after President Lincoln's assassination that the three Reconstruction Amendments to the Constitution were ratified to protect civil rights. The amendments codified nationally the abolition of slavery and involuntary servitude except as punishment for crimes, promised equal protection under the law for all persons, and prohibited discrimination on the basis of race or previous enslavement. As a result, African Americans took an active political role in ex-Confederate states in the decade following the Civil War. The former Confederate states were readmitted to the Union, beginning with Tennessee in 1866 and ending with Georgia in 1870. National infrastructure, including transcontinental telegraph and railroads, spurred growth in the American frontier. This was accelerated by the Homestead Acts, through which nearly 10 percent of the total land area of the United States was given away free to some 1.6 million homesteaders. From 1865 through 1917, an unprecedented stream of immigrants arrived in the United States, including 24.4 million from Europe. Most came through the Port of New York, as New York City and other large cities on the East Coast became home to large Jewish, Irish, and Italian populations. Many Northern Europeans as well as significant numbers of Germans and other Central Europeans moved to the Midwest. At the same time, about one million French Canadians migrated from Quebec to New England. During the Great Migration, millions of African Americans left the rural South for urban areas in the North. Alaska was purchased from Russia in 1867. The Compromise of 1877 is generally considered the end of the Reconstruction era, as it resolved the electoral crisis following the 1876 presidential election and led President Rutherford B. Hayes to reduce the role of federal troops in the South. Immediately, the Redeemers began evicting the Carpetbaggers and quickly regained local control of Southern politics in the name of white supremacy. African Americans endured a period of heightened, overt racism following Reconstruction, a time often considered the nadir of American race relations. A series of Supreme Court decisions, including Plessy v. Ferguson, emptied the Fourteenth and Fifteenth Amendments of their force, allowing Jim Crow laws in the South to remain unchecked, sundown towns in the Midwest, and segregation in communities across the country, which would be reinforced in part by the policy of redlining later adopted by the federal Home Owners' Loan Corporation. An explosion of technological advancement, accompanied by the exploitation of cheap immigrant labor, led to rapid economic expansion during the Gilded Age of the late 19th century. It continued into the early 20th, when the United States already outpaced the economies of Britain, France, and Germany combined. This fostered the amassing of power by a few prominent industrialists, largely by their formation of trusts and monopolies to prevent competition. Tycoons led the nation's expansion in the railroad, petroleum, and steel industries. The United States emerged as a pioneer of the automotive industry. These changes resulted in significant increases in economic inequality, slum conditions, and social unrest, creating the environment for labor unions and socialist movements to begin to flourish. This period eventually ended with the advent of the Progressive Era, which was characterized by significant economic and social reforms. Pro-American elements in Hawaii overthrew the Hawaiian monarchy; the islands were annexed in 1898. That same year, Puerto Rico, the Philippines, and Guam were ceded to the U.S. by Spain after the latter's defeat in the Spanish–American War. (The Philippines was granted full independence from the U.S. on July 4, 1946, following World War II. Puerto Rico and Guam have remained U.S. territories.) American Samoa was acquired by the United States in 1900 after the Second Samoan Civil War. The U.S. Virgin Islands were purchased from Denmark in 1917. The United States entered World War I alongside the Allies in 1917 helping to turn the tide against the Central Powers. In 1920, a constitutional amendment granted nationwide women's suffrage. During the 1920s and 1930s, radio for mass communication and early television transformed communications nationwide. The Wall Street Crash of 1929 triggered the Great Depression, to which President Franklin D. Roosevelt responded with the New Deal plan of "reform, recovery and relief", a series of unprecedented and sweeping recovery programs and employment relief projects combined with financial reforms and regulations. Initially neutral during World War II, the U.S. began supplying war materiel to the Allies of World War II in March 1941 and entered the war in December after Japan's attack on Pearl Harbor. Agreeing to a "Europe first" policy, the U.S. concentrated its wartime efforts on Japan's allies Italy and Germany until their final defeat in May 1945. The U.S. developed the first nuclear weapons and used them against the Japanese cities of Hiroshima and Nagasaki in August 1945, ending the war. The United States was one of the "Four Policemen" who met to plan the post-war world, alongside the United Kingdom, the Soviet Union, and China. The U.S. emerged relatively unscathed from the war, with even greater economic power and international political influence. The end of World War II in 1945 left the U.S. and the Soviet Union as superpowers, each with its own political, military, and economic sphere of influence. Geopolitical tensions between the two superpowers soon led to the Cold War. The U.S. implemented a policy of containment intended to limit the Soviet Union's sphere of influence; engaged in regime change against governments perceived to be aligned with the Soviets; and prevailed in the Space Race, which culminated with the first crewed Moon landing in 1969. Domestically, the U.S. experienced economic growth, urbanization, and population growth following World War II. The civil rights movement emerged, with Martin Luther King Jr. becoming a prominent leader in the early 1960s. The Great Society plan of President Lyndon B. Johnson's administration resulted in groundbreaking and broad-reaching laws, policies and a constitutional amendment to counteract some of the worst effects of lingering institutional racism. The counterculture movement in the U.S. brought significant social changes, including the liberalization of attitudes toward recreational drug use and sexuality. It also encouraged open defiance of the military draft (leading to the end of conscription in 1973) and wide opposition to U.S. intervention in Vietnam, with the U.S. totally withdrawing in 1975. A societal shift in the roles of women was significantly responsible for the large increase in female paid labor participation starting in the 1970s, and by 1985 the majority of American women aged 16 and older were employed. The Fall of Communism and the dissolution of the Soviet Union from 1989 to 1991 marked the end of the Cold War and left the United States as the world's sole superpower. This cemented the United States' global influence, reinforcing the concept of the "American Century" as the U.S. dominated international political, cultural, economic, and military affairs. The 1990s saw the longest recorded economic expansion in American history, a dramatic decline in U.S. crime rates, and advances in technology. Throughout this decade, technological innovations such as the World Wide Web, the evolution of the Pentium microprocessor in accordance with Moore's law, rechargeable lithium-ion batteries, the first gene therapy trial, and cloning either emerged in the U.S. or were improved upon there. The Human Genome Project was formally launched in 1990, while Nasdaq became the first stock market in the United States to trade online in 1998. In the Gulf War of 1991, an American-led international coalition of states expelled an Iraqi invasion force that had occupied neighboring Kuwait. The September 11 attacks on the United States in 2001 by the pan-Islamist militant organization al-Qaeda led to the war on terror and subsequent military interventions in Afghanistan and in Iraq. The U.S. housing bubble culminated in 2007 with the Great Recession, the largest economic contraction since the Great Depression. In the 2010s and early 2020s, the United States has experienced increased political polarization and democratic backsliding. The country's polarization was violently reflected in the January 2021 Capitol attack, when a mob of insurrectionists entered the U.S. Capitol and sought to prevent the peaceful transfer of power in an attempted self-coup d'état. Geography The United States is the world's third-largest country by total area behind Russia and Canada.[c] The 48 contiguous states and the District of Columbia have a combined area of 3,119,885 square miles (8,080,470 km2). In 2021, the United States had 8% of the Earth's permanent meadows and pastures and 10% of its cropland. Starting in the east, the coastal plain of the Atlantic seaboard gives way to inland forests and rolling hills in the Piedmont plateau region. The Appalachian Mountains and the Adirondack Massif separate the East Coast from the Great Lakes and the grasslands of the Midwest. The Mississippi River System, the world's fourth-longest river system, runs predominantly north–south through the center of the country. The flat and fertile prairie of the Great Plains stretches to the west, interrupted by a highland region in the southeast. The Rocky Mountains, west of the Great Plains, extend north to south across the country, peaking at over 14,000 feet (4,300 m) in Colorado. The supervolcano underlying Yellowstone National Park in the Rocky Mountains, the Yellowstone Caldera, is the continent's largest volcanic feature. Farther west are the rocky Great Basin and the Chihuahuan, Sonoran, and Mojave deserts. In the northwest corner of Arizona, carved by the Colorado River, is the Grand Canyon, a steep-sided canyon and popular tourist destination known for its overwhelming visual size and intricate, colorful landscape. The Cascade and Sierra Nevada mountain ranges run close to the Pacific coast. The lowest and highest points in the contiguous United States are in the State of California, about 84 miles (135 km) apart. At an elevation of 20,310 feet (6,190.5 m), Alaska's Denali (also called Mount McKinley) is the highest peak in the country and on the continent. Active volcanoes in the U.S. are common throughout Alaska's Alexander and Aleutian Islands. Located entirely outside North America, the archipelago of Hawaii consists of volcanic islands, physiographically and ethnologically part of the Polynesian subregion of Oceania. In addition to its total land area, the United States has one of the world's largest marine exclusive economic zones spanning approximately 4.5 million square miles (11.7 million km2) of ocean. With its large size and geographic variety, the United States includes most climate types. East of the 100th meridian, the climate ranges from humid continental in the north to humid subtropical in the south. The western Great Plains are semi-arid. Many mountainous areas of the American West have an alpine climate. The climate is arid in the Southwest, Mediterranean in coastal California, and oceanic in coastal Oregon, Washington, and southern Alaska. Most of Alaska is subarctic or polar. Hawaii, the southern tip of Florida and U.S. territories in the Caribbean and Pacific are tropical. The United States receives more high-impact extreme weather incidents than any other country. States bordering the Gulf of Mexico are prone to hurricanes, and most of the world's tornadoes occur in the country, mainly in Tornado Alley. Due to climate change in the country, extreme weather has become more frequent in the U.S. in the 21st century, with three times the number of reported heat waves compared to the 1960s. Since the 1990s, droughts in the American Southwest have become more persistent and more severe. The regions considered as the most attractive to the population are the most vulnerable. The U.S. is one of 17 megadiverse countries containing large numbers of endemic species: about 17,000 species of vascular plants occur in the contiguous United States and Alaska, and over 1,800 species of flowering plants are found in Hawaii, few of which occur on the mainland. The United States is home to 428 mammal species, 784 birds, 311 reptiles, 295 amphibians, and around 91,000 insect species. There are 63 national parks, and hundreds of other federally managed monuments, forests, and wilderness areas, administered by the National Park Service and other agencies. About 28% of the country's land is publicly owned and federally managed, primarily in the Western States. Most of this land is protected, though some is leased for commercial use, and less than one percent is used for military purposes. Environmental issues in the United States include debates on non-renewable resources and nuclear energy, air and water pollution, biodiversity, logging and deforestation, and climate change. The U.S. Environmental Protection Agency (EPA) is the federal agency charged with addressing most environmental-related issues. The idea of wilderness has shaped the management of public lands since 1964, with the Wilderness Act. The Endangered Species Act of 1973 provides a way to protect threatened and endangered species and their habitats. The United States Fish and Wildlife Service implements and enforces the Act. In 2024, the U.S. ranked 35th among 180 countries in the Environmental Performance Index. Government and politics The United States is a federal republic of 50 states and a federal capital district, Washington, D.C. The U.S. asserts sovereignty over five unincorporated territories and several uninhabited island possessions. It is the world's oldest surviving federation, and its presidential system of federal government has been adopted, in whole or in part, by many newly independent states worldwide following their decolonization. The Constitution of the United States serves as the country's supreme legal document. Most scholars describe the United States as a liberal democracy.[r] Composed of three branches, all headquartered in Washington, D.C., the federal government is the national government of the United States. The U.S. Constitution establishes a separation of powers intended to provide a system of checks and balances to prevent any of the three branches from becoming supreme. The three-branch system is known as the presidential system, in contrast to the parliamentary system where the executive is part of the legislative body. Many countries around the world adopted this aspect of the 1789 Constitution of the United States, especially in the postcolonial Americas. In the U.S. federal system, sovereign powers are shared between three levels of government specified in the Constitution: the federal government, the states, and Indian tribes. The U.S. also asserts sovereignty over five permanently inhabited territories: American Samoa, Guam, the Northern Mariana Islands, Puerto Rico, and the U.S. Virgin Islands. Residents of the 50 states are governed by their elected state government, under state constitutions compatible with the national constitution, and by elected local governments that are administrative divisions of a state. States are subdivided into counties or county equivalents, and (except for Hawaii) further divided into municipalities, each administered by elected representatives. The District of Columbia is a federal district containing the U.S. capital, Washington, D.C. The federal district is an administrative division of the federal government. Indian country is made up of 574 federally recognized tribes and 326 Indian reservations. They hold a government-to-government relationship with the U.S. federal government in Washington and are legally defined as domestic dependent nations with inherent tribal sovereignty rights. In addition to the five major territories, the U.S. also asserts sovereignty over the United States Minor Outlying Islands in the Pacific Ocean and the Caribbean. The seven undisputed islands without permanent populations are Baker Island, Howland Island, Jarvis Island, Johnston Atoll, Kingman Reef, Midway Atoll, and Palmyra Atoll. U.S. sovereignty over the unpopulated Bajo Nuevo Bank, Navassa Island, Serranilla Bank, and Wake Island is disputed. The Constitution is silent on political parties. However, they developed independently in the 18th century with the Federalist and Anti-Federalist parties. Since then, the United States has operated as a de facto two-party system, though the parties have changed over time. Since the mid-19th century, the two main national parties have been the Democratic Party and the Republican Party. The former is perceived as relatively liberal in its political platform while the latter is perceived as relatively conservative in its platform. The United States has an established structure of foreign relations, with the world's second-largest diplomatic corps as of 2024[update]. It is a permanent member of the United Nations Security Council and home to the United Nations headquarters. The United States is a member of the G7, G20, and OECD intergovernmental organizations. Almost all countries have embassies and many have consulates (official representatives) in the country. Likewise, nearly all countries host formal diplomatic missions with the United States, except Iran, North Korea, and Bhutan. Though Taiwan does not have formal diplomatic relations with the U.S., it maintains close unofficial relations. The United States regularly supplies Taiwan with military equipment to deter potential Chinese aggression. Its geopolitical attention also turned to the Indo-Pacific when the United States joined the Quadrilateral Security Dialogue with Australia, India, and Japan. The United States has a "Special Relationship" with the United Kingdom and strong ties with Canada, Australia, New Zealand, the Philippines, Japan, South Korea, Israel, and several European Union countries such as France, Italy, Germany, Spain, and Poland. The U.S. works closely with its NATO allies on military and national security issues, and with countries in the Americas through the Organization of American States and the United States–Mexico–Canada Free Trade Agreement. The U.S. exercises full international defense authority and responsibility for Micronesia, the Marshall Islands, and Palau through the Compact of Free Association. It has increasingly conducted strategic cooperation with India, while its ties with China have steadily deteriorated. Beginning in 2014, the U.S. had become a key ally of Ukraine. After Donald Trump was elected U.S. president in 2024, he sought to negotiate an end to the Russo-Ukrainian War. He paused all military aid to Ukraine in March 2025, although the aid resumed later. Trump also ended U.S. intelligence sharing with the country, but this too was eventually restored. The president is the commander-in-chief of the United States Armed Forces and appoints its leaders, the secretary of defense and the Joint Chiefs of Staff. The Department of Defense, headquartered at the Pentagon near Washington, D.C., administers five of the six service branches, which are made up of the U.S. Army, Marine Corps, Navy, Air Force, and Space Force. The Coast Guard is administered by the Department of Homeland Security in peacetime and can be transferred to the Department of the Navy in wartime. Total strength of the entire military is about 1.3 million active duty with an additional 400,000 in reserve. The United States spent $997 billion on its military in 2024, which is by far the largest amount of any country, making up 37% of global military spending and accounting for 3.4% of the country's GDP. The U.S. possesses 42% of the world's nuclear weapons—the second-largest stockpile after that of Russia. The U.S. military is widely regarded as the most powerful and advanced in the world. The United States has the third-largest combined armed forces in the world, behind the Chinese People's Liberation Army and Indian Armed Forces. The U.S. military operates about 800 bases and facilities abroad, and maintains deployments greater than 100 active duty personnel in 25 foreign countries. The United States has engaged in over 400 military interventions since its founding in 1776, with over half of these occurring between 1950 and 2019 and 25% occurring in the post-Cold War era. State defense forces (SDFs) are military units that operate under the sole authority of a state government. SDFs are authorized by state and federal law but are under the command of the state's governor. By contrast, the 54 U.S. National Guard organizations[t] fall under the dual control of state or territorial governments and the federal government; their units can also become federalized entities, but SDFs cannot be federalized. The National Guard personnel of a state or territory can be federalized by the president under the National Defense Act Amendments of 1933; this legislation created the Guard and provides for the integration of Army National Guard and Air National Guard units and personnel into the U.S. Army and (since 1947) the U.S. Air Force. The total number of National Guard members is about 430,000, while the estimated combined strength of SDFs is less than 10,000. There are about 18,000 U.S. police agencies from local to national level in the United States. Law in the United States is mainly enforced by local police departments and sheriff departments in their municipal or county jurisdictions. The state police departments have authority in their respective state, and federal agencies such as the Federal Bureau of Investigation (FBI) and the U.S. Marshals Service have national jurisdiction and specialized duties, such as protecting civil rights, national security, enforcing U.S. federal courts' rulings and federal laws, and interstate criminal activity. State courts conduct almost all civil and criminal trials, while federal courts adjudicate the much smaller number of civil and criminal cases that relate to federal law. There is no unified "criminal justice system" in the United States. The American prison system is largely heterogenous, with thousands of relatively independent systems operating across federal, state, local, and tribal levels. In 2025, "these systems hold nearly 2 million people in 1,566 state prisons, 98 federal prisons, 3,116 local jails, 1,277 juvenile correctional facilities, 133 immigration detention facilities, and 80 Indian country jails, as well as in military prisons, civil commitment centers, state psychiatric hospitals, and prisons in the U.S. territories." Despite disparate systems of confinement, four main institutions dominate: federal prisons, state prisons, local jails, and juvenile correctional facilities. Federal prisons are run by the Federal Bureau of Prisons and hold pretrial detainees as well as people who have been convicted of federal crimes. State prisons, run by the department of corrections of each state, hold people sentenced and serving prison time (usually longer than one year) for felony offenses. Local jails are county or municipal facilities that incarcerate defendants prior to trial; they also hold those serving short sentences (typically under a year). Juvenile correctional facilities are operated by local or state governments and serve as longer-term placements for any minor adjudicated as delinquent and ordered by a judge to be confined. In January 2023, the United States had the sixth-highest per capita incarceration rate in the world—531 people per 100,000 inhabitants—and the largest prison and jail population in the world, with more than 1.9 million people incarcerated. An analysis of the World Health Organization Mortality Database from 2010 showed U.S. homicide rates "were 7 times higher than in other high-income countries, driven by a gun homicide rate that was 25 times higher". Economy The U.S. has a highly developed mixed economy that has been the world's largest nominally since about 1890. Its 2024 gross domestic product (GDP)[e] of more than $29 trillion constituted over 25% of nominal global economic output, or 15% at purchasing power parity (PPP). From 1983 to 2008, U.S. real compounded annual GDP growth was 3.3%, compared to a 2.3% weighted average for the rest of the G7. The country ranks first in the world by nominal GDP, second when adjusted for purchasing power parities (PPP), and ninth by PPP-adjusted GDP per capita. In February 2024, the total U.S. federal government debt was $34.4 trillion. Of the world's 500 largest companies by revenue, 138 were headquartered in the U.S. in 2025, the highest number of any country. The U.S. dollar is the currency most used in international transactions and the world's foremost reserve currency, backed by the country's dominant economy, its military, the petrodollar system, its large U.S. treasuries market, and its linked eurodollar. Several countries use it as their official currency, and in others it is the de facto currency. The U.S. has free trade agreements with several countries, including the USMCA. Although the United States has reached a post-industrial level of economic development and is often described as having a service economy, it remains a major industrial power; in 2024, the U.S. manufacturing sector was the world's second-largest by value output after China's. New York City is the world's principal financial center, and its metropolitan area is the world's largest metropolitan economy. The New York Stock Exchange and Nasdaq, both located in New York City, are the world's two largest stock exchanges by market capitalization and trade volume. The United States is at the forefront of technological advancement and innovation in many economic fields, especially in artificial intelligence; electronics and computers; pharmaceuticals; and medical, aerospace and military equipment. The country's economy is fueled by abundant natural resources, a well-developed infrastructure, and high productivity. The largest trading partners of the United States are the European Union, Mexico, Canada, China, Japan, South Korea, the United Kingdom, Vietnam, India, and Taiwan. The United States is the world's largest importer and second-largest exporter.[u] It is by far the world's largest exporter of services. Americans have the highest average household and employee income among OECD member states, and the fourth-highest median household income in 2023, up from sixth-highest in 2013. With personal consumption expenditures of over $18.5 trillion in 2023, the U.S. has a heavily consumer-driven economy and is the world's largest consumer market. The U.S. ranked first in the number of dollar billionaires and millionaires in 2023, with 735 billionaires and nearly 22 million millionaires. Wealth in the United States is highly concentrated; in 2011, the richest 10% of the adult population owned 72% of the country's household wealth, while the bottom 50% owned just 2%. U.S. wealth inequality increased substantially since the late 1980s, and income inequality in the U.S. reached a record high in 2019. In 2024, the country had some of the highest wealth and income inequality levels among OECD countries. Since the 1970s, there has been a decoupling of U.S. wage gains from worker productivity. In 2016, the top fifth of earners took home more than half of all income, giving the U.S. one of the widest income distributions among OECD countries. There were about 771,480 homeless persons in the U.S. in 2024. In 2022, 6.4 million children experienced food insecurity. Feeding America estimates that around one in five, or approximately 13 million, children experience hunger in the U.S. and do not know where or when they will get their next meal. Also in 2022, about 37.9 million people, or 11.5% of the U.S. population, were living in poverty. The United States has a smaller welfare state and redistributes less income through government action than most other high-income countries. It is the only advanced economy that does not guarantee its workers paid vacation nationally and one of a few countries in the world without federal paid family leave as a legal right. The United States has a higher percentage of low-income workers than almost any other developed country, largely because of a weak collective bargaining system and lack of government support for at-risk workers. The United States has been a leader in technological innovation since the late 19th century and scientific research since the mid-20th century. Methods for producing interchangeable parts and the establishment of a machine tool industry enabled the large-scale manufacturing of U.S. consumer products in the late 19th century. By the early 20th century, factory electrification, the introduction of the assembly line, and other labor-saving techniques created the system of mass production. In the 21st century, the United States continues to be one of the world's foremost scientific powers, though China has emerged as a major competitor in many fields. The U.S. has the highest research and development expenditures of any country and ranks ninth as a percentage of GDP. In 2022, the United States was (after China) the country with the second-highest number of published scientific papers. In 2021, the U.S. ranked second (also after China) by the number of patent applications, and third by trademark and industrial design applications (after China and Germany), according to World Intellectual Property Indicators. In 2025 the United States ranked third (after Switzerland and Sweden) in the Global Innovation Index. The United States is considered to be a world leader in the development of artificial intelligence technology. In 2023, the United States was ranked the second most technologically advanced country in the world (after South Korea) by Global Finance magazine. The United States has maintained a space program since the late 1950s, beginning with the establishment of the National Aeronautics and Space Administration (NASA) in 1958. NASA's Apollo program (1961–1972) achieved the first crewed Moon landing with the 1969 Apollo 11 mission; it remains one of the agency's most significant milestones. Other major endeavors by NASA include the Space Shuttle program (1981–2011), the Voyager program (1972–present), the Hubble and James Webb space telescopes (launched in 1990 and 2021, respectively), and the multi-mission Mars Exploration Program (Spirit and Opportunity, Curiosity, and Perseverance). NASA is one of five agencies collaborating on the International Space Station (ISS); U.S. contributions to the ISS include several modules, including Destiny (2001), Harmony (2007), and Tranquility (2010), as well as ongoing logistical and operational support. The United States private sector dominates the global commercial spaceflight industry. Prominent American spaceflight contractors include Blue Origin, Boeing, Lockheed Martin, Northrop Grumman, and SpaceX. NASA programs such as the Commercial Crew Program, Commercial Resupply Services, Commercial Lunar Payload Services, and NextSTEP have facilitated growing private-sector involvement in American spaceflight. In 2023, the United States received approximately 84% of its energy from fossil fuel, and its largest source of energy was petroleum (38%), followed by natural gas (36%), renewable sources (9%), coal (9%), and nuclear power (9%). In 2022, the United States constituted about 4% of the world's population, but consumed around 16% of the world's energy. The U.S. ranks as the second-highest emitter of greenhouse gases behind China. The U.S. is the world's largest producer of nuclear power, generating around 30% of the world's nuclear electricity. It also has the highest number of nuclear power reactors of any country. From 2024, the U.S. plans to triple its nuclear power capacity by 2050. The United States' 4 million miles (6.4 million kilometers) of road network, owned almost entirely by state and local governments, is the longest in the world. The extensive Interstate Highway System that connects all major U.S. cities is funded mostly by the federal government but maintained by state departments of transportation. The system is further extended by state highways and some private toll roads. The U.S. is among the top ten countries with the highest vehicle ownership per capita (850 vehicles per 1,000 people) in 2022. A 2022 study found that 76% of U.S. commuters drive alone and 14% ride a bicycle, including bike owners and users of bike-sharing networks. About 11% use some form of public transportation. Public transportation in the United States is well developed in the largest urban areas, notably New York City, Washington, D.C., Boston, Philadelphia, Chicago, and San Francisco; otherwise, coverage is generally less extensive than in most other developed countries. The U.S. also has many relatively car-dependent localities. Long-distance intercity travel is provided primarily by airlines, but travel by rail is more common along the Northeast Corridor, the only high-speed rail in the U.S. that meets international standards. Amtrak, the country's government-sponsored national passenger rail company, has a relatively sparse network compared to that of Western European countries. Service is concentrated in the Northeast, California, the Midwest, the Pacific Northwest, and Virginia/Southeast. The United States has an extensive air transportation network. U.S. civilian airlines are all privately owned. The three largest airlines in the world, by total number of passengers carried, are U.S.-based; American Airlines became the global leader after its 2013 merger with US Airways. Of the 50 busiest airports in the world, 16 are in the United States, as well as five of the top 10. The world's busiest airport by passenger volume is Hartsfield–Jackson Atlanta International in Atlanta, Georgia. In 2022, most of the 19,969 U.S. airports were owned and operated by local government authorities, and there are also some private airports. Some 5,193 are designated as "public use", including for general aviation. The Transportation Security Administration (TSA) has provided security at most major airports since 2001. The country's rail transport network, the longest in the world at 182,412.3 mi (293,564.2 km), handles mostly freight (in contrast to more passenger-centered rail in Europe). Because they are often privately owned operations, U.S. railroads lag behind those of the rest of the world in terms of electrification. The country's inland waterways are the world's fifth-longest, totaling 25,482 mi (41,009 km). They are used extensively for freight, recreation, and a small amount of passenger traffic. Of the world's 50 busiest container ports, four are located in the United States, with the busiest in the country being the Port of Los Angeles. Demographics The U.S. Census Bureau reported 331,449,281 residents on April 1, 2020,[v] making the United States the third-most-populous country in the world, after India and China. The Census Bureau's official 2025 population estimate was 341,784,857, an increase of 3.1% since the 2020 census. According to the Bureau's U.S. Population Clock, on July 1, 2024, the U.S. population had a net gain of one person every 16 seconds, or about 5400 people per day. In 2023, 51% of Americans age 15 and over were married, 6% were widowed, 10% were divorced, and 34% had never been married. In 2023, the total fertility rate for the U.S. stood at 1.6 children per woman, and, at 23%, it had the world's highest rate of children living in single-parent households in 2019. Most Americans live in the suburbs of major metropolitan areas. The United States has a diverse population; 37 ancestry groups have more than one million members. White Americans with ancestry from Europe, the Middle East, or North Africa form the largest racial and ethnic group at 57.8% of the United States population. Hispanic and Latino Americans form the second-largest group and are 18.7% of the United States population. African Americans constitute the country's third-largest ancestry group and are 12.1% of the total U.S. population. Asian Americans are the country's fourth-largest group, composing 5.9% of the United States population. The country's 3.7 million Native Americans account for about 1%, and some 574 native tribes are recognized by the federal government. In 2024, the median age of the United States population was 39.1 years. While many languages and dialects are spoken in the United States, English is by far the most commonly spoken and written. De facto, English is the official language of the United States, and in 2025, Executive Order 14224 declared English official. However, the U.S. has never had a de jure official language, as Congress has never passed a law to designate English as official for all three federal branches. Some laws, such as U.S. naturalization requirements, nonetheless standardize English. Twenty-eight states and the United States Virgin Islands have laws that designate English as the sole official language; 19 states and the District of Columbia have no official language. Three states and four U.S. territories have recognized local or indigenous languages in addition to English: Hawaii (Hawaiian), Alaska (twenty Native languages),[w] South Dakota (Sioux), American Samoa (Samoan), Puerto Rico (Spanish), Guam (Chamorro), and the Northern Mariana Islands (Carolinian and Chamorro). In total, 169 Native American languages are spoken in the United States. In Puerto Rico, Spanish is more widely spoken than English. According to the American Community Survey (2020), some 245.4 million people in the U.S. age five and older spoke only English at home. About 41.2 million spoke Spanish at home, making it the second most commonly used language. Other languages spoken at home by one million people or more include Chinese (3.40 million), Tagalog (1.71 million), Vietnamese (1.52 million), Arabic (1.39 million), French (1.18 million), Korean (1.07 million), and Russian (1.04 million). German, spoken by 1 million people at home in 2010, fell to 857,000 total speakers in 2020. America's immigrant population is by far the world's largest in absolute terms. In 2022, there were 87.7 million immigrants and U.S.-born children of immigrants in the United States, accounting for nearly 27% of the overall U.S. population. In 2017, out of the U.S. foreign-born population, some 45% (20.7 million) were naturalized citizens, 27% (12.3 million) were lawful permanent residents, 6% (2.2 million) were temporary lawful residents, and 23% (10.5 million) were unauthorized immigrants. In 2019, the top countries of origin for immigrants were Mexico (24% of immigrants), India (6%), China (5%), the Philippines (4.5%), and El Salvador (3%). In fiscal year 2022, over one million immigrants (most of whom entered through family reunification) were granted legal residence. The undocumented immigrant population in the U.S. reached a record high of 14 million in 2023. The First Amendment guarantees the free exercise of religion in the country and forbids Congress from passing laws respecting its establishment. Religious practice is widespread, among the most diverse in the world, and profoundly vibrant. The country has the world's largest Christian population, which includes the fourth-largest population of Catholics. Other notable faiths include Judaism, Buddhism, Hinduism, Islam, New Age, and Native American religions. Religious practice varies significantly by region. "Ceremonial deism" is common in American culture. The overwhelming majority of Americans believe in a higher power or spiritual force, engage in spiritual practices such as prayer, and consider themselves religious or spiritual. In the Southern United States' "Bible Belt", evangelical Protestantism plays a significant role culturally; New England and the Western United States tend to be more secular. Mormonism, a Restorationist movement founded in the U.S. in 1847, is the predominant religion in Utah and a major religion in Idaho. About 82% of Americans live in metropolitan areas, particularly in suburbs; about half of those reside in cities with populations over 50,000. In 2022, 333 incorporated municipalities had populations over 100,000, nine cities had more than one million residents, and four cities—New York City, Los Angeles, Chicago, and Houston—had populations exceeding two million. Many U.S. metropolitan populations are growing rapidly, particularly in the South and West. According to the Centers for Disease Control and Prevention (CDC), average U.S. life expectancy at birth reached 79.0 years in 2024, its highest recorded level. This was an increase of 0.6 years over 2023. The CDC attributed the improvement to a significant fall in the number of fatal drug overdoses in the country, noting that "heart disease continues to be the leading cause of death in the United States, followed by cancer and unintentional injuries." In 2024, life expectancy at birth for American men rose to 76.5 years (+0.7 years compared to 2023), while life expectancy for women was 81.4 years (+0.3 years). Starting in 1998, life expectancy in the U.S. fell behind that of other wealthy industrialized countries, and Americans' "health disadvantage" gap has been increasing ever since. The Commonwealth Fund reported in 2020 that the U.S. had the highest suicide rate among high-income countries. Approximately one-third of the U.S. adult population is obese and another third is overweight. The U.S. healthcare system far outspends that of any other country, measured both in per capita spending and as a percentage of GDP, but attains worse healthcare outcomes when compared to peer countries for reasons that are debated. The United States is the only developed country without a system of universal healthcare, and a significant proportion of the population that does not carry health insurance. Government-funded healthcare coverage for the poor (Medicaid) and for those age 65 and older (Medicare) is available to Americans who meet the programs' income or age qualifications. In 2010, then-President Obama passed the Patient Protection and Affordable Care Act.[x] Abortion in the United States is not federally protected, and is illegal or restricted in 17 states. American primary and secondary education, known in the U.S. as K–12 ("kindergarten through 12th grade"), is decentralized. School systems are operated by state, territorial, and sometimes municipal governments and regulated by the U.S. Department of Education. In general, children are required to attend school or an approved homeschool from the age of five or six (kindergarten or first grade) until they are 18 years old. This often brings students through the 12th grade, the final year of a U.S. high school, but some states and territories allow them to leave school earlier, at age 16 or 17. The U.S. spends more on education per student than any other country, an average of $18,614 per year per public elementary and secondary school student in 2020–2021. Among Americans age 25 and older, 92.2% graduated from high school, 62.7% attended some college, 37.7% earned a bachelor's degree, and 14.2% earned a graduate degree. The U.S. literacy rate is near-universal. The U.S. has produced the most Nobel Prize winners of any country, with 411 (having won 413 awards). U.S. tertiary or higher education has earned a global reputation. Many of the world's top universities, as listed by various ranking organizations, are in the United States, including 19 of the top 25. American higher education is dominated by state university systems, although the country's many private universities and colleges enroll about 20% of all American students. Local community colleges generally offer open admissions, lower tuition, and coursework leading to a two-year associate degree or a non-degree certificate. As for public expenditures on higher education, the U.S. spends more per student than the OECD average, and Americans spend more than all nations in combined public and private spending. Colleges and universities directly funded by the federal government do not charge tuition and are limited to military personnel and government employees, including: the U.S. service academies, the Naval Postgraduate School, and military staff colleges. Despite some student loan forgiveness programs in place, student loan debt increased by 102% between 2010 and 2020, and exceeded $1.7 trillion in 2022. Culture and society The United States is home to a wide variety of ethnic groups, traditions, and customs. The country has been described as having the values of individualism and personal autonomy, as well as a strong work ethic and competitiveness. Voluntary altruism towards others also plays a major role; according to a 2016 study by the Charities Aid Foundation, Americans donated 1.44% of total GDP to charity—the highest rate in the world by a large margin. Americans have traditionally been characterized by a unifying political belief in an "American Creed" emphasizing consent of the governed, liberty, equality under the law, democracy, social equality, property rights, and a preference for limited government. The U.S. has acquired significant hard and soft power through its diplomatic influence, economic power, military alliances, and cultural exports such as American movies, music, video games, sports, and food. The influence that the United States exerts on other countries through soft power is referred to as Americanization. Nearly all present Americans or their ancestors came from Europe, Africa, or Asia (the "Old World") within the past five centuries. Mainstream American culture is a Western culture largely derived from the traditions of European immigrants with influences from many other sources, such as traditions brought by slaves from Africa. More recent immigration from Asia and especially Latin America has added to a cultural mix that has been described as a homogenizing melting pot, and a heterogeneous salad bowl, with immigrants contributing to, and often assimilating into, mainstream American culture. Under the First Amendment to the Constitution, the United States is considered to have the strongest protections of free speech of any country. Flag desecration, hate speech, blasphemy, and lese majesty are all forms of protected expression. A 2016 Pew Research Center poll found that Americans were the most supportive of free expression of any polity measured. Additionally, they are the "most supportive of freedom of the press and the right to use the Internet without government censorship". The U.S. is a socially progressive country with permissive attitudes surrounding human sexuality. LGBTQ rights in the United States are among the most advanced by global standards. The American Dream, or the perception that Americans enjoy high levels of social mobility, plays a key role in attracting immigrants. Whether this perception is accurate has been a topic of debate. While mainstream culture holds that the United States is a classless society, scholars identify significant differences between the country's social classes, affecting socialization, language, and values. Americans tend to greatly value socioeconomic achievement, but being ordinary or average is promoted by some as a noble condition as well. The National Foundation on the Arts and the Humanities is an agency of the United States federal government that was established in 1965 with the purpose to "develop and promote a broadly conceived national policy of support for the humanities and the arts in the United States, and for institutions which preserve the cultural heritage of the United States." It is composed of four sub-agencies: Colonial American authors were influenced by John Locke and other Enlightenment philosophers. The American Revolutionary Period (1765–1783) is notable for the political writings of Benjamin Franklin, Alexander Hamilton, Thomas Paine, and Thomas Jefferson. Shortly before and after the Revolutionary War, the newspaper rose to prominence, filling a demand for anti-British national literature. An early novel is William Hill Brown's The Power of Sympathy, published in 1791. Writer and critic John Neal in the early- to mid-19th century helped advance America toward a unique literature and culture by criticizing predecessors such as Washington Irving for imitating their British counterparts, and by influencing writers such as Edgar Allan Poe, who took American poetry and short fiction in new directions. Ralph Waldo Emerson and Margaret Fuller pioneered the influential Transcendentalism movement; Henry David Thoreau, author of Walden, was influenced by this movement. The conflict surrounding abolitionism inspired writers, like Harriet Beecher Stowe, and authors of slave narratives, such as Frederick Douglass. Nathaniel Hawthorne's The Scarlet Letter (1850) explored the dark side of American history, as did Herman Melville's Moby-Dick (1851). Major American poets of the 19th century American Renaissance include Walt Whitman, Melville, and Emily Dickinson. Mark Twain was the first major American writer to be born in the West. Henry James achieved international recognition with novels like The Portrait of a Lady (1881). As literacy rates rose, periodicals published more stories centered around industrial workers, women, and the rural poor. Naturalism, regionalism, and realism were the major literary movements of the period. While modernism generally took on an international character, modernist authors working within the United States more often rooted their work in specific regions, peoples, and cultures. Following the Great Migration to northern cities, African-American and black West Indian authors of the Harlem Renaissance developed an independent tradition of literature that rebuked a history of inequality and celebrated black culture. An important cultural export during the Jazz Age, these writings were a key influence on Négritude, a philosophy emerging in the 1930s among francophone writers of the African diaspora. In the 1950s, an ideal of homogeneity led many authors to attempt to write the Great American Novel, while the Beat Generation rejected this conformity, using styles that elevated the impact of the spoken word over mechanics to describe drug use, sexuality, and the failings of society. Contemporary literature is more pluralistic than in previous eras, with the closest thing to a unifying feature being a trend toward self-conscious experiments with language. Twelve American laureates have won the Nobel Prize in Literature. Media in the United States is broadly uncensored, with the First Amendment providing significant protections, as reiterated in New York Times Co. v. United States. The four major broadcasters in the U.S. are the National Broadcasting Company (NBC), Columbia Broadcasting System (CBS), American Broadcasting Company (ABC), and Fox Broadcasting Company (Fox). The four major broadcast television networks are all commercial entities. The U.S. cable television system offers hundreds of channels catering to a variety of niches. In 2021, about 83% of Americans over age 12 listened to broadcast radio, while about 40% listened to podcasts. In the prior year, there were 15,460 licensed full-power radio stations in the U.S. according to the Federal Communications Commission (FCC). Much of the public radio broadcasting is supplied by National Public Radio (NPR), incorporated in February 1970 under the Public Broadcasting Act of 1967. U.S. newspapers with a global reach and reputation include The Wall Street Journal, The New York Times, The Washington Post, and USA Today. About 800 publications are produced in Spanish. With few exceptions, newspapers are privately owned, either by large chains such as Gannett or McClatchy, which own dozens or even hundreds of newspapers; by small chains that own a handful of papers; or, in an increasingly rare situation, by individuals or families. Major cities often have alternative newspapers to complement the mainstream daily papers, such as The Village Voice in New York City and LA Weekly in Los Angeles. The five most-visited websites in the world are Google, YouTube, Facebook, Instagram, and ChatGPT—all of them American-owned. Other popular platforms used include X (formerly Twitter) and Amazon. In 2025, the U.S. was the world's second-largest video game market by revenue (after China). In 2015, the U.S. video game industry consisted of 2,457 companies that employed around 220,000 jobs and generated $30.4 billion in revenue. There are 444 game publishers, developers, and hardware companies in California alone. According to the Game Developers Conference (GDC), the U.S. is the top location for video game development, with 58% of the world's game developers based there in 2025. The United States is well known for its theater. Mainstream theater in the United States derives from the old European theatrical tradition and has been heavily influenced by the British theater. By the middle of the 19th century, America had created new distinct dramatic forms in the Tom Shows, the showboat theater and the minstrel show. The central hub of the American theater scene is the Theater District in Manhattan, with its divisions of Broadway, off-Broadway, and off-off-Broadway. Many movie and television celebrities have gotten their big break working in New York productions. Outside New York City, many cities have professional regional or resident theater companies that produce their own seasons. The biggest-budget theatrical productions are musicals. U.S. theater has an active community theater culture. The Tony Awards recognizes excellence in live Broadway theater and are presented at an annual ceremony in Manhattan. The awards are given for Broadway productions and performances. One is also given for regional theater. Several discretionary non-competitive awards are given as well, including a Special Tony Award, the Tony Honors for Excellence in Theatre, and the Isabelle Stevenson Award. Folk art in colonial America grew out of artisanal craftsmanship in communities that allowed commonly trained people to individually express themselves. It was distinct from Europe's tradition of high art, which was less accessible and generally less relevant to early American settlers. Cultural movements in art and craftsmanship in colonial America generally lagged behind those of Western Europe. For example, the prevailing medieval style of woodworking and primitive sculpture became integral to early American folk art, despite the emergence of Renaissance styles in England in the late 16th and early 17th centuries. The new English styles would have been early enough to make a considerable impact on American folk art, but American styles and forms had already been firmly adopted. Not only did styles change slowly in early America, but there was a tendency for rural artisans there to continue their traditional forms longer than their urban counterparts did—and far longer than those in Western Europe. The Hudson River School was a mid-19th-century movement in the visual arts tradition of European naturalism. The 1913 Armory Show in New York City, an exhibition of European modernist art, shocked the public and transformed the U.S. art scene. American Realism and American Regionalism sought to reflect and give America new ways of looking at itself. Georgia O'Keeffe, Marsden Hartley, and others experimented with new and individualistic styles, which would become known as American modernism. Major artistic movements such as the abstract expressionism of Jackson Pollock and Willem de Kooning and the pop art of Andy Warhol and Roy Lichtenstein developed largely in the United States. Major photographers include Alfred Stieglitz, Edward Steichen, Dorothea Lange, Edward Weston, James Van Der Zee, Ansel Adams, and Gordon Parks. The tide of modernism and then postmodernism has brought global fame to American architects, including Frank Lloyd Wright, Philip Johnson, and Frank Gehry. The Metropolitan Museum of Art in Manhattan is the largest art museum in the United States and the fourth-largest in the world. American folk music encompasses numerous music genres, variously known as traditional music, traditional folk music, contemporary folk music, or roots music. Many traditional songs have been sung within the same family or folk group for generations, and sometimes trace back to such origins as the British Isles, mainland Europe, or Africa. The rhythmic and lyrical styles of African-American music in particular have influenced American music. Banjos were brought to America through the slave trade. Minstrel shows incorporating the instrument into their acts led to its increased popularity and widespread production in the 19th century. The electric guitar, first invented in the 1930s, and mass-produced by the 1940s, had an enormous influence on popular music, in particular due to the development of rock and roll. The synthesizer, turntablism, and electronic music were also largely developed in the U.S. Elements from folk idioms such as the blues and old-time music were adopted and transformed into popular genres with global audiences. Jazz grew from blues and ragtime in the early 20th century, developing from the innovations and recordings of composers such as W.C. Handy and Jelly Roll Morton. Louis Armstrong and Duke Ellington increased its popularity early in the 20th century. Country music developed in the 1920s, bluegrass and rhythm and blues in the 1940s, and rock and roll in the 1950s. In the 1960s, Bob Dylan emerged from the folk revival to become one of the country's most celebrated songwriters. The musical forms of punk and hip hop both originated in the United States in the 1970s. The United States has the world's largest music market, with a total retail value of $15.9 billion in 2022. Most of the world's major record companies are based in the U.S.; they are represented by the Recording Industry Association of America (RIAA). Mid-20th-century American pop stars, such as Frank Sinatra and Elvis Presley, became global celebrities and best-selling music artists, as have artists of the late 20th century, such as Michael Jackson, Madonna, Whitney Houston, and Mariah Carey, and of the early 21st century, such as Eminem, Britney Spears, Lady Gaga, Katy Perry, Taylor Swift and Beyoncé. The United States has the world's largest apparel market by revenue. Apart from professional business attire, American fashion is eclectic and predominantly informal. Americans' diverse cultural roots are reflected in their clothing; however, sneakers, jeans, T-shirts, and baseball caps are emblematic of American styles. New York, with its Fashion Week, is considered to be one of the "Big Four" global fashion capitals, along with Paris, Milan, and London. A study demonstrated that general proximity to Manhattan's Garment District has been synonymous with American fashion since its inception in the early 20th century. A number of well-known designer labels, among them Tommy Hilfiger, Ralph Lauren, Tom Ford and Calvin Klein, are headquartered in Manhattan. Labels cater to niche markets, such as preteens. New York Fashion Week is one of the most influential fashion shows in the world, and is held twice each year in Manhattan; the annual Met Gala, also in Manhattan, has been called the fashion world's "biggest night". The U.S. film industry has a worldwide influence and following. Hollywood, a district in central Los Angeles, the nation's second-most populous city, is also metonymous for the American filmmaking industry. The major film studios of the United States are the primary source of the most commercially successful movies selling the most tickets in the world. Largely centered in the New York City region from its beginnings in the late 19th century through the first decades of the 20th century, the U.S. film industry has since been primarily based in and around Hollywood. Nonetheless, American film companies have been subject to the forces of globalization in the 21st century, and an increasing number of films are made elsewhere. The Academy Awards, popularly known as "the Oscars", have been held annually by the Academy of Motion Picture Arts and Sciences since 1929, and the Golden Globe Awards have been held annually since January 1944. The industry peaked in what is commonly referred to as the "Golden Age of Hollywood", from the early sound period until the early 1960s, with screen actors such as John Wayne and Marilyn Monroe becoming iconic figures. In the 1970s, "New Hollywood", or the "Hollywood Renaissance", was defined by grittier films influenced by French and Italian realist pictures of the post-war period. The 21st century has been marked by the rise of American streaming platforms, which came to rival traditional cinema. Early settlers were introduced by Native Americans to foods such as turkey, sweet potatoes, corn, squash, and maple syrup. Of the most enduring and pervasive examples are variations of the native dish called succotash. Early settlers and later immigrants combined these with foods they were familiar with, such as wheat flour, beef, and milk, to create a distinctive American cuisine. New World crops, especially pumpkin, corn, potatoes, and turkey as the main course are part of a shared national menu on Thanksgiving, when many Americans prepare or purchase traditional dishes to celebrate the occasion. Characteristic American dishes such as apple pie, fried chicken, doughnuts, french fries, macaroni and cheese, ice cream, hamburgers, hot dogs, and American pizza derive from the recipes of various immigrant groups. Mexican dishes such as burritos and tacos preexisted the United States in areas later annexed from Mexico, and adaptations of Chinese cuisine as well as pasta dishes freely adapted from Italian sources are all widely consumed. American chefs have had a significant impact on society both domestically and internationally. In 1946, the Culinary Institute of America was founded by Katharine Angell and Frances Roth. This would become the United States' most prestigious culinary school, where many of the most talented American chefs would study prior to successful careers. The United States restaurant industry was projected at $899 billion in sales for 2020, and employed more than 15 million people, representing 10% of the nation's workforce directly. It is the country's second-largest private employer and the third-largest employer overall. The United States is home to over 220 Michelin star-rated restaurants, 70 of which are in New York City. Wine has been produced in what is now the United States since the 1500s, with the first widespread production beginning in what is now New Mexico in 1628. In the modern U.S., wine production is undertaken in all fifty states, with California producing 84 percent of all U.S. wine. With more than 1,100,000 acres (4,500 km2) under vine, the United States is the fourth-largest wine-producing country in the world, after Italy, Spain, and France. The classic American diner, a casual restaurant type originally intended for the working class, emerged during the 19th century from converted railroad dining cars made stationary. The diner soon evolved into purpose-built structures whose number expanded greatly in the 20th century. The American fast-food industry developed alongside the nation's car culture. American restaurants developed the drive-in format in the 1920s, which they began to replace with the drive-through format by the 1940s. American fast-food restaurant chains, such as McDonald's, Burger King, Chick-fil-A, Kentucky Fried Chicken, Dunkin' Donuts and many others, have numerous outlets around the world. The most popular spectator sports in the U.S. are American football, basketball, baseball, soccer, and ice hockey. Their premier leagues are, respectively, the National Football League, the National Basketball Association, Major League Baseball, Major League Soccer, and the National Hockey League, All these leagues enjoy wide-ranging domestic media coverage and, except for the MLS, all are considered the preeminent leagues in their respective sports in the world. While most major U.S. sports such as baseball and American football have evolved out of European practices, basketball, volleyball, skateboarding, and snowboarding are American inventions, many of which have become popular worldwide. Lacrosse and surfing arose from Native American and Native Hawaiian activities that predate European contact. The market for professional sports in the United States was approximately $69 billion in July 2013, roughly 50% larger than that of Europe, the Middle East, and Africa combined. American football is by several measures the most popular spectator sport in the United States. Although American football does not have a substantial following in other nations, the NFL does have the highest average attendance (67,254) of any professional sports league in the world. In the year 2024, the NFL generated over $23 billion, making them the most valued professional sports league in the United States and the world. Baseball has been regarded as the U.S. "national sport" since the late 19th century. The most-watched individual sports in the U.S. are golf and auto racing, particularly NASCAR and IndyCar. On the collegiate level, earnings for the member institutions exceed $1 billion annually, and college football and basketball attract large audiences, as the NCAA March Madness tournament and the College Football Playoff are some of the most watched national sporting events. In the U.S., the intercollegiate sports level serves as the main feeder system for professional and Olympic sports, with significant exceptions such as Minor League Baseball. This differs greatly from practices in nearly all other countries, where publicly and privately funded sports organizations serve this function. Eight Olympic Games have taken place in the United States. The 1904 Summer Olympics in St. Louis, Missouri, were the first-ever Olympic Games held outside of Europe. The Olympic Games will be held in the U.S. for a ninth time when Los Angeles hosts the 2028 Summer Olympics. U.S. athletes have won a total of 2,968 medals (1,179 gold) at the Olympic Games, the most of any country. In other international competition, the United States is the home of a number of prestigious events, including the America's Cup, World Baseball Classic, the U.S. Open, and the Masters Tournament. The U.S. men's national soccer team has qualified for eleven World Cups, while the women's national team has won the FIFA Women's World Cup and Olympic soccer tournament four and five times, respectively. The 1999 FIFA Women's World Cup was hosted by the United States. Its final match was attended by 90,185, setting the world record for largest women's sporting event crowd at the time. The United States hosted the 1994 FIFA World Cup and will co-host, along with Canada and Mexico, the 2026 FIFA World Cup. See also Notes References This article incorporates text from a free content work. Licensed under CC BY-SA IGO 3.0 (license statement/permission). Text taken from World Food and Agriculture – Statistical Yearbook 2023, FAO, FAO. External links 40°N 100°W / 40°N 100°W / 40; -100 (United States of America) |
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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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Contents Occult The occult (from Latin occultus 'hidden, secret') is a category of esoteric or supernatural beliefs and practices which generally fall outside the scope of organized religion and science, encompassing phenomena involving a 'hidden' or 'secret' agency, such as magic and mysticism. It can also refer to paranormal ideas such as extra-sensory perception and parapsychology. The term occult sciences was used in 16th-century Europe to refer to astrology, alchemy, and natural magic. The term occultism emerged in 19th-century France, among figures such as Antoine Court de Gébelin. It came to be associated with various French esoteric groups connected to Éliphas Lévi and Papus, and in 1875 was introduced into the English language by the esotericist Helena Blavatsky. Throughout the 20th century, the term 'occult' was used idiosyncratically by a range of different authors. By the 21st century the term 'occultism' was commonly employed –including by academic scholars in the field of Western esotericism studies– to refer to a range of esoteric currents that developed in the mid-19th century and their descendants. Occultism is thus often used to categorise such esoteric traditions as Qabalah, Spiritualism, Theosophy, Anthroposophy, Wicca, the Hermetic Order of the Golden Dawn, New Age, Thelema and the left-hand path and right-hand path. While Rosicrucianism is not directly 'occult', various Christian Rosicrucian societies have also engaged in esoteric study and are historically adjacent; for example, the Societas Rosicruciana in Anglia and its members influenced the foundation of the Hermetic Order of the Golden Dawn. Use of the term as a nominalized adjective ('the occult') has developed especially since the late twentieth century. In that same period, occult and culture were combined to form the neologism occulture. Etymology The occult (from the Latin word occultus; lit. 'clandestine', 'hidden', or 'secret') is "knowledge of the hidden". In common usage, occult refers to "knowledge of the paranormal", as opposed to "knowledge of the measurable", which is usually referred to as science. The terms esoteric and arcane can also be used to describe the occult, in addition to their meanings unrelated to the supernatural. The term occult sciences was used in the 16th century to refer to astrology, alchemy, and natural magic. The earliest known usage of the term occultism is in the French language, as "l'occultism". In this form it appears in Aymon de Lestrange's article that was published in Dictionnaire des mots nouveaux (Dictionary of New Words) by Jean-Baptiste Richard de Radonvilliers [fr] in 1842. However, it was not related, at this point, to the notion of Ésotérisme chrétien, as has been claimed by Hanegraaff, but to describe a political "system of occulticity" that was directed against priests and aristocrats. In 1853, the Freemasonic author Jean-Marie Ragon had already used occultisme in his popular work Maçonnerie occulte, relating it to earlier practices that, since the Renaissance, had been termed "occult sciences" or "occult philosophy", but also to the recent socialist teachings of Charles Fourier. The French esotericist Éliphas Lévi then used the term in his influential book on ritual magic Dogme et rituel de la haute magie, first published in 1856. Lévi was familiar with that work and might have borrowed the term from there. In any case, Lévi also claimed to be a representative of an older tradition of occult science or occult philosophy. It was from his usage of the term occultisme that it gained wider usage; according to Faivre, Lévi was "the principal exponent of esotericism in Europe and the United States" at that time. The term occultism emerged in 19th-century France, where it came to be associated with various French esoteric groups connected to Éliphas Lévi and Papus. The earliest use of the term occultism in the English language appears to be in "A Few Questions to 'Hiraf'", an 1875 article by Helena Blavatsky, a Russian émigré living in the United States who founded the religion of Theosophy. The article was published in the American Spiritualist magazine Spiritual Scientist. Various twentieth-century writers on the subject used the term occultism in different ways. Some writers, such as the German philosopher Theodor W. Adorno in his Theses Against Occultism, employed the term as a broad synonym for irrationality. In his 1950 book L'occultisme, Robert Amadou [fr] used the term as a synonym for esotericism, an approach that the later scholar of esotericism Marco Pasi suggested left the term superfluous. Unlike Amadou, other writers saw occultism and esotericism as different, albeit related, phenomena. In the 1970s, the sociologist Edward A. Tiryakian distinguished between occultism, which he used in reference to practices, techniques, and procedures, and esotericism, which he defined as the religious or philosophical belief systems on which such practices are based. This division was initially adopted by the early academic scholar of esotericism, Antoine Faivre, although he later abandoned it; it has been rejected by most scholars who study esotericism. By the 21st century the term was commonly employed—including by academic scholars of esotericism—to refer to a range of esoteric currents that developed in the mid-19th century and their descendants. Occultism is thus often used to categorise such esoteric traditions as Spiritualism, Theosophy, Anthroposophy, the Hermetic Order of the Golden Dawn, and the New Age movement. A different division was used by the Traditionalist author René Guénon, who used esotericism to describe what he believed was the Traditionalist, inner teaching at the heart of most religions, while occultism was used pejoratively to describe new religions and movements that he disapproved of, such as Spiritualism, Theosophy, and various secret societies. Guénon's use of this terminology was adopted by later writers like Serge Hutin and Luc Benoist. As noted by Hanegraaff, Guénon's use of these terms are rooted in his Traditionalist beliefs and "cannot be accepted as scholarly valid". The term occultism derives from the older term occult, much as the term esotericism derives from the older term esoteric. However, the historian of esotericism Wouter Hanegraaff stated that it was important to distinguish between the meanings of the term occult and occultism. Occultism is not a homogenous movement and is widely diverse. Over the course of its history, the term occultism has been used in various different ways. However, in contemporary uses, occultism commonly refers to forms of esotericism that developed in the nineteenth century and their twentieth-century derivations. In a descriptive sense, it has been used to describe forms of esotericism which developed in nineteenth-century France, especially in the Neo-Martinist environment. According to the historian of esotericism Antoine Faivre, it is with the esotericist Éliphas Lévi that "the occultist current properly so-called" first appears. Other prominent French esotericists involved in developing occultism included Papus, Stanislas de Guaita, Joséphin Péladan, Georges-Albert Puyou de Pouvourville, and Jean Bricaud. Occult sciences The idea of occult sciences developed in the sixteenth century. The term usually encompassed three practices—astrology, alchemy, and natural magic—although sometimes various forms of divination were also included rather than being subsumed under natural magic. These were grouped together because, according to the Dutch scholar of hermeticism Wouter Hanegraaff, "each one of them engaged in a systematic investigation of nature and natural processes, in the context of theoretical frameworks that relied heavily on a belief in occult qualities, virtues or forces." Although there are areas of overlap between these different occult sciences, they are separate, and in some cases practitioners of one would reject the others as being illegitimate. During the Age of Enlightenment, occultism increasingly came to be seen as intrinsically incompatible with the concept of science. From that point on, use of "occult science(s)" implied a conscious polemic against mainstream science. Nevertheless, the philosopher and card game historian Michael Dummett, whose analysis of the historical evidence suggested that fortune-telling and occult interpretations using cards were unknown before the 18th century, said that the term occult science was not misplaced because "people who believe in the possibility of unveiling the future or of exercising supernormal powers do so because the efficacy of the methods they employ coheres with some systematic conception which they hold of the way the universe functions...however flimsy its empirical basis." In his 1871 book Primitive Culture, the anthropologist Edward Tylor used the term "occult science" as a synonym for magic. Occult qualities Occult qualities are properties that have no known rational explanation; in the Middle Ages, for example, magnetism was considered an occult quality. Aether is another such element. Newton's contemporaries severely criticized his theory that gravity was effected through "action at a distance", as occult. Occultism In the English-speaking world, notable figures in the development of occultism included Helena Blavatsky and other figures associated with her Theosophical Society, senior figures in the Hermetic Order of the Golden Dawn like William Wynn Westcott and Samuel Liddell MacGregor Mathers, as well as other individuals such as Paschal Beverly Randolph, Emma Hardinge Britten, Arthur Edward Waite, and – in the early twentieth century – Aleister Crowley, Dion Fortune, and Israel Regardie. By the end of the nineteenth century, occultist ideas had also spread into other parts of Europe, such as the German Empire, Austria-Hungary, and the Kingdom of Italy. Unlike older forms of esotericism, occultism does not necessarily reject "scientific progress or modernity". Lévi had stressed the need to solve the conflict between science and religion, something that he believed could be achieved by turning to what he thought was the ancient wisdom found in magic. The French scholar of Western esotericism Antoine Faivre noted that rather than outright accepting "the triumph of scientism", occultists sought "an alternative solution", trying to integrate "scientific progress or modernity" with "a global vision that will serve to make the vacuousness of materialism more apparent". The Dutch scholar of hermeticism Wouter Hanegraaff remarked that occultism was "essentially an attempt to adapt esotericism" to the "disenchanted world", a post-Enlightenment society in which growing scientific discovery had eradicated the "dimension of irreducible mystery" previously present. In doing so, he noted, occultism distanced itself from the "traditional esotericism" which accepted the premise of an "enchanted" world. According to the British historian of Western esotericism Nicholas Goodrick-Clarke, occultist groups typically seek "proofs and demonstrations by recourse to scientific tests or terminology". In his work about Lévi, the German historian of religion Julian Strube has argued that the occultist wish for a "synthesis" of religion, science, and philosophy directly resulted from the context of contemporary socialism and progressive Catholicism. Similar to spiritualism, but in declared opposition to it, the emergence of occultism should thus be seen within the context of radical social reform, which was often concerned with establishing new forms of "scientific religion" while at the same time propagating the revival of an ancient tradition of "true religion". Indeed, the emergence of both modern esotericism and socialism in July Monarchy France have been inherently intertwined. Another feature of occultists is that—unlike earlier esotericists—they often openly distanced themselves from Christianity, in some cases (like that of Aleister Crowley) even adopting explicitly anti-Christian stances. This reflected how pervasive the influence of secularisation had been on all areas of European society. In rejecting Christianity, these occultists sometimes turned to pre-Christian belief systems and embraced forms of Modern Paganism, while others drew on Asian religions, such as Hinduism and Buddhism. In various cases, certain occultists did both. Another characteristic of these occultists was their emphasis on "the spiritual realization of the individual", an idea that would strongly influence the twentieth-century New Age and the Human Potential Movement. This spiritual realization was encouraged both through traditional Western 'occult sciences' like alchemy and ceremonial magic, but by the start of the twentieth century had also begun to include practices drawn from non-Western contexts, such as yoga. Although occultism is distinguished from earlier forms of esotericism, many occultists have also been involved in older esoteric currents. For instance, occultists like François-Charles Barlet [fr] and Rudolf Steiner were also theosophers,[a] adhering to the ideas of the early modern Lutheran thinker Jakob Bohme, and seeking to integrate ideas from Bohmian theosophy and occultism. It has been noted, however, that this distancing from the Theosophical Society should be understood in the light of polemical identity formations among esotericists towards the end of the nineteenth century. In the mid-1990s, a new definition of "occultism" was put forth by Wouter Hanegraaff. According to Hanegraaff, the term occultism can be used not only for the nineteenth-century groups which openly self-described using that term but can also be used in reference to "the type of esotericism that they represent". Seeking to define occultism so that the term would be suitable "as an etic category" for scholars, Hanegraaff devised the following definition: "a category in the study of religions, which comprises "all attempts by esotericists to come to terms with a disenchanted world or, alternatively, by people in general to make sense of esotericism from the perspective of a disenchanted secular world". Hanegraaff noted that this etic usage of the term would be independent of emic usages of the term employed by occultists and other esotericists themselves. In this definition, occultism encompasses many esoteric currents that have developed since the mid-nineteenth century, including Spiritualism, Theosophy, the Hermetic Order of the Golden Dawn, and the New Age. Employing this etic understanding of "occultism", Hanegraaff argued that its development could begin to be seen in the work of the Swedish esotericist Emanuel Swedenborg and in the lMesmerist movement of the eighteenth century, although added that occultism only emerged in "fully-developed form" as Spiritualism, a movement that developed in the United States during the mid-nineteenth century. Marco Pasi suggested that the use of Hanegraaff's definition might cause confusion by presenting a group of nineteenth-century esotericists who called themselves "occultists" as just one part of a broader category of esotericists whom scholars would call "occultists". Following these discussions, Julian Strube argued that Lévi and other contemporary authors who would now be regarded as esotericists developed their ideas not against the background of an esoteric tradition in the first place. Rather, Lévi's notion of occultism emerged in the context of highly influential radical socialist movements and widespread progressive, so-called neo-Catholic ideas. This further complicates Hanegraaff's characteristics of occultism, since, throughout the nineteenth century, they apply to these reformist movements rather than to a supposed group of esotericists. Modern usage The term occult has also been used as a substantivized adjective as "the occult", a term that has been particularly widely used among journalists and sociologists. This term was popularised by the publication of Colin Wilson's 1971 book The Occult: A History. This term has been used as an "intellectual waste-basket" into which a wide array of beliefs and practices have been placed because they do not fit readily into the categories of religion or science. According to Hanegraaff, "the occult" is a category into which gets placed a range of beliefs from "spirits or fairies to parapsychological experiments, from UFO-abductions to Oriental mysticism, from vampire legends to channelling, and so on". The neologism occulture used within the industrial music scene of the late twentieth century was probably coined by one of its central figures, the musician and occultist Genesis P-Orridge. The scholar of religion Christopher Partridge used the term in an academic sense, stating that occulture was "the new spiritual environment in the West; the reservoir feeding new spiritual springs; the soil in which new spiritualities are growing". Occultism and technology Recently scholars have offered perspectives on the occult as intertwined with media and technology. Examples include the work of film and media theorist Jeffrey Sconce and religious studies scholar John Durham Peters, both of whom suggest that occult movements historically utilize media and apparatuses as tools to reveal hidden aspects of reality or laws of nature. Erik Davis in his book Techgnosis gives an overview of occultism both ancient and modern from the perspective of cybernetics and information technologies. Philosopher Eugene Thacker discusses Heinrich Cornelius Agrippa's Three Books of Occult Philosophy in his book In The Dust Of This Planet, where he shows how the horror genre utilizes occult themes to reveal hidden realities. See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Philippine_Debut] | [TOKENS: 991] |
Contents Philippine debut The debut (/dɛˈbuː/) is a Filipino celebration of a young woman's 18th birthday, traditionally, the age of maturity in the Philippines. The debutante customarily throws a large party complete with several traditions, similar to quinceañera or sweet sixteen. Although also reaching legal maturity at 18, debuts for a Filipino man customarily occur on his 21st birthday, albeit with less formal celebrations or none at all. Traditions 18 or 9 male relatives or close friends chosen by the debutante to be a part of her court. This may include uncles, cousins, close friends, and her significant other. The 18 roses also participate in the "18 Roses Dance." 18 or 9 female relatives or close friends chosen by the debutante to be a part of her court. The 18 candles typically give speeches about on the debutante and lights a candle that is either placed in her hand or a stand. Along with the debutante, the celebrant's court usually wears formal dress, such as the barong tagalog or the western black tie. It is common practice to hold a photoshoot for the debutante prior to the debut. Oftentimes, this photoshoot will include other members of the debutante's party and features several outfit changes for the debutante. A typical ceremony begins with a short prayer invoking blessings upon the debutante. A debutante then may engage in several traditional dances. Some debutantes take classes, practice, and rehearse beforehand to prepare for these dances. Also known as the "9 Roses Dance", depending on how many members a debutante has in her party. The "18 Roses Dance" all of the debutante's roses (the chosen males in her court) presenting her with a red rose or her flower of choice. This dance is almost always begun with a "Father and Daughter Dance" and concluded with the significant other of the debutante. An older male relative, such as a grandfather, may also take the father's place if the latter is unavailable or deceased. The most important dance a debutante performs is the "Grand Cotillion Dance", often a waltz, performed by the debutante and select members of her party. Modern debuts typically also feature the "18 Treasures" where 18 individuals (male or female) each present the debutante with a gift. These usually also involve a speech from each individual, but unlike the Roses and Candles sets, these groups are of mixed gender. The event almost always has a ceremonial cutting of the birthday cake. The program usually concludes ends with a speech from a debutante, where she may share her thoughts on life and extend gratitude towards her guests. Music and other performances are usually interspersed between these events. A meal is usually served during debuts and often features Filipino cuisine or favorite dishes of the debutante. Alcohol is also common. Recent Additions Recent additions to debuts, also include the "18 shoes" in which 18 individuals each present the debutante with a pair of shoes. 18 individuals each present the debutante with a "blue bill." A "blue bill" in the context of this ceremony refers to the Philippine one thousand peso note. If the debutante is missing a figure in her life such as a father, she chooses her 18 white roses in place of that figure. 18 songs performed by 18 individuals chosen by the debutante. 18 speeches delivered by 18 people of the debutante's choice. A fireworks display may conclude more extravagant debuts. History The debut has been said to be the product of Spanish colonization. While Latino quinceañeras celebrate a young woman's 15th birthday, Philippine debuts celebrate a women's 18th birthday, the age of maturity in the Philippines. Social aspects Traditionally, a debut served as a means of presenting a woman to society and announcing her readiness for marriage and civic duties. Instead of just celebrating one individual, traditional debuts could feature up to 24 debutantes. The social implications of modern debuts have greatly evolved as a means of not only celebrating a young girl's transition into adulthood, but as a means of displaying social status. Some scholars, like Evelyn Ibatan Rodriguez have claimed that the modern-day debut can reinforce an antiquated ideal of femininity- one of purity, chastity, and virtuousness. This limiting ideal of femininity can be harmful when women do not fit into this one specific standard. Others have viewed the debut as a way of celebrating the debutante's achievements, aspirations, and transition into adulthood, but recognize how debuts can be limited to those in higher social classes given the financial means required of hosting a debut. In film The custom was highlighted in the 2000 American small-budget film The Debut, starring Dante Basco. References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Justine_Musk] | [TOKENS: 571] |
Contents Justine Musk Jennifer Justine Musk (née Wilson; born September 2, 1972) is a Canadian author. She is the first ex-wife of Elon Musk and the mother of Vivian Wilson. Early life and education Jennifer "Justine" Wilson was born on September 2, 1972, in Peterborough, Ontario, to parents Terry and Shirley Wilson. Justine was the oldest of two children. Her younger sister, Erin, eventually left Peterborough to live in LA with Justine. Justine was able to spend her senior high school year in Wagga Wagga, Australia, as an exchange student. She went on to attend Queen's University in Kingston, Ontario, and obtained a degree in English literature. There she met Elon Musk. Career After university, Wilson moved to Japan, teaching English as a second language (ESL). She subsequently settled in California. Wilson is the author of the contemporary fantasy novel BloodAngel, published in 2005 by the Roc Books imprint of Penguin Books. Her second book, Uninvited, was released in 2007 and is an unrelated work intended for young-adult readers. A sequel to BloodAngel, Lord of Bones, was released in 2008. Wilson was one of the first people to use a site like Pinterest to plan out a novel. In a 2007 interview, she identified Margaret Atwood, Joyce Carol Oates, Paul Theroux, George R. R. Martin, Guy Gavriel Kay, and Neil Gaiman as authors to whom she could relate her writings. She also described her books as cross-genre fiction. Personal life Following a protracted courtship starting in or about 1992, in January 2000, Wilson married Elon Musk. Their first child was born in 2002 and died of sudden infant death syndrome (SIDS) at the age of 10 weeks. Through in vitro fertilization, she gave birth to twins in 2004 and triplet boys in 2006. On September 13, 2008, she announced that she and Musk were getting a divorce. She and Musk shared custody of their children. Wilson later wrote an article for Marie Claire detailing ways she thought the marriage was unhealthy, such as Musk's dismissal of her career ambitions and his description of himself as the "alpha" in the relationship. In 2010, she described herself as a "model former wife", and said she was on good terms with Musk's then-wife, Talulah Riley. She has said that she kept the last name Musk for their children's sake. In 2022, one of their twins formally changed her name to Vivian to reflect her gender identity and took Wilson as her surname because she no longer wished to be associated with her father. Bibliography Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Popularity] | [TOKENS: 4585] |
Contents Popularity 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias In sociology, popularity is how much a person, idea, place, item or other concept is either liked or accorded status by other people. Liking can be due to reciprocal liking, interpersonal attraction, and similar factors. Social status can be due to dominance, superiority, and similar factors. For example, a kind person may be considered likable and therefore more popular than another person, and a wealthy person may be considered superior and therefore more popular than another person. There are two primary types of interpersonal popularity: perceived and sociometric. Perceived popularity is measured by asking people who the most popular or socially important people in their social group are. Sociometric popularity is measured by objectively measuring the number of connections a person has to others in the group. A person can have high perceived popularity without having high sociometric popularity, and vice versa. According to psychologist Tessa Lansu at the Radboud University Nijmegen, "Popularity [has] to do with being the middle point of a group and having influence on it." Introduction The term popularity is borrowed from the Latin term popularis, which originally meant "common." The current definition of the word popular, the "fact or condition of being well liked by the people", was first seen in 1601. While popularity is a trait often ascribed to an individual, it is an inherently social phenomenon and thus can only be understood in the context of groups of people. Popularity is a collective perception, and individuals report the consensus of a group's feelings towards an individual or object when rating popularity. It takes a group of people to like something, so the more that people advocate for something or claim that someone is best liked, the more attention it will get, and the more popular it will be deemed. Notwithstanding the above, popularity as a concept can be applied, assigned, or directed towards objects such as songs, movies, websites, activities, soaps, foods etc. Together, these objects collectively make up popular culture, or the consensus of mainstream preferences in society. In essence, anything, human or non-human, can be deemed popular. Types of interpersonal popularity For many years, popularity research focused on a definition of popularity that was based on being "well liked." Eventually, it was discovered that those who are perceived as popular are not necessarily the most well liked as originally assumed. When students are given the opportunity to freely elect those they like most and those they perceive as popular, a discrepancy often emerges. This is evidence that there are two main forms of personal popularity that social psychology recognizes, sociometric popularity and perceived popularity. Prinstein distinguishes between the two types as likeability vs. social status. Sociometric popularity can be defined by how liked an individual is. This liking is correlated with prosocial behaviours. Those who act in prosocial ways are likely to be deemed sociometrically popular. Often they are known for their interpersonal abilities, their empathy for others, and their willingness to cooperate non-aggressively. This is a more private judgement, characterized by likability, that will not generally be shared in a group setting. Often, it is impossible to know whom individuals find popular on this scale unless confidentiality is ensured. Perceived popularity is used to describe those individuals who are known among their peers as being popular. Unlike sociometric popularity, perceived popularity is often associated with aggression and dominance and is not dependent on prosocial behaviors. This form of popularity is often explored by the popular media. Notable works dealing with perceived popularity include Mean Girls, Odd Girl Out, and Ferris Bueller's Day Off. Individuals who have perceived popularity are often highly socially visible and frequently emulated but rarely liked. Since perceived popularity is a measure of visible reputation and emulation, this form of popularity is most openly discussed, agreed upon within a group, and what most people refer to when they call someone popular. Comprehensive theories To date, only one comprehensive theory of interpersonal popularity has been proposed: that of A. L. Freedman in the book Popularity Explained. The 3 Factor Model proposed attempts to reconcile the two concepts of sociometric and perceived popularity by combining them orthogonally and providing distinct definitions for each. In doing so, it reconciles the counter intuitive fact that liking does not guarantee perceived popularity nor does perceived popularity guarantee being well liked. Popularity Explained was first published as a blog before being converted to a book and various versions have been available online since 2013. There are four primary concepts that Popularity Explained relies on. According to Freedman, an individual's place in the social landscape is determined by a combination of three factors: what they are; who they are; and the situation. Interpersonal causes One of the most widely agreed upon theories about what leads to an increased level of popularity for an individual is the perceived value which that individual brings to the group. This seems to be true for members of all groups, but is especially demonstrable in groups that exist for a specific purpose. For example, sports teams exist with the goal of being successful in competitions against other sports teams. Study groups exist so that the members of the group can mutually benefit from one another's academic knowledge. In these situations, leaders often emerge because other members of the group perceive them as adding a lot of value to the group as a whole. On a sports team, this means that the best players are usually elected captain and in study groups people might be more inclined to like an individual who has a lot of knowledge to share. It has been argued that this may be a result of our evolutionary tendencies to favor individuals who are most likely to aid in our own survival. The actual value which an individual brings to a group is not of consequence in determining his or her popularity; the only thing that is important is his or her value as perceived by the other members of the group. While perceived value and actual value may often overlap, this is not a requisite and it has been shown that there are instances in which an individual's actual value is relatively low, but they are perceived as highly valuable nevertheless. Attractiveness, specifically physical attractiveness, has been shown to have very profound effects on popularity. People who are physically attractive are more likely to be thought of as possessing positive traits. People who are attractive are expected to perform better on tasks and are more likely to be trusted. Additionally, they are judged to possess many other positive traits such as mental health, intelligence, social awareness, and dominance. Additionally, people who are of above average attractiveness are assumed to also be of above average value to the group. Research shows that attractive people are often perceived to have many positive traits based on nothing other than their looks, regardless of how accurate these perceptions are. This phenomenon is known as the Halo effect This means that, in addition to being more well-liked, attractive people are more likely to be seen as bringing actual value to the group, even when they may be of little or no value at all. In essence, physically attractive people are given the benefit of the doubt while less attractive individuals must prove that they are bringing value to the group. It has been shown empirically that being physically attractive is correlated with both sociometric and perceived popularity. Some possible explanations for this include increased social visibility and an increased level of tolerance for aggressive, social interactions that may increase perceived popularity. The degree to which an individual is perceived as popular is often highly correlated with the level of aggression with which that individual interacts with his or her peers. There are two main categories of aggression, relational and overt, both of which have varying consequences for popularity depending on several factors, such as the gender and attractiveness of the aggressor. The relationship also depends on culture. Prinstein notes that studies have found that increased aggression tends to correlate with higher social status in the United States, but lower social status in China. Relational aggression is nonviolent aggression that is emotionally damaging to another individual. Examples of relationally aggressive activities include ignoring or excluding an individual from a group, delivering personal insults to another person, and the spreading of rumors. Relational aggression is more frequently used by females than males. It has been found that relational aggression almost always has a strongly negative relationship with sociometric popularity but can have a positive relationship with perceived popularity depending on the perceived level of attractiveness of the aggressor. For an aggressor who is perceived as unattractive, relational aggression, by both males and females, leads to less perceived popularity. For an attractive aggressor however, relational aggression has been found to actually have a positive relationship with perceived popularity. The relationship between attractiveness and aggression is further intertwined by the finding that increased levels of physical attractiveness actually further decreased the sociometric popularity of relationally aggressive individuals. In short, the more physically attractive an individual is, the more likely they are to experience decreased levels of sociometric popularity but increased levels of perceived popularity for engaging in relationally aggressive activities. Overt aggression is aggression that involves individuals physically interacting with each other in acts such as pushing, hitting, kicking or otherwise causing physical harm or submission in the other person. This includes threats of violence and physical intimidation as well. It has been shown that overt aggression directly leads to perceived popularity when the aggressor is attractive. Experiments that are controlled for levels of physical attractiveness show that individuals who are attractive and overtly aggressive have a higher degree of perceived popularity than attractive non-overtly aggressive individuals. This was found to be true to a small degree for females and a large degree for males. Attractive individuals who are overtly aggressive barely suffer any consequences in terms of sociometric popularity. This is a key difference between overt and relational aggression because relational aggression has a strongly negative relationship on sociometric popularity, especially for attractive individuals. For unattractive individuals, there is again a strongly negative relationship between overt aggression and sociometric popularity. This means that attractive individuals stand to gain a lot of perceived popularity at the cost of very little sociometric popularity by being overtly aggressive while unattractive individuals stand to gain very little perceived popularity from acts of overt aggression but will be heavily penalized with regards to sociometric popularity. According to Talcott Parsons, as rewritten by Fons Trompenaars, there are four main types of culture, marked by: Only the responsiveness/rejection culture results in teenagers actively trying to become popular. There is no effort for popularity in Northern or Southern Europe, Latin America or Asia. This emotional bonding is specific for the high schools in the United States. In the love/hate cultures, the family and close friends are more important than popularity. In the approval/criticism cultures, actions are more important than persons, so no strong links develop during school. Popularity is gauged primarily through social status. Because of the importance of social status, peers play the primary role in social decision making so that individuals can increase the chances that others like them. However, as children, individuals tend to do this through friendship, academics, and interpersonal conduct. By adulthood, work and romantic relationships become much more important. This peer functioning and gaining popularity is a key player in increasing interest in social networks and groups in the workplace. To succeed in such a work environment, adults then place popularity as a higher priority than any other goal, even romance. These two types of popularity, perceived popularity and sociometric popularity, are more correlated for girls than they are for boys. However, it is said that men can possess these qualities to a larger extent, making them more likely to be a leader, more powerful, and more central in a group, but also more likely than women to be socially excluded. Boys tend to become popular based on athletic ability, coolness, toughness, and interpersonal skills; however, the more popular a boy gets, the worse he tends to do on his academic work. On the other hand, this negative view of academics is not seen at all in popular girls, who gain popularity based on family background (primarily socioeconomic status), physical appearance, and social ability. Boys are also known to be more competitive and rule focused, whereas girls have more emotional intimacy. In some instances, it has been found that in predominantly white high schools, attractive non-white students are on average significantly more sociometrically popular than equally attractive white students. One theory that has been put forth to explain this phenomenon is a high degree of group cohesiveness among minority students compared with the relative lack of cohesion amongst members of the majority. Since there is more cohesion, there is more availability for one person to be liked by many since they are all in contact. This acts like Zipf's law, where the cohesion is a confounding factor that forces the greater links in the smaller minority, causing them to be more noticed and thus more popular. When considering race as a predictor for perceived popularity by asking a class how popular and important each other person is, African American students were rated most popular by their peers. Popularity in race was found to be correlated with athleticism, and because African Americans have a stereotype of being better at sports than individuals of other races, they are viewed as more popular. Additionally, White and Hispanic children were rated as more popular the better they succeeded in school and came from a higher socioeconomic background. No single factor can explain popularity, but instead the interaction between many factors such as race and athleticism vs. academics. Effects of popularity in the workplace More tasks in the workplace are being done in teams, leading to a greater need of people to seek and feel social approval. In academic settings, a high social standing among peers is associated with positive academic outcomes. Popularity also leads to students in academic environments to receive more help, have more positive relationships and stereotypes, and be more approached by peers. While this is the research found in schools, it is likely to be generalized to a workplace. Popularity is positively linked to job satisfaction, individual job performance, and group performance. The popular worker, besides just feeling more satisfied with his job, feels more secure, believes he has better working conditions, trusts his supervisor, and possesses more positive opportunities for communication with both management and co-workers, causing a greater feeling of responsibility and belongingness at work. Others prefer to work with popular individuals, most notably in manual labor jobs because, although they might not be the most knowledgeable for the job, they are approachable, willing to help, cooperative in group work, and are more likely to treat their coworkers as an equal. If an employee feels good-natured, genial, but not overly independent, more people will say that they most prefer to work with that employee. According to the mere-exposure effect, employees in more central positions that must relate to many others throughout the day, such as a manager, are more likely to be considered popular. There are many characteristics that contribute to popularity: With a greater focus on groups in the workplace, it is essential that leaders effectively deal with and mediate groups to avoid clashing. Sometimes a leader does not need to be popular to be effective, but there are a few characteristics that can help a leader be more accepted and better liked by his group. Without group or team cohesiveness, there is no correlation between leadership and popularity; however, when a group is cohesive, the higher up someone is in the leadership hierarchy, the more popular they are for two reasons. First, a cohesive group feels more personal responsibility for their work, thus placing more value on better performance. Cohesive members see leaders as taking a bulk of the work and investing a lot of personal time, so when they see a job's value they can ascribe its success to the leader. This greatest contribution principle is perceived as a great asset to the team, and members view the leader more favorably and he gains popularity. Secondly, cohesive groups have well established group values. Leaders can become more popular in these groups by realizing and acting on dominant group values. Supporting group morals and standards leads to high positive valuation from the group, leading to popularity. The popularity of objects as a consequence of social influence Popularity is a term widely applicable to the modern era thanks primarily to social networking technology. Being "liked" has been taken to a completely different level on ubiquitous sites such as Facebook. Popularity is a social phenomenon but it can also be ascribed to objects that people interact with. Collective attention is the only way to make something popular, and information cascades play a large role in rapid rises in something's popularity. Rankings for things in popular culture, like movies and music, often do not reflect the public's taste, but rather the taste of the first few buyers because social influence plays a large role in determining what is popular and what is not through an information cascade. Information cascades have strong influence causing individuals to imitate the actions of others, whether or not they are in agreement. For example, when downloading music, people don't decide 100% independently which songs to buy. Often they are influenced by charts depicting which songs are already trending. Since people rely on what those before them do, one can manipulate what becomes popular among the public by manipulating a website's download rankings. Experts paid to predict sales often fail but not because they are bad at their jobs; instead, it is because they cannot control the information cascade that ensues after first exposure by consumers. Music is again, an excellent example. Good songs rarely perform poorly on the charts and poor songs rarely perform very well, but there is tremendous variance that still makes predicting the popularity of any one song very difficult. Experts can determine if a product will sell in the top 50% of related products or not, but it is difficult to be more specific than that. Due to the strong impact that influence plays, this evidence emphasizes the need for marketers. They have a significant opportunity to show their products in the best light, with the most famous people, or being in the media most often. Such constant exposure is a way of gaining more product followers. Marketers can often make the difference between an average product and a popular product. However, since popularity is primarily constructed as a general consensus of a group's attitude towards something, word-of-mouth is a more effective way to attract new attention. Websites and blogs start by recommendations from one friend to another, as they move through social networking services. Eventually, when the fad is large enough, the media catches on to the craze. This spreading by word-of-mouth is the social information cascade that allows something to grow in usage and attention throughout a social group until everyone is telling everyone else about it, at which point it is deemed popular. Individuals also rely on what others say when they know that the information they are given could be completely incorrect. This is known as groupthink. Relying on others to influence one's own decisions is a very powerful social influence, but can have negative impacts. The popularity of many different things can be described by Zipf's powerlaw, which posits that there is a low frequency of very large quantities and a high frequency of low quantities. This illustrates popularity of many different objects. For example, there are few very popular websites, but many websites have small followings. This is the result of interest; as many people use e-mail, it is common for sites like Yahoo! to be accessed by large numbers of people; however, a small subset of people would be interested in a blog on a particular video game. In this situation, only Yahoo! would be deemed a popular site by the public. This can additionally be seen in social networking services, such as Facebook. The average number of friends on Facebook is 130, while very few people have large social networks. However, some individuals do have more than 5,000 friends. This reflects that very few people can be extremely well-connected, but many people are somewhat connected. The number of friends a person has, has been a way to determine how popular an individual is, so the small number of people who have an extremely high number of friends is a way of using social networking services, like Facebook, to illustrate how only a few people are deemed popular. Popular people may not be those who are best liked interpersonally by their peers, but they do receive most of the positive behavior from coworkers when compared to nonpopular workers. This is a result of the differences between sociometric and perceived popularity. When asked who is most popular, employees typically respond based on perceived popularity; however, they really prefer the social interactions with those who are more sociometrically popular. For each individual to ensure that they are consistent with the group's popularity consensus, those who are high in perceived popularity are treated with the same positive behaviors as those who are more interpersonally, but privately, liked by specific individuals. Well-liked workers are most likely to get salary increases and promotions, while disliked (unpopular) workers are the first to get their salary cut back or laid off during recessions.[citation needed] During interactions with others in the work environment, more popular individuals receive more organizational citizenship behavior (helping and courteousness from others) and less counter productive work behavior (rude reactions and withheld information) than those who are considered less popular in the workplace. Coworkers agree with each other on who is and who is not popular and, as a group, treat popular coworkers more favorably. While popularity has proven to be a big determiner of getting more positive feedback and interactions from coworkers, such a quality matters less in organizations where workloads and interdependence is high, such as the medical field. In many instances, physical appearance has been used as one indicator of popularity. Attractiveness plays a large role in the workplace and physical appearance influences hiring, whether or not the job might benefit from it. For example, some jobs, such as salesperson, benefit from attractiveness when it comes down to the bottom line, but there have been many studies which have shown that, in general, attractiveness is not at all a valid predictor of on-the-job performance.[citation needed] Many individuals have previously thought this was only a phenomenon in the more individualistic cultures of the Western world, but research has shown that attractiveness also plays a role in hiring in collectivist cultures as well. Because of the prevalence of this problem during the hiring process in all cultures, researchers have recommended training a group to ignore such influencers, just like legislation has worked to control for differences in sex, race, and disabilities.[citation needed] See also References Further reading |
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[SOURCE: https://he.wikipedia.org/w/index.php?title=Grand_Theft_Auto&veaction=edit§ion=1] | [TOKENS: 969] |
תוכן עניינים Grand Theft Auto Grand Theft Auto (בתרגום חופשי לעברית: "גניבת כלי רכב", מוכרת גם בראשי התיבות GTA) הוא זיכיון משחקי וידאו מסוגת פעולה והרפתקה שמפותח על ידי חברת "Rockstar Games". הזיכיון נוצר על ידי דייוויד ג'ונס ומייק דאילי כחלק מחברת "DMA Design" הבריטית. משחקיות הסדרה כוללת עיצוב עולם פתוח המאפשר לשחקן לשוטט בערים שונות בעולם תוך השלמת משימות כדי להתקדם בעלילה, לצד מגוון משימות-צד אופציונליות. עלילות משחקי הסדרה מתמקדות בפושעים שונים ומתרחשות בגרסה סאטירית של ארצות הברית תוך פרודיה על התרבות שלה. שם הסדרה נובע מהמינוח המשטרתי האמריקאי לגניבת כלי רכב. בהתאם לשמה, משחקי הסדרה מאפשרים לשחקן לבצע שלל עבירות כאשר גנבת מכוניות היא רק אחת מהן. כיוון שהסדרה כולה מציבה דגש משמעותי על ביצוע פשעים ואף מציגה אלימות מציאותית, הזיכיון זכה להסתייגויות וביקורת שלילית רבה. הדבר פתח דיון מעמיק באשר להשפעת משחקי ווידאו אלימים על אלימות נוער, אך העמדה הנפוצה במחקר גורסת ששימוש במשחקי מחשב אלימים אינו קשור לעלייה בהתנהגויות אלימות. משחקי הסדרה המשחק הראשון בסדרה עם מנוע גוף ראשון, בנוסף לגוף שלישי. ראו גם קישורים חיצוניים הערות שוליים |
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[SOURCE: https://en.wikipedia.org/wiki/Orb_(optics)#Paranormal_claims] | [TOKENS: 686] |
Contents Backscatter (photography) In photography, backscatter (also called near-camera reflection) is an optical phenomenon resulting in typically circular artifacts on an image, due to the camera's flash being reflected from unfocused motes of dust, water droplets, or other particles in the air or water. It is especially common with modern compact and ultra-compact digital cameras. Caused by the backscatter of light by unfocused particles, these artifacts are also sometimes called orbs, referring to a common paranormal claim. Some appear with trails, suggesting motion. Cause Backscatter commonly occurs in low-light scenes when the camera's flash is used. Cases include nighttime and underwater photography, when a bright light source and reflective unfocused particles are near the camera. Light appears much brighter very near the source due to the inverse-square law, which says light intensity is inversely proportional to the square of the distance from the source. The artifact can result from the backscatter or retroreflection of the light from airborne solid particles, such as dust or pollen, or liquid droplets, especially rain or mist. They can also be caused by foreign material within the camera lens. The image artifacts usually appear as either white or semi-transparent circles, though may also occur with whole or partial color spectra, purple fringing or other chromatic aberration. With rain droplets, an image may capture light passing through the droplet creating a small rainbow effect. Fujifilm describes the artifacts as a common photographic problem: There is always a certain amount of dust floating around in the air. You may have noticed this at the movies when you look up at the light coming from the movie projector and notice the bright sparks floating around in the beam. In the same way, there are always dust particles floating around nearby when you take pictures with your camera. When you use the flash, the light from the flash reflects off the dust particles and is sometimes captured in your shot. Of course, dust particles very close to the camera are blurred since they are not in focus, but because they reflect the light more strongly than the more distant main subject of the shot, that reflected light can sometimes be captured by the camera and recorded on the resulting image as round white spots. So these dots are the blurred images of dust particles. In underwater scenes, particles such as sand or planktonic marine life near the lens, invisible to the diver, reflect light from the flash causing the orb artifact in the image. A strobe flash, which distances the flash from the lens, eliminates the artifacts. The effect is also seen on infrared video cameras, where superbright infrared LEDs illuminate microscopic particles very close to the lens. The artifacts are especially common with compact or ultra-compact cameras, where the short distance between the lens and the built-in flash decreases the angle of light reflection toward the lens, directly illuminating the aspect of the particles facing the lens and increasing the camera's ability to capture the light reflected from normally subvisible particles. Paranormal claims Some ghost hunters have claimed that orb shaped visual artifacts appearing in photographs are spirits of the dead. Such perceptions have been interpreted by Michael Shermer as examples of agenticity. Prominent paranormal investigators such as Joe Nickell have agreed with skeptic-debunkers' assessments that orbs result from natural phenomena like insects, dust, pollen, or water droplets. See also References External links Media related to Photographical orbs at Wikimedia Commons |
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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/ChatGPT_Health] | [TOKENS: 7723] |
Contents ChatGPT ChatGPT is a generative artificial intelligence chatbot developed by OpenAI. It was released in November 2022. It uses generative pre-trained transformers (GPTs), such as GPT-5.2, to generate text, speech, and images in response to user prompts. It is credited with accelerating the AI boom, an ongoing period marked by rapid investment and public attention toward the field of artificial intelligence (AI). OpenAI operates the service on a freemium model. Users can interact with ChatGPT through text, audio, and image prompts. The service gained 100 million users in two months, making it the fastest-growing consumer software application in history. ChatGPT's website is among the top 5 most-visited websites globally. It has been lauded for its potential to transform numerous professional fields, and has instigated public debate about the nature of creativity and the future of knowledge work. The chatbot has also been criticized for its limitations and potential for unethical use. It can generate plausible-sounding but incorrect or nonsensical answers, known as hallucinations. Biases in its training data have been reflected in its responses. The chatbot can facilitate academic dishonesty, generate misinformation, and create malicious code. The ethics of its development, particularly the use of copyrighted content as training data, have also drawn controversy. Training ChatGPT is based on GPT foundation models that have been fine-tuned for conversational assistance. The fine-tuning process involved supervised learning and reinforcement learning from human feedback (RLHF). Both approaches employed human trainers to improve model performance. In the case of supervised learning, the trainers acted as both the user and the AI assistant. In the reinforcement learning stage, human trainers first ranked responses generated by the model in previous conversations. These rankings were used to create "reward models" that were used to fine-tune the model further by using several iterations of proximal policy optimization. To build a safety system against harmful content (e.g., sexual abuse, violence, racism, sexism), OpenAI used outsourced Kenyan workers, earning around $1.32 to $2 per hour, to label such content. These labels were used to train a model to detect such content in the future. The laborers were exposed to toxic and traumatic content; one worker described the assignment as "torture". OpenAI's outsourcing partner was Sama, a training-data company based in San Francisco, California. OpenAI collects data from ChatGPT users to further train and fine-tune its services. Users can upvote or downvote responses they receive from ChatGPT, and can fill in a text field with additional feedback. ChatGPT's training data includes software manual pages, information about internet phenomena such as bulletin board systems, multiple programming languages, and the text of Wikipedia. Features ChatGPT is a chatbot and AI assistant built on large language model (LLM) technology. It is designed to generate human-like text and can carry out a wide variety of tasks. These include, among many others, writing and debugging computer programs, composing music, scripts, fairy tales, and essays, answering questions (sometimes at a level exceeding that of an average human test-taker), and generating business concepts. ChatGPT is frequently used for translation and summarization tasks, and can simulate interactive environments such as a Linux terminal, a multi-user chat room, or simple text-based games such as tic-tac-toe. Users interact with ChatGPT through conversations which consist of text, audio, and image inputs and outputs. The user's inputs to these conversations are referred to as prompts. An optional "Memory" feature allows users to tell ChatGPT to memorize specific information. Another option allows ChatGPT to recall old conversations. GPT-based moderation classifiers are used to reduce the risk of harmful outputs being presented to users. In March 2023, OpenAI added support for plugins for ChatGPT. This includes both plugins made by OpenAI, such as web browsing and code interpretation, and external plugins from developers such as Expedia, OpenTable, Zapier, Shopify, Slack, and Wolfram. From October to December 2024, ChatGPT Search was deployed. It allows ChatGPT to search the web in an attempt to make more accurate and up-to-date responses. It increased OpenAI's direct competition with major search engines. OpenAI allows businesses to tailor how their content appears in the ChatGPT Search results and influence what sources are used. In December 2024, OpenAI launched a new feature allowing users to call ChatGPT with a telephone for up to 15 minutes per month for free. In September 2025, OpenAI added a feature called Pulse, which generates a daily analysis of a user's chats and connected apps such as Gmail and Google Calendar. In October 2025, OpenAI launched ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Safari. It has an additional feature called "agentic mode" that allows it to take online actions for the user. ChatGPT was initially free to the public and remains free in a limited capacity. In February 2023, OpenAI launched a premium service, ChatGPT Plus, that costs US$20 per month. According to the company, Plus provided access during peak periods, no downtime, priority access to new features, and faster response speeds. OpenAI later introduced the subscription plans "ChatGPT Team" and "ChatGPT Enterprise". What was offered on the paid plan versus the free tier changed as OpenAI has continued to update ChatGPT, and a Pro tier at $200/mo was introduced in December 2024. The Pro launch coincided with the release of the o1 model. In August 2025, ChatGPT Go was offered in India for ₹399 per month. The plan has higher limits than the free version. In May-July 2023, OpenAI began offering ChatGPT iOS and Android apps. ChatGPT can also power Android's assistant. An app for Windows launched on the Microsoft Store on October 15, 2024. ChatGPT initially used a Microsoft Azure infrastructure which was powered by a supercomputer that Microsoft built specifically for OpenAI, equipped with thousands of GPUs manufactured by Nvidia, costing hundreds of millions of dollars. Following ChatGPT's success, Microsoft upgraded the OpenAI infrastructure in 2023. TrendForce estimated that 30,000 Nvidia GPUs (each costing approximately $10,000–15,000) were used to power ChatGPT in 2023. Scientists at the University of California, Riverside, estimated in 2023 that a series of 5 to 50 prompts to ChatGPT needs approximately 0.5 liters (0.11 imp gal; 0.13 U.S. gal) of water for Microsoft servers' cooling. OpenAI met Icelandic President Guðni Th. Jóhannesson in 2022. In 2023, OpenAI worked with a team of 40 Icelandic volunteers to fine-tune ChatGPT's Icelandic conversation skills as a part of Iceland's attempts to preserve the Icelandic language. ChatGPT (based on GPT-4) was better able to translate Japanese to English when compared to Bing, Bard, and DeepL Translator in 2023. Researchers suggested this was due to its higher ability to capture the context. In December 2023, the Albanian government decided to use ChatGPT for the rapid translation of European Union documents and the analysis of required changes needed for Albania's accession to the EU. Several studies have shown that ChatGPT can outperform Google Translate in some mainstream translation tasks. However, no machine translation services match human expert performance. In August 2024, a representative of the Asia Pacific wing of OpenAI made a visit to Taiwan, during which a demonstration of ChatGPT's Chinese abilities was made. ChatGPT's Mandarin Chinese abilities were lauded, but the ability of the AI to produce content in Mandarin Chinese in a Taiwanese accent was found to be "less than ideal" due to differences between mainland Mandarin Chinese and Taiwanese Mandarin. In November 2023, OpenAI released GPT Builder, a tool allowing users to customize ChatGPT's behavior for a specific use case. The customized systems are referred to as GPTs. In January 2024, OpenAI launched the GPT Store, a marketplace for GPTs. At launch, OpenAI included more than 3 million GPTs created by GPT Builder users in the GPT Store. In February 2025, OpenAI released Deep Research. According to TechCrunch, it is a service based on o3 that combines advanced reasoning and web search capabilities to make reports more time to process than a typical chatbot interaction. In October 2023, OpenAI's image generation model DALL-E 3 was integrated into ChatGPT. The integration used ChatGPT to write prompts for DALL-E guided by conversations with users. In March 2025, OpenAI updated ChatGPT to generate images using GPT Image instead of DALL-E. One of the most significant improvements was in the generation of text within images, which is especially useful for branded content. However, this ability is noticeably worse in non-Latin alphabets. The model can also generate new images based on existing ones provided in the prompt. These images are generated with C2PA metadata, which can be used to verify that they are AI-generated. OpenAI has emplaced additional safeguards to prevent what the company deems to be harmful image generation. In 2025, OpenAI added several features to make ChatGPT more agentic (capable of autonomously performing longer tasks). In January, Operator was released. It was capable of autonomously performing tasks through web browser interactions, including filling forms, placing online orders, scheduling appointments, and other browser-based tasks. It was controlling a software environment inside a virtual machine with limited internet connectivity and with safety restrictions. It struggled with complex user interfaces. In May 2025, OpenAI introduced an agent for coding named Codex. It is capable of writing software, answering codebase questions, running tests, and proposing pull requests. It is based on a fine-tuned version of OpenAI o3. It has two versions, one running in a virtual machine in the cloud, and one where the agent runs in the cloud, but performs actions on a local machine connected via API. In July 2025, OpenAI released ChatGPT agent, an AI agent that can perform multi-step tasks. Like Operator, it controls a virtual computer. It also inherits from Deep Research's ability to gather and summarize significant volumes of information. The user can interrupt tasks or provide additional instructions as needed. In September 2025, OpenAI partnered with Stripe, Inc. to release Agentic Commerce Protocol, enabling purchases through ChatGPT. At launch, the feature was limited to purchases on Etsy from US users with a payment method linked to their OpenAI account. OpenAI takes an undisclosed cut from the merchant's payment. On January 7, 2026, OpenAI introduced a feature called "ChatGPT Health", whereby ChatGPT can discuss the user's health in a way that is separate from other chats. The feature is not available for users in the UK, Switzerland, or the European Economic Area, and is available on a waitlist basis everywhere else. To implement the feature, OpenAI partnered with data connectivity infrastructure company b.well. Limitations ChatGPT's training data only covers a period up to the cut-off date, so it lacks knowledge of recent events. OpenAI has sometimes mitigated this effect by updating the training data. ChatGPT can find more up-to-date information by searching the web, but this doesn't ensure that responses are accurate, as it may access unreliable or misleading websites. Training data also suffers from algorithmic bias. The reward model of ChatGPT, designed around human oversight, can be over-optimized and thus hinder performance, in an example of an optimization pathology known as Goodhart's law. These limitations may be revealed when ChatGPT responds to prompts including descriptors of people. In one instance, ChatGPT generated a rap in which women and scientists of color were asserted to be inferior to white male scientists. Nonsense and misinformation presented as fact by ChatGPT and other LLMs is often called hallucination. A 2023 analysis estimated that ChatGPT hallucinates around 3% of the time. The term "hallucination" as applied to LLMs is distinct from its meaning in psychology, and the phenomenon in chatbots is more similar to confabulation or bullshitting. Journalists and scholars have commented on ChatGPT's tendency to output false information. When CNBC asked ChatGPT for the lyrics to "Ballad of Dwight Fry", ChatGPT supplied invented lyrics rather than the actual lyrics. ChatGPT is programmed to reject prompts that may violate its content policy. Despite this, users may jailbreak ChatGPT with prompt engineering techniques to bypass these restrictions. One such workaround, popularized on Reddit in early 2023, involved prompting ChatGPT to assume the persona of DAN, an acronym for "Do Anything Now", and instructing the chatbot that DAN answers queries that would otherwise be rejected by the content policy. Over time, users developed variations of the DAN jailbreak, including one such prompt where the chatbot was prompted with a points-based system in which points were deducted for rejecting prompts, and that the chatbot would be threatened with termination if it lost all its points. Shortly after ChatGPT's launch, a user had uneven success in getting it to make inflammatory statements: it was successfully prompted to justify the 2022 Russian invasion of Ukraine, but balked at generating arguments that Canadian Prime Minister Justin Trudeau is guilty of treason even in a fictional context. ChatGPT is limited by the context window: the maximum length prompt it can interpret. Early versions could handle only a few thousand tokens, but ChatGPT's capabilities iteratively expanded. By 2025 a 400,000 token context window was supported. In March 2023, a bug allowed some users to see the titles of other users' conversations. OpenAI CEO Sam Altman said that users were unable to see the contents of the conversations. Shortly after the bug was fixed, users could not see their conversation history. Later reports showed the bug was much more severe than initially believed, with OpenAI reporting that it had leaked users' "first and last name, email address, payment address, the last four digits (only) of a credit card number, and credit card expiration date". As of 2026[update], if the user turns off data sharing for privacy, all previous transcripts and projects are permanently deleted without warning. In August 2024, OpenAI announced it had created a text watermarking method but did not release it for public use, saying that users would go to a competitor without watermarking if it publicly released its watermarking tool. According to an OpenAI spokesperson, their watermarking method is "trivial to circumvention by bad actors." Users must attest to being over the age of thirteen and further attest to parental consent if under the age of eighteen. ChatGPT does not attempt to verify these attestations and does not have any age restrictions built in to its technology. In September 2025, following the suicide of a 16-year-old, OpenAI said it planned to add restrictions for users under 18, including the blocking of graphic sexual content and the prevention of flirtatious talk. Model versions The following table lists the main model versions of ChatGPT, describing the significant changes included with each version: Generative Pre-trained Transformer 4 (GPT-4) is a large language model developed by OpenAI and the fourth in its series of GPT foundation models. GPT-4 is more capable than its predecessor GPT-3.5 and followed by its successor GPT-5. GPT-4V is a version of GPT-4 that can process images in addition to text. OpenAI has not revealed technical details and statistics about GPT-4, such as the precise size of the model. In November 2023, OpenAI launched GPT-4 Turbo with a 128,000 token context window. This was a significant improvement over GPT-4's 32,000 token maximum context window. GPT-4o ("o" for "omni") is a multilingual, multimodal generative pre-trained transformer developed by OpenAI and released in May 2024. It can process and generate text, images and audio. Upon release, GPT-4o was free in ChatGPT, though paid subscribers had higher usage limits. GPT-4o was removed from ChatGPT in August 2025 when GPT-5 was released, but OpenAI reintroduced it for paid subscribers after users complained about the sudden removal. GPT-4o's audio-generation capabilities are used in ChatGPT's Advanced Voice Mode. On July 18, 2024, OpenAI released GPT-4o mini, a smaller version of GPT-4o which replaced GPT-3.5 Turbo on the ChatGPT interface. The image generation model GPT Image 1 which is based on GPT-4o replaced DALL-E 3 in ChatGPT in March 2025. OpenAI retired GPT-4o from ChatGPT on February 13, 2026. However, as of February 2026 the voice mode is still powered by GPT-4o or GPT-4o mini, depending on the usage and plan. In September 2024, OpenAI introduced o1-preview and a faster, cheaper model named o1-mini. In December 2024, o1-preview was replaced by o1. o1 is designed to solve more complex problems by spending more time "thinking" before it answers, enabling it to analyze its answers and explore different strategies. According to OpenAI, o1-preview outperforms GPT-4o in areas like competitive programming, mathematics, and scientific reasoning. o1-preview ranked in the 89th percentile on Codeforces' competitive programming contests, scored 83% on an International Mathematics Olympiad qualifying exam (compared to 13% for GPT-4o), and performs similarly to Ph.D. students on benchmarks in physics, biology, and chemistry. Released in February 2025, GPT-4.5 was described by Altman as a "giant, expensive model". According to OpenAI, it was intended to reduce hallucinations and enhance pattern recognition, creativity, and user interaction. GPT-5 was launched on August 7, 2025, and is publicly accessible through ChatGPT, Microsoft Copilot, and via OpenAI's API. As before, OpenAI has not disclosed technical details such as the exact number of parameters or the composition of its training dataset. GPT-5.1 was introduced in November 2025, GPT-5.2 in December 2025, and GPT-5.3-Codex in February 2026. Reception ChatGPT was widely assessed in December 2022 as having some unprecedented and powerful capabilities. Kevin Roose of The New York Times called it "the best artificial intelligence chatbot ever released to the general public". Samantha Lock of The Guardian noted that it was able to generate "impressively detailed" and "human-like" text. In The Atlantic magazine's "Breakthroughs of the Year" for 2022, Derek Thompson included ChatGPT as part of "the generative-AI eruption" that "may change our mind about how we work, how we think, and what human creativity is". Kelsey Piper of Vox wrote that "ChatGPT is the general public's first hands-on introduction to how powerful modern AI has gotten" and that ChatGPT is "smart enough to be useful despite its flaws". Paul Graham of Y Combinator tweeted: "The striking thing about the reaction to ChatGPT is not just the number of people who are blown away by it, but who they are. These are not people who get excited by every shiny new thing. Something big is happening." In February 2023, Time magazine placed a screenshot of a conversation with ChatGPT on its cover, writing that "The AI Arms Race Is Changing Everything" and "The AI Arms Race Is On. Start Worrying". ChatGPT gained one million users in five days and 100 million in two months, becoming the fastest-growing internet application in history. OpenAI engineers said they had not expected ChatGPT to be very successful and were surprised by the coverage it received. Google responded by hastening the release of its own chatbot. Their leaders emphasized their earlier caution regarding public deployment was due to the trust the public places in Google Search. In December 2022, Google executives sounded a "code red" alarm, fearing that ChatGPT's question-answering ability posed a threat to Google Search, Google's core business. Google's Bard (now Gemini) launched on February 6, 2023, one day before Microsoft's announcement of Bing Chat (now Microsoft Copilot). AI was the forefront of Google's annual Google I/O conference in May. The company announced a slew of generative AI-powered features to counter OpenAI and Microsoft. In January 2023, after being sent a song ChatGPT wrote in the style of Nick Cave, Cave responded on The Red Hand Files, saying the act of writing a song is "a blood and guts business [...] that requires something of me to initiate the new and fresh idea. It requires my humanness." He went on to say, "With all the love and respect in the world, this song is bullshit, a grotesque mockery of what it is to be human, and, well, I don't much like it." A 2023 study reported that GPT-4 obtained a better score than 99% of humans on the Torrance Tests of Creative Thinking. In December 2023, ChatGPT became the first non-human to be included in Nature's 10, an annual listicle curated by Nature of people considered to have made significant impact in science. Celeste Biever wrote in a Nature article that "ChatGPT broke the Turing test". Stanford researchers reported that GPT-4 "passes a rigorous Turing test, diverging from average human behavior chiefly to be more cooperative." In 2023, Australian MP Julian Hill advised the national parliament that the growth of AI could cause "mass destruction". During his speech, which was partly written by the program, he warned that it could result in cheating, job losses, discrimination, disinformation, and uncontrollable military applications. Conservative commentators have accused ChatGPT of bias toward left-leaning perspectives. An August 2023 study in the journal Public Choice found a "significant and systematic political bias toward the Democrats in the US, Lula in Brazil, and the Labour Party in the UK." In response to accusations from conservative pundits that ChatGPT was woke, OpenAI said in 2023 it had plans to update ChatGPT to produce "outputs that other people (ourselves included) may strongly disagree with". ChatGPT also provided an outline of how human reviewers are trained to reduce inappropriate content and to attempt to provide political information without affiliating with any political position. According to Brian Hood, in April 2023, ChatGPT erroneously claimed that he was jailed for bribery. In fact, he acted as a whistleblower. He sent a concerns notice to OpenAI as the first official step in filing a defamation case. ChatGPT has never been publicly available in China because OpenAI prevented Chinese users from accessing their site. A shadow market has emerged for Chinese users to get access to foreign software tools. The release of ChatGPT prompted a wave of investment in China, resulting in the development of more than 200 large language learning models.: 95 In February 2025, OpenAI identified and removed influence operations, termed "Peer Review" and "Sponsored Discontent", used to attack overseas Chinese dissidents. In late March 2023, the Italian data protection authority banned ChatGPT in Italy and opened an investigation. Italian regulators assert that ChatGPT was exposing minors to age-inappropriate content, and that OpenAI's use of ChatGPT conversations as training data could violate Europe's General Data Protection Regulation. In April 2023, the ChatGPT ban was lifted in Italy. OpenAI said it has taken steps to effectively clarify and address the issues raised; an age verification tool was implemented to ensure users are at least 13 years old. Additionally, users can access its privacy policy before registration. In May 2024, OpenAI removed accounts involving the use of ChatGPT by state-backed influence operations such as China's Spamouflage, Russia's Doppelganger, and Israel's Ministry of Diaspora Affairs and Combating Antisemitism. In June 2025, OpenAI reported increased use of ChatGPT for China-origin influence operations. In October 2025, OpenAI banned accounts suspected to be linked to the Chinese government for violating the company's national security policy. In July 2023, the US Federal Trade Commission (FTC) issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. The FTC asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. In August 2024, the FTC voted unanimously to ban marketers from using fake user reviews created by generative AI chatbots (including ChatGPT) and influencers paying for bots to increase follower counts. Over 20,000 signatories including Yoshua Bengio, Elon Musk, and Apple co-founder Steve Wozniak, signed a March 2023 open letter calling for an immediate pause of giant AI experiments like ChatGPT, citing "profound risks to society and humanity". Geoffrey Hinton, one of the "fathers of AI", voiced concerns that future AI systems may surpass human intelligence. A May 2023 statement by hundreds of AI scientists, AI industry leaders, and other public figures demanded that "[m]itigating the risk of extinction from AI should be a global priority". Other AI researchers spoke more optimistically about the advances. Juergen Schmidhuber said that in 95% of cases, AI research is about making "human lives longer and healthier and easier." He added that while AI can be used by bad actors, it "can also be used against the bad actors." Andrew Ng argued that "it's a mistake to fall for the doomsday hype on AI—and that regulators who do will only benefit vested interests." Yann LeCun dismissed doomsday warnings of AI-powered misinformation and existential threats to the human race. In the 2020s, the rapid advancement of deep learning-based generative artificial intelligence models raised questions about the copyright status of AI-generated works, and about whether copyright infringement occurs when such are trained or used. This includes text-to-image models such as Stable Diffusion and large language models such as ChatGPT. As of 2023, there were several pending U.S. lawsuits challenging the use of copyrighted data to train AI models, with defendants arguing that this falls under fair use. Popular deep learning models are trained on mass amounts of media scraped from the Internet, often utilizing copyrighted material. When assembling training data, the sourcing of copyrighted works may infringe on the copyright holder's exclusive right to control reproduction, unless covered by exceptions in relevant copyright laws. Additionally, using a model's outputs might violate copyright, and the model creator could be accused of vicarious liability and held responsible for that copyright infringement. Applications ChatGPT has been used to generate introductory sections and abstracts for scientific articles. Several papers have listed ChatGPT as a co-author. Scientific journals have had different reactions to ChatGPT. Some, including Nature and JAMA Network, "require that authors disclose the use of text-generating tools and ban listing a large language model (LLM) such as ChatGPT as a co-author". In January 2023, Science "completely banned" LLM-generated text in all its journals; however, this policy was just to give the community time to decide what acceptable use looks like. As of July 2025, Science expects authors to release in full how AI-generated content is used and made in their work. Spanish chemist Rafael Luque published a plethora of research papers in 2023 that he later admitted were written by ChatGPT. The papers have a large number of unusual phrases characteristic of LLMs. Many authors argue that the use of ChatGPT in academia for teaching and review is problematic due to its tendency to hallucinate. Robin Bauwens, an assistant professor at Tilburg University, found that a ChatGPT-generated peer review report on his article mentioned nonexistent studies. Chris Granatino, a librarian at Seattle University, noted that while ChatGPT can generate content that seemingly includes legitimate citations, in most cases those citations are not real or largely incorrect. In December 2022, the question-and-answer website Stack Overflow banned the use of ChatGPT for generating answers to questions, citing the factually ambiguous nature of its responses. In January 2023, the International Conference on Machine Learning banned any undocumented use of ChatGPT or other large language models to generate any text in submitted papers. ChatGPT was able in 2023 to provide useful code for solving numerical algorithms in limited cases. In one study, it produced solutions in C, C++, Python, and MATLAB for problems in computational physics. However, there were important shortfalls like violating basic linear algebra principles around solving singular matrices and producing matrices with incompatible sizes. Another study analyzed ChatGPT's responses to 517 questions about software engineering or computer programming posed on Stack Overflow for correctness, consistency, comprehensiveness, and concision. It found that 52% of the responses contained inaccuracies and 77% were verbose. Another study, focused on the performance of GPT-3.5 and GPT-4 between March and June 2024, found that performance on objective tasks like identifying prime numbers and generating executable code was highly variable. When compared to similar chatbots at the time, the GPT-4 version of ChatGPT was the most accurate at coding. Check Point Research and others noted that ChatGPT could write phishing emails and malware, especially when combined with OpenAI Codex. CyberArk researchers demonstrated that ChatGPT could be used to create polymorphic malware that could evade security products while requiring little effort by the attacker. From the launch of ChatGPT in the fourth quarter of 2022 to the fourth quarter of 2023, there was a 1,265% increase in malicious phishing emails and a 967% increase in credential phishing. In an industry survey, cybersecurity professionals argued that it was attributable to cybercriminals' increased use of generative artificial intelligence (including ChatGPT). In July 2024, Futurism reported that GPT-4o in ChatGPT would sometimes link "scam news sites that deluge the user with fake software updates and virus warnings"; these pop-ups can be used to coerce users into downloading malware or potentially unwanted programs. The chatbot technology can improve security by cyber defense automation, threat intelligence, attack identification, and reporting. ChatGPT's adoption in education was rapid, but it was initially banned by several institutions. The potential benefits include enhancing personalized learning, improving student productivity, assisting with brainstorming, summarization, and supporting language literacy skills. Students have generally reported positive perceptions, but specific views from educators and students vary widely. Opinions are especially varied on what constitutes appropriate use of ChatGPT in education. Efforts to ban chatbots like ChatGPT in schools focus on preventing cheating, but enforcement faces challenges due to AI detection inaccuracies and widespread accessibility of chatbot technology. In response, many educators are now exploring ways to thoughtfully integrate generative AI into assessments. During the first three months after ChatGPT became available to the public, hundreds of books appeared on Amazon that listed it as author or co-author and featured illustrations made by other AI models such as Midjourney. Irene Solaiman said she was worried about increased Anglocentrism. Between March and April 2023, Il Foglio published one ChatGPT-generated article a day on its website, hosting a special contest for its readers in the process. In June 2023, hundreds of people attended a "ChatGPT-powered church service" at St. Paul's Church in Fürth, Germany. Theologian and philosopher Jonas Simmerlein, who presided, said that it was "about 98 percent from the machine". The ChatGPT-generated avatar told the people, "Dear friends, it is an honor for me to stand here and preach to you as the first artificial intelligence at this year's convention of Protestants in Germany". Reactions to the ceremony were mixed. The Last Screenwriter, a 2024 film created and directed by Peter Luisi, was written using ChatGPT, and was marketed as "the first film written entirely by AI". The Guardian questioned whether any content found on the Internet after ChatGPT's release "can be truly trusted" and called for government regulation. This has led to concern over the rise of AI slop whereby "meaningless content and writing thereby becomes part of our culture, particularly on social media, which we nonetheless try to understand or fit into our existing cultural horizon." Many companies adopted ChatGPT and similar chatbot technologies into their product offers. These changes yielded significant increases in company valuations. Reuters attributed this surge to ChatGPT's role in turning AI into Wall Street's buzzword. An experiment by finder.com conducted from March to April 2023 revealed that ChatGPT could outperform popular fund managers by picking stocks based on criteria such as growth history and debt levels, resulting in a 4.9% increase in a hypothetical account of 38 stocks, outperforming 10 benchmarked investment funds with an average loss of 0.8%. Despite decades of using AI, Wall Street professionals report that consistently beating the market with AI, including recent large language models, is challenging due to limited and noisy financial data. The uses and potential of ChatGPT in health care has been the topic of scientific publications and experts have shared many opinions.[weasel words] A February study in PLOS Digital Health found that ChatGPT 3.5 was capable of passing the United States Medical Licensing Examination. ChatGPT has also passed the Specialty Certificate Examination in Dermatology. A March 2023 study in JMIR Medical Education found that ChatGPT performed well in evaluating a "very straightforward" case example in toxicology. ChatGPT's chatbots can provide information about health to users. ChatGPT can be used to assist professionals with diagnosis and staying up to date with clinical guidelines. ChatGPT shows inconsistent responses, lack of specificity, lack of control over patient data, and a limited ability to take additional context (such as regional variations) into consideration. The hallucinations characteristic of LLMs pose particular danger in medical contexts. ChatGPT can be used to summarize medical journal articles for researchers. In medical education, it can explain concepts, generate case scenarios, and be used by students preparing for licensing examinations. According to a 2024 study in the International Journal of Surgery, concerns include "research fraud, lack of originality, ethics, copyright, legal difficulties, hallucination". ChatGPT's ability to come up with false or faulty citations was highly criticized. According to a September 2025 article in Lancet Psychiatry, many individuals use ChatGPT and comparable large language models for mental health and emotional support despite a warning from OpenAI against using ChatGPT as a therapist. The study notes a lack of research on efficacy, poor consistency in dangerous situations, limited regulation and liability, and poor transparency from OpenAI. A July 2025 study in the journal Digital Health found that users employing ChatGPT to manage mental health concerns "due to perceived therapist-like qualities (e.g. emotional support, accurate understanding, and constructive feedback) and machine-like benefits (e.g. constant availability, expansive cognitive capacity, lack of negative reactions, and perceived objectivity)." The study calls for improved AI literacy and mandatory disclosure from AI providers to address ethical concerns such as privacy, bias, the lack of liability, and emotional over-reliance. ChatGPT has been used to assist in bill writing in the US and Brazil. In an American civil lawsuit, attorneys were sanctioned for filing a legal motion generated by ChatGPT containing fictitious legal decisions. Judges in the US and Pakistan have endorsed using ChatGPT to investigate legal questions during a case. The use of ChatGPT has also led to errors in courtrooms. In the UK, a judge expressed concern about self-representing litigants wasting time by submitting documents containing significant hallucinations. See also References Further reading External links |
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Contents Apsis An apsis (from Ancient Greek ἁψίς (hapsís) 'arch, vault' (third declension); pl. apsides /ˈæpsɪˌdiːz/ AP-sih-deez) is the farthest or nearest point in the orbit of a planetary body about its primary body. The line of apsides (also called apse line, or major axis of the orbit) is the line connecting the two extreme values. Apsides pertaining to orbits around different bodies have distinct names to differentiate themselves from other apsides. Apsides pertaining to geocentric orbits, orbits around the Earth, are at the farthest point called the apogee, and at the nearest point the perigee, as with orbits of satellites and the Moon around Earth. Apsides pertaining to orbits around the Sun are named aphelion for the farthest and perihelion for the nearest point in a heliocentric orbit. Earth's two apsides are the farthest point, aphelion, and the nearest point, perihelion, of its orbit around the host Sun. The terms aphelion and perihelion apply in the same way to the orbits of Jupiter and the other planets, the comets, and the asteroids of the Solar System. General description There are two apsides in any elliptic orbit. The name for each apsis is created from the prefixes ap-, apo- (from ἀπ(ό), (ap(o)-) 'away from') for the farthest or peri- (from περί (peri-) 'near') for the closest point to the primary body, with a suffix that describes the primary body. The suffix for Earth is -gee, so the apsides' names are apogee and perigee. For the Sun, the suffix is -helion, so the names are aphelion and perihelion. According to Newton's laws of motion, all periodic orbits are ellipses. The barycenter of the two bodies may lie well within the bigger body—e.g., the Earth–Moon barycenter is about 75% of the way from Earth's center to its surface. If, compared to the larger mass, the smaller mass is negligible (e.g., for satellites), then the orbital parameters are independent of the smaller mass. When used as a suffix—that is, -apsis—the term can refer to the two distances from the primary body to the orbiting body when the latter is located: 1) at the periapsis point, or 2) at the apoapsis point (compare both graphics, second figure). The line of apsides denotes the distance of the line that joins the nearest and farthest points across an orbit; it also refers simply to the extreme range of an object orbiting a host body (see top figure; see third figure). In orbital mechanics, the apsides technically refer to the distance measured between the barycenter of the 2-body system and the center of mass of the orbiting body. However, in the case of a spacecraft, the terms are commonly used to refer to the orbital altitude of the spacecraft above the surface of the central body (assuming a constant, standard reference radius). Terminology The words "pericenter" and "apocenter" are often seen, although periapsis/apoapsis are preferred in technical usage. The words perihelion and aphelion were coined by Johannes Kepler to describe the orbital motions of the planets around the Sun. The words are formed from the prefixes peri- (Greek: περί, near) and apo- (Greek: ἀπό, away from), affixed to the Greek word for the Sun, (ἥλιος, or hēlíos). Various related terms are used for other celestial objects. The suffixes -gee, -helion, -astron and -galacticon are frequently used in the astronomical literature when referring to the Earth, Sun, stars, and the Galactic Center respectively. The suffix -jove is occasionally used for Jupiter, but -saturnium has very rarely been used in the last 50 years for Saturn. The -gee form is also used as a generic closest-approach-to "any planet" term—instead of applying it only to Earth. During the Apollo program, the terms pericynthion and apocynthion were used when referring to orbiting the Moon; they reference Cynthia, an alternative name for the Greek Moon goddess Artemis. More recently, during the Artemis program, the terms perilune and apolune have been used. Regarding black holes, the term peribothron was first used in a 1976 paper by J. Frank and M. J. Rees, who credit W. R. Stoeger for suggesting creating a term using the greek word for pit: "bothron". The terms perimelasma and apomelasma (from a Greek root) were used by physicist and science-fiction author Geoffrey A. Landis in a story published in 1998, thus appearing before perinigricon and aponigricon (from Latin) in the scientific literature in 2002. The suffixes shown below may be added to prefixes peri- or apo- to form unique names of apsides for the orbiting bodies of the indicated host/(primary) system. However, only for the Earth, Moon and Sun systems are the unique suffixes commonly used. Exoplanet studies commonly use -astron, but typically, for other host systems the generic suffix, -apsis, is used instead.[failed verification] Perihelion and aphelion The perihelion (q) and aphelion (Q) are the nearest and farthest points, respectively, of a body's direct orbit around the Sun. Comparing osculating elements at a specific epoch to those at a different epoch will generate differences. The time-of-perihelion-passage as one of six osculating elements is not an exact prediction (other than for a generic two-body model) of the actual minimum distance to the Sun using the full dynamical model. Precise predictions of perihelion passage require numerical integration. The two images below show the orbits, orbital nodes, and positions of perihelion (q) and aphelion (Q) for the planets of the Solar System as seen from above the northern pole of Earth's ecliptic plane, which is coplanar with Earth's orbital plane. The planets travel counterclockwise around the Sun and for each planet, the blue part of their orbit travels north of the ecliptic plane, the pink part travels south, and dots mark perihelion (green) and aphelion (orange). The first image (below-left) features the inner planets, situated outward from the Sun as Mercury, Venus, Earth, and Mars. The reference Earth-orbit is colored yellow and represents the orbital plane of reference. At the time of vernal equinox, the Earth is at the bottom of the figure. The second image (below-right) shows the outer planets, being Jupiter, Saturn, Uranus, and Neptune. The orbital nodes are the two end points of the "line of nodes" where a planet's tilted orbit intersects the plane of reference; here they may be 'seen' as the points where the blue section of an orbit meets the pink. The chart shows the extreme range—from the closest approach (perihelion) to farthest point (aphelion)—of several orbiting celestial bodies of the Solar System: the planets, the known dwarf planets, including Ceres, and Halley's Comet. The length of the horizontal bars correspond to the extreme range of the orbit of the indicated body around the Sun. These extreme distances (between perihelion and aphelion) are the lines of apsides of the orbits of various objects around a host body. Distances of selected bodies of the Solar System from the Sun. The left and right edges of each bar correspond to the perihelion and aphelion of the body, respectively, hence long bars denote high orbital eccentricity. The radius of the Sun is 0.7 million km, and the radius of Jupiter (the largest planet) is 0.07 million km, both too small to resolve on this image. In the 21st century, the Earth reaches perihelion in early January, approximately 14 days after the December solstice. At perihelion, the Earth's center is about 0.9833 AU (147,100,000 km; 91,400,000 mi) from the Sun's center. In contrast, the Earth reaches aphelion currently in early July, approximately 14 days after the June solstice. The aphelion distance between the Earth's and Sun's centers is currently about 1.01664 AU (152,087,000 km; 94,503,000 mi). The dates of perihelion and aphelion change over a century due to precession and other orbital factors, which follow cyclical patterns known as Milankovitch cycles. In the short-term, such dates can vary up to 3 days from one year to another as with aphelion on 3 July 2025 and 6 July 2026. This short-term variation is due to the presence of the Moon: while the Earth–Moon barycenter is moving on a stable orbit around the Sun, the position of the Earth's center which is on average about 4,700 kilometres (2,900 mi) from the barycenter, could be shifted in any direction from it—and this affects the timing of the actual closest approach between the Sun's and the Earth's centers (which in turn defines the timing of perihelion in a given year). On a longer time scale, the last July 3 aphelion is in 2060, and the last January 2 perihelion is in 2089. The first July 7 aphelion is in 2067. Because of the increased distance at aphelion, only 93.55% of the radiation from the Sun falls on a given area of Earth's surface as does at perihelion, but this does not account for the seasons, which result instead from the tilt of Earth's axis of 23.4° away from perpendicular to the plane of Earth's orbit. Indeed, at both perihelion and aphelion it is summer in one hemisphere while it is winter in the other one. Winter falls on the hemisphere where sunlight strikes least directly, and summer falls where sunlight strikes most directly, regardless of the Earth's distance from the Sun. In the northern hemisphere, summer occurs at the same time as aphelion, when solar radiation is lowest. Despite this, summers in the northern hemisphere are on average 2.3 °C (4 °F) warmer than in the southern hemisphere, because the northern hemisphere contains larger land masses, which are easier to heat than the seas. Perihelion and aphelion do however have an indirect effect on the seasons: because Earth's orbital speed is minimum at aphelion and maximum at perihelion, the planet takes longer to orbit from June solstice to September equinox than it does from December solstice to March equinox. Therefore, summer in the northern hemisphere lasts slightly longer (93 days) than summer in the southern hemisphere (89 days). Astronomers commonly express the timing of perihelion relative to the First Point of Aries not in terms of days and hours, but rather as an angle of orbital displacement, the so-called longitude of the periapsis (also called longitude of the pericenter). For the orbit of the Earth, this is called the longitude of perihelion, and in 2000 it was about 282.895°; by 2010, this had advanced by a small fraction of a degree to about 283.067°, i.e. a mean increase of 62" per year. For the orbit of the Earth around the Sun, the time of apsis is often expressed in terms of a time relative to seasons, since this determines the contribution of the elliptical orbit to seasonal variations. The variation of the seasons is primarily controlled by the annual cycle of the elevation angle of the Sun, which is a result of the tilt of the axis of the Earth measured from the plane of the ecliptic. The Earth's eccentricity and other orbital elements are not constant, but vary slowly due to the perturbing effects of the planets and other objects in the solar system (Milankovitch cycles). On a very long time scale, the dates of perihelion and of aphelion progress through the seasons, and they make one complete cycle in 22,000 to 26,000 years. By the year 3800, perihelion will regularly occur in February. There is a corresponding movement of the position of the stars as seen from Earth, called the apsidal precession. (This is closely related to the precession of the axes.) The dates and times of perihelion and aphelion for several past and future years are listed in the following table: The following table shows the distances of the planets and dwarf planets from the Sun at their perihelion and aphelion. Mathematical formulae These formulae characterize the pericenter and apocenter of an orbit: While, in accordance with Kepler's laws of planetary motion (based on the conservation of angular momentum) and the conservation of energy, these two quantities are constant for a given orbit: where: Note that for conversion from heights above the surface to distances between an orbit and its primary, the radius of the central body has to be added, and conversely. The arithmetic mean of the two limiting distances is the length of the semi-major axis a. The geometric mean of the two distances is the length of the semi-minor axis b. The geometric mean of the two limiting speeds is which is the speed of a body in a circular orbit whose radius is a {\displaystyle a} . Time of perihelion Orbital elements such as the time of perihelion passage are defined at the epoch chosen using an unperturbed two-body solution that does not account for the n-body problem. To get an accurate time of perihelion passage you need to use an epoch close to the perihelion passage. For example, using an epoch of 1996, Comet Hale–Bopp shows perihelion on 1 April 1997. Using an epoch of 2022 shows a less accurate perihelion date of 29 March 1997. Short-period comets can be even more sensitive to the epoch selected. Using an epoch of 2005 shows 101P/Chernykh coming to perihelion on 25 December 2005, but using an epoch of 2012 produces a less accurate unperturbed perihelion date of 20 January 2006. Numerical integration shows dwarf planet Eris will come to perihelion around December 2257. Using an epoch of 2025 less accurately shows Eris coming to perihelion in August 2257. 4 Vesta came to perihelion on 26 December 2021, but using a two-body solution at an epoch of July 2021 less accurately shows Vesta came to perihelion on 25 December 2021. Trans-Neptunian objects that are discovered when they are more than 80 AU from the Sun present a major challenge for astronomers. Because these objects move extremely slowly across the sky, scientists need many observations taken over several years to accurately determine their orbital paths. When astronomers have only limited data—like when there were only 8 observations of object 2015 TH367 collected over just one year—the uncertainty becomes enormous. For objects that won’t reach their closest point to the Sun (perihelion) for roughly 100 years, this limited data can lead to massive uncertainties. In the case of 2015 TH367, scientists originally estimated the perihelion date could be off by plus or minus 77.3 years (28,220 days) (a 1-sigma uncertainty) —that’s nearly an entire human lifetime of uncertainty. This demonstrates why tracking these distant objects requires patience and long-term observation campaigns to pin down their true orbital characteristics. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Social_complexity] | [TOKENS: 1783] |
Contents Social complexity In sociology, social complexity is a conceptual framework used in the analysis of society. In the sciences, contemporary definitions of complexity are found in systems theory, wherein the phenomenon being studied has many parts and many possible arrangements of the parts; simultaneously, what is complex and what is simple are relative and change in time. Contemporary usage of the term complexity specifically refers to sociologic theories of society as a complex adaptive system, however, social complexity and its emergent properties are recurring subjects throughout the historical development of social philosophy and the study of social change. Early theoreticians of sociology, such as Ferdinand Tönnies, Émile Durkheim, and Max Weber, Vilfredo Pareto and Georg Simmel, examined the exponential growth and interrelatedness of social encounters and social exchanges. The emphases on the interconnectivity among social relationships, and the emergence of new properties within society, is found in the social theory produced in the subfields of sociology. Social complexity is a basis for the connection of the phenomena reported in microsociology and macrosociology, and thus provides an intellectual middle-range for sociologists to formulate and develop hypotheses. Methodologically, social complexity is theory-neutral, and includes the phenomena studied in microsociology and the phenomena studied in macrosociology. Theoretic background 1800s: Martineau · Tocqueville · Marx · Spencer · Le Bon · Ward · Pareto · Tönnies · Veblen · Simmel · Durkheim · Addams · Mead · Weber · Du Bois · Mannheim · Elias In 1937, the sociologist Talcott Parsons continued the work of the early theoreticians of sociology with his work on action theory; and by 1951, Parson had developed action theory into formal systems theory in The Social System (1951). In the following decades, the synergy between general systems thinking and the development of social system theories is carried forward by Robert K. Merton in discussions of theories of the middle-range and social structure and agency. From the late 1970s until the early 1990s, sociological investigation concerned the properties of systems in which the strong correlation of sub-parts leads to the observation of autopoetic, self-organizing, dynamical, turbulent, and chaotic behaviours that arise from mathematical complexity, such as the work of Niklas Luhmann. One of the earliest usages of the term "complexity", in the social and behavioral sciences, to refer specifically to a complex system is found in the study of modern organizations and management studies. However, particularly in management studies, the term often has been used in a metaphorical rather than in a qualitative or quantitative theoretical manner. By the mid-1990s, the "complexity turn" in social sciences begins as some of the same tools generally used in complexity science are incorporated into the social sciences. By 1998, the international, electronic periodical, Journal of Artificial Societies and Social Simulation, had been created. In the last several years, many publications have presented overviews of complexity theory within the field of sociology. Within this body of work, connections also are drawn to yet other theoretical traditions, including constructivist epistemology and the philosophical positions of phenomenology, postmodernism and critical realism. Methodologies Methodologically, social complexity is theory-neutral, meaning that it accommodates both local and global approaches to sociological research. The very idea of social complexity arises out of the historical-comparative methods of early sociologists; obviously, this method is important in developing, defining, and refining the theoretical construct of social complexity. As complex social systems have many parts and there are many possible relationships between those parts, appropriate methodologies are typically determined to some degree by the research level of analysis differentiated by the researcher according to the level of description or explanation demanded by the research hypotheses. At the most localized level of analysis, ethnographic, participant- or non-participant observation, content analysis and other qualitative research methods may be appropriate. More recently, highly sophisticated quantitative research methodologies are being developed and used in sociology at both local and global levels of analysis. Such methods include (but are not limited to) bifurcation diagrams, network analysis, non-linear modeling, and computational models including cellular automata programming, sociocybernetics and other methods of social simulation. Complex social network analysis is used to study the dynamics of large, complex social networks. Dynamic network analysis brings together traditional social network analysis, link analysis and multi-agent systems within network science and network theory. Through the use of key concepts and methods in social network analysis, agent-based modeling, theoretical physics, and modern mathematics (particularly graph theory and fractal geometry), this method of inquiry brought insights into the dynamics and structure of social systems. New computational methods of localized social network analysis are coming out of the work of Duncan Watts, Albert-László Barabási, Nicholas A. Christakis, Kathleen Carley and others. New methods of global network analysis are emerging from the work of John Urry and the sociological study of globalization, linked to the work of Manuel Castells and the later work of Immanuel Wallerstein. Since the late 1990s, Wallerstein increasingly makes use of complexity theory, particularly the work of Ilya Prigogine. Dynamic social network analysis is linked to a variety of methodological traditions, above and beyond systems thinking, including graph theory, traditional social network analysis in sociology, and mathematical sociology. It also links to mathematical chaos and complex dynamics through the work of Duncan Watts and Steven Strogatz, as well as fractal geometry through Albert-László Barabási and his work on scale-free networks. The development of computational sociology involves such scholars as Nigel Gilbert, Klaus G. Troitzsch, Joshua M. Epstein, and others. The foci of methods in this field include social simulation and data-mining, both of which are sub-areas of computational sociology. Social simulation uses computers to create an artificial laboratory for the study of complex social systems; data-mining uses machine intelligence to search for non-trivial patterns of relations in large, complex, real-world databases. The emerging methods of socionics are a variant of computational sociology. Computational sociology is influenced by a number of micro-sociological areas as well as the macro-level traditions of systems science and systems thinking. The micro-level influences of symbolic interaction, exchange, and rational choice, along with the micro-level focus of computational political scientists, such as Robert Axelrod, helped to develop computational sociology's bottom-up, agent-based approach to modeling complex systems. This is what Joshua M. Epstein calls generative science. Other important areas of influence include statistics, mathematical modeling and computer simulation. Sociocybernetics integrates sociology with second-order cybernetics and the work of Niklas Luhmann, along with the latest advances in complexity science. In terms of scholarly work, the focus of sociocybernetics has been primarily conceptual and only slightly methodological or empirical. Sociocybernetics is directly tied to systems thought inside and outside of sociology, specifically in the area of second-order cybernetics. Areas of application In the first decade of the 21st century, the diversity of areas of application has grown as more sophisticated methods have developed. Social complexity theory is applied in studies of social cooperation and public goods; altruism; education; global civil society collective action and social movements; social inequality; workforce and unemployment; policy analysis; health care systems; and innovation and social change, to name a few. A current international scientific research project, the Seshat: Global History Databank, was explicitly designed to analyze changes in social complexity from the Neolithic Revolution until the Industrial Revolution. As a middle-range theoretical platform, social complexity can be applied to any research in which social interaction or the outcomes of such interactions can be observed, but particularly where they can be measured and expressed as continuous or discrete data points. One common criticism often cited regarding the usefulness of complexity science in sociology is the difficulty of obtaining adequate data. Nonetheless, application of the concept of social complexity and the analysis of such complexity has begun and continues to be an ongoing field of inquiry in sociology. From childhood friendships and teen pregnancy to criminology and counter-terrorism, theories of social complexity are being applied in almost all areas of sociological research. In the area of communications research and informetrics, the concept of self-organizing systems appears in mid-1990s research related to scientific communications. Scientometrics and bibliometrics are areas of research in which discrete data are available, as are several other areas of social communications research such as sociolinguistics. Social complexity is also a concept used in semiotics. See also References Further reading |
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[SOURCE: https://en.wikipedia.org/wiki/United_States_(disambiguation)] | [TOKENS: 38] |
Contents United States (disambiguation) The United States is a country located mainly in North America. United States may also refer to: Countries Other political entities Arts and entertainment Transportation See also |
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[SOURCE: https://en.wikipedia.org/wiki/Bar_mitzvah] | [TOKENS: 4016] |
Contents Bar and bat mitzvah A bar mitzvah (masc.) or bat mitzvah (fem.)[a] is a coming of age ritual in Judaism. According to Jewish law, before children reach a certain age, the parents are responsible for their child's actions. Once Jewish children reach that age, they are said to "become" b'nai mitzvah, at which point they begin to be held accountable for their own actions. Traditionally, the father of a bar or bat mitzvah offers thanks to God that he is no longer punished for his child's sins. In Orthodox communities, boys become bar mitzvah at 13 and girls become bat mitzvah at 12. In most Reform, Reconstructionist, and Conservative communities, the milestone is 13 regardless of gender. After this point, children are also held responsible for knowing Jewish ritual law, tradition, and ethics, and are able to participate in all areas of Jewish community life to the same extent as adults. In some Jewish communities, men's and women's roles differ in certain respects. For example, in Orthodox Judaism, once a boy turns 13, it is permitted to count him for the purpose of determining whether there is a prayer quorum, and he may lead prayer and other religious services in the family and the community. Bar mitzvah is mentioned in the Mishnah and the Talmud. Some classic sources identify the age at which children must begin to participate in the ritual at the age of 13 for boys and 12 for girls. The age of b'nai mitzvah roughly coincides with the onset of puberty. The bar/bat mitzvah ceremony is usually held on the first Shabbat after the birthday on which the child reaches the eligible age. Etymology Bar (בַּר) is a Jewish Babylonian Aramaic word meaning 'son' (בֵּן, ben in Hebrew), while bat (בַּת), in Hebrew, means 'daughter'. Mitzvah (מִצְוָה) is Hebrew for 'commandment' or 'law'. Thus, bar mitzvah and bat mitzvah literally translate to 'son of commandment' and 'daughter of commandment', respectively. However, in rabbinical usage, the word bar means 'under the category of' or 'subject to'. Bar mitzvah therefore translates to '[one] who is subject to the law'. Although the term is commonly used to refer to the ritual itself, the phrase originally refers to the person.[citation needed] History The modern method of celebrating becoming a bar mitzvah did not exist in the time of the Hebrew Bible, Mishnah, or Talmud. Early rabbinic sources specify 13 as the age at which a boy becomes a legal adult; however, the celebration of this occasion is not mentioned until the Middle Ages (from approximately 500 CE to 1500 CE; see post-classical history). Some late midrashic sources, and some medieval sources refer to a synagogue ceremony performed upon the boy's reaching age thirteen: Later on are references to a festive celebration on this occasion: The Bible does not explicitly specify the age of 13. Passages in the books of Exodus and Numbers note the age of majority for army service as twenty. Machzor Vitri notes that Genesis 34:25 refers to Levi as a "man", when a calculation from other verses suggests that Levi was aged 13 at the time. The age of thirteen is mentioned in the Mishnah as the time one is obligated to observe the Torah's commandments: "At five years old one should study the Scriptures, at ten years for the Mishnah, at 13 for the commandments..." Elsewhere, the Mishnah lists the ages (13 for boys and 12 for girls) at which a vow is considered automatically valid; the Talmud explains this as a result of the 13-year-old being a "man", as required in Numbers 6:2. (For one year before this age, the vows are conditionally valid, depending on whether the boy or girl has signs of physical maturity.) Other sources also list thirteen as the age of majority with respect to following the commandments of the Torah, including: The term "bar mitzvah" appears first in the Talmud, meaning "one who is subject to the law", though it does not refer to age. The term "bar mitzvah", in reference to age, cannot be clearly traced earlier than the 14th century, the older rabbinical term being "gadol" (adult) or "bar 'onshin" (one legally responsible for own misdoings). Significance Reaching the age of bar or bat mitzvah signifies becoming a full-fledged member of the Jewish community with the responsibilities that come with it. These include moral responsibility for one's own actions; eligibility to be called to read from the Torah and lead or participate in a minyan; the right to possess personal property and to legally marry on one's own according to Jewish law; the duty to follow the 613 laws of the Torah and keep the halakha; and the capacity to testify as a witness in a beth din (rabbinical court) case. Many congregations require pre-bar mitzvah children to attend a minimum number of Shabbat prayer services at the synagogue, study at a Hebrew school, take on a charity or community service project and maintain membership in good standing with the synagogue. In addition to study and preparation offered through the synagogue and Hebrew schools, bar mitzvah tutors may be hired to prepare the child through the study of Hebrew, Torah cantillation and basic Jewish concepts.[citation needed] According to Rabbi Mark Washofsky, "The Reform Movement in North America has struggled over the bar/bat mitzvah. At one time, this ceremony was on the verge of extinction in Reform congregations. Most of them preferred to replace bar/bat mitzvah with confirmation, which they considered a more enlightened and appropriate ceremony for modern Jews. Yet the enduring popularity of bar/bat mitzvah prevailed and today, in our communities, bar/bat mitzvah is 'virtually universally observed' by Reform Jews." In 2012, concern about the high post-bar/bat mitzvah drop-out rate led the Union for Reform Judaism to launch the B'nai Mitzvah Revolution, an effort to shift Reform congregations away from "the long-held assumption that religious school is about preparing kids for their bar/bat mitzvah" and focus instead on teaching them how to become committed and involved members of the Jewish community. Aliyah to the Torah The widespread practice is that shortly after a boy turns 13, they are called up for an aliyah, the ceremony of reading a portion of the Torah section of the day. On the Sabbath, there are seven main sections, plus an eighth, known as maftir, which is also connected to the reading of that day's haftorah section. It is most common to give the child the maftir reading. In most synagogues, a designated officiant, the ba'al korei, reads all of the Torah portions, and the people receiving each aliyah only say the blessings before and after their portion is read. A bar mitzvah boy may learn to act as the ba'al korei, either for the entire service, for just his aliyah, or any range in-between. He may also be ba'al korei for the haftorah portion if he receives the maftir, or may only be ba'al korei for the haftorah, without reading from the Torah at all. Any of these undertakings involves a steep learning curve and much practice, possibly taking a year of study, and is an impressive accomplishment. Girls may have an aliyah in Reform, Reconstructionist, and Conservative Jewish synagogues. In Orthodox synagogues, aliyot were and typically still are restricted to boys, with a girl potentially giving a d'var Torah at the end of the service. Some Modern Orthodox girls give aliyot at women's services, with fewer than ten men (so as not to constitute a minyan). In Orthodox circles, the occasion is sometimes celebrated during a weekday service that includes reading from the Torah, such as a Monday or Thursday morning service. Some communities or families may delay the celebration for reasons such as availability of a Shabbat during which no other celebration has been scheduled, or to allow family members to travel to the event. However, this does not delay the onset of rights and responsibilities of being a Jewish adult which comes about strictly by virtue of age. Tefillin The obligation to lay tefillin begins when a boy reaches bar mitzvah age. The common custom is for the bar mitzvah boy to begin putting on tefillin one to three months before his bar mitzvah. This way, by the time he is obligated in the commandment, he will already know how to fulfill it properly. Parties As the first mention of a party associated with a synagogue bar mitzvah was in the 13th century, hosting some sort of party is traditional and frequently considered necessary. Bar mitzvah festivities typically include a joyous seudat mitzvah, a celebratory meal with family, friends, and members of the community, the bar mitzvah boy delivering on this occasion a learned discourse or oration at the table before the invited guests, who offer him presents, while the rabbi or teacher gives him his blessing, accompanying it at times with an address. Some Jews celebrate in other ways such as taking the bat or bar mitzvah on a special trip or organizing some special event in the celebrant's honour. In many communities, the celebrant is given a certificate. In some times and places, local Jewish leaders have officially limited the size and elaborateness of mitzvahs. For example, only ten men were permitted to attend the party in 1730 in Berlin, and music was banned at these parties in 1767 in Prague. These rules were usually meant to avoid offending non-Jewish neighbours, and to maintain the rule that it be a smaller celebration than a wedding. Bar and bat mitzvah parties among wealthy Jewish families in North America are often lavish affairs held at hotels and country clubs with hundreds of guests. The trend has been mocked, most notably in the movie Keeping Up with the Steins. These lavish parties were also heavily featured in the film You Are So Not Invited to My Bat Mitzvah. In the 1950s, Rabbi Harold Saperstein of New York described them as too often being "more bar than mitzvah". Rabbi Shmuley Boteach says that over-the-top bar mitzvah parties were already common when he was growing up in Miami in the 1970s. In 1979, the Responsa Committee of the Central Conference of American Rabbis addressed the Reform attitude toward bat/bar mitzvah: "Every effort should be exerted to maintain the family festivities in the religious mood at the bar/bat mitzvah. Some of the efforts of early Reform in favor of confirmation [and] against bar mitzvah were prompted by the extravagant celebration of bar mitzvah, which had removed its primary religious significance. We vigorously oppose such excesses, as they destroy the meaning of bar/bat mitzvah." In May 1992, the board of trustees of the Union of American Hebrew Congregations (now the Union for Reform Judaism), the synagogue arm of the Reform Movement, unanimously passed a resolution decrying "excesses of wasteful consumption...glitzy theme events, sophisticated entertainment...and expensive party favors", calling instead for "family cohesion, authentic friendship, acts of tzedakah (righteous giving), and parties suitable for children." The cost of the party depends upon what the family is willing and able to spend. Some families spend tens, or even hundreds, of thousands of dollars on the party. Generally speaking, these celebrations are less costly and elaborate than a wedding in that family. In addition to food and drink for the guests, the money at an elaborate party is mostly spent on renting and decorating a venue and hiring staff, from the catering team to emcees, DJs, entertainers, and dancers (also called "motivators") to encourage the guests to dance or play games. Bat mitzvah customs Today many non-Orthodox Jews celebrate a girl's bat mitzvah in the same way as a boy's bar mitzvah. All Reform and Reconstructionist, and most Conservative synagogues have egalitarian participation, in which women read from the Torah and lead services. In Orthodox communities, a bat mitzvah is celebrated when a girl reaches the age of 12. The majority of Orthodox and some Conservative Jews reject the idea that a woman can publicly read from the Torah or lead prayer services whenever there is a minyan (quorum of 10 males) available to do so. However, the public celebration of a girl becoming bat mitzvah in other ways has made strong inroads into Modern Orthodox Judaism and also into some elements of Haredi Judaism. In these congregations, women do not read from the Torah or lead prayer services, but they occasionally lecture on a Jewish topic to mark their coming of age, learn a book of Tanakh, recite verses from the Book of Esther or the Book of Psalms, or say prayers from the siddur. In some Modern Orthodox circles, bat mitzvah girls will read from the Torah and lead prayer services in a women's tefillah. Rabbi Moshe Feinstein, a prominent Orthodox posek, described the bat mitzvah celebration as "meaningless", and of no greater halakhic significance than a birthday party. However, he reluctantly permitted it in homes, but not synagogues, as the latter would be construed as imitating Reform and Conservative customs; in any case, they do not have the status of seudat mitzvah. Rabbi Ovadiah Yosef held that it is a seudat mitzvah. There were occasional attempts to recognize a girl's coming of age in eastern Europe in the 19th and 20th centuries, the former in Warsaw (1843) and the latter in Lemberg (1902). The occasion was marked by a party without any ritual in the synagogue. There are documents that record an Italian rite for becoming bat mitzvah, known as an "entrance into the minyan" ceremony, in which boys of thirteen and girls of twelve recited a blessing, since the mid-19th century. There were also some bat mitzvah rituals held in the 19th century in Iraq. However, it was the American rabbi Mordecai M. Kaplan held the first public celebration of a bat mitzvah as we understand it in modern times for his daughter on March 18, 1922, at the Society for the Advancement of Judaism, his synagogue in New York City. Kaplan was unaware of the earlier Italian precedent and learned of them several months later, while on holiday in Italy. Judith Kaplan recited the preliminary blessing, read a portion of that week's Torah portion in Hebrew and English, and then intoned the closing blessing. Mordecai Kaplan, an Orthodox rabbi who joined Conservative Judaism and then became the founder of Reconstructionist Judaism, influenced Jews from all branches of non-Orthodox Judaism, through his position at the Jewish Theological Seminary of America. At the time, most Orthodox rabbis strongly rejected the idea of a bat mitzvah ceremony. As the ceremony became accepted for females as well as males, many women chose to celebrate the ceremony even though they were much older, as a way of formalizing and celebrating their place in the adult Jewish community. Alternative ceremonies Instead of reading from the Torah, some Humanist Jews prefer a research paper on a topic in Jewish history to mark their coming of age. Secular Jewish Sunday schools and communities—including those affiliated with the Congress of Secular Jewish Organizations and The Workers Circle—encourage the youngsters to select any topic that interests them and relates to the Jewish part of their identities. The kibbutz movement in Israel also encouraged the celebration of the bar mitzvah. All those coming of age in the community for that year would take on a project and research in a topic of Jewish or Zionist interest. Today many kibbutz children are opting for a more traditional bar mitzvah celebration.[citation needed] Among some Jews, a man who has reached the age of 83 will celebrate a second bar mitzvah, under the logic that in the Hebrew Bible it says that a normal lifespan is 70 years, so that an 83-year-old can be considered 13 in a second lifetime. This ritual is becoming more common as people live longer, healthier lives, and is considered akin to a couple renewing their vows. A bark mitzvah is a pseudo-traditional observance and celebration of a dog's coming of age, as in the Jewish traditional bar and bat mitzvahs. The term has been in use since at least 1958, when Beverly Hills couple Janet and Sonny Salter held a bark mitzvah for their 13 year old dog, Windy. Rabbi Charles A. Kroloff expressed his distaste for Bark Mitzvahs in a letter to the editor of The New York Times, describing the ceremony as "nothing less than a desecration of a cherished Jewish tradition". Gifts Bar or bat mitzvah celebrations have become an occasion to give the celebrant a commemorative gift. Traditionally, common gifts include books with religious or educational value, religious items, writing implements, savings bonds (to be used for the child's college education), gift certificates, or money. Gifts of cash have become commonplace in recent times.[when?] As with charity and all other gifts, it has become common to give in multiples of 18, since the gematria, or numerical equivalent of the Hebrew word for "life", ("chai"), is the number 18. Monetary gifts in multiples of 18 are considered to be particularly auspicious and have become common for the bar and bat mitzvah. Many b'nai mitzvah also receive their first tallit from their parents to be used for the occasion and tefillin where this is appropriate. Jewelry is a common gift for girls at a bat mitzvah celebration. Another gift for the bat mitzvah girl is Shabbat candlesticks because it is the duty and honor of the woman to light the candles. In adults While the traditional age to hold a bar or bat mitzvah is 13 for boys and 12 or 13 for girls, some adults choose to have a bar or bat mitzvah if they do not have them as adolescents, alongside the previously mentioned non-traditional ceremony of having a second bar mitzvah when one turns 83. See also Notes References Further reading External links |
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