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[SOURCE: https://en.wikipedia.org/wiki/Biology] | [TOKENS: 10547] |
Contents Biology Biology is the scientific study of life and living organisms. It is a broad natural science that encompasses a wide range of fields and unifying principles that explain the structure, function, growth, origin, evolution, and distribution of life. Central to biology are five fundamental themes: the cell as the basic unit of life, genes and heredity as the basis of inheritance, evolution as the driver of biological diversity, energy transformation for sustaining life processes, and the maintenance of internal stability (homeostasis). Biology examines life across multiple levels of organization, from molecules and cells to organisms, populations, and ecosystems. Subdisciplines include molecular biology, physiology, ecology, evolutionary biology, developmental biology, and systematics, among others. Each of these fields applies a range of methods to investigate biological phenomena, including observation, experimentation, and mathematical modeling. Modern biology is grounded in the theory of evolution by natural selection, first articulated by Charles Darwin, and in the molecular understanding of genes encoded in DNA. The discovery of the structure of DNA and advances in molecular genetics have transformed many areas of biology, leading to applications in medicine, agriculture, biotechnology, and environmental science. Life on Earth is believed to have originated over 3.7 billion years ago. Today, it includes a vast diversity of organisms—from single-celled archaea and bacteria to complex multicellular plants, fungi, and animals. Biologists classify organisms based on shared characteristics and evolutionary relationships, using taxonomic and phylogenetic frameworks. These organisms interact with each other and with their environments in ecosystems, where they play roles in energy flow and nutrient cycling. As a constantly evolving field, biology incorporates new discoveries and technologies that enhance the understanding of life and its processes, while contributing to solutions for challenges such as disease, climate change, and biodiversity loss. Etymology From Greek βίος (bíos) 'life', (from Proto-Indo-European root *gwei-, to live) and λογία (logia) 'study of'. The compound appears in the title of Volume 3 of Michael Christoph Hanow's Philosophiae naturalis sive physicae dogmaticae: Geologia, biologia, phytologia generalis et dendrologia, published in 1766. The term biology in its modern sense appears to have been introduced independently by Thomas Beddoes (in 1799), Karl Friedrich Burdach (in 1800), Gottfried Reinhold Treviranus (Biologie oder Philosophie der lebenden Natur, 1802) and Jean-Baptiste Lamarck (Hydrogéologie, 1802). History The earliest of roots of science, which included medicine, can be traced to ancient Egypt and Mesopotamia in around 3000 to 1200 BCE. Their contributions shaped ancient Greek natural philosophy. Ancient Greek philosophers such as Aristotle (384–322 BCE) contributed extensively to the development of biological knowledge. He explored biological causation and the diversity of life. His successor, Theophrastus, began the scientific study of plants. Scholars of the medieval Islamic world who wrote on biology included al-Jahiz (781–869), Al-Dīnawarī (828–896), who wrote on botany, and Rhazes (865–925) who wrote on anatomy and physiology. Medicine was especially well studied by Islamic scholars working in Greek philosopher traditions, while natural history drew heavily on Aristotelian thought.[citation needed] Biology began to quickly develop with Anton van Leeuwenhoek's dramatic improvement of the microscope. It was then that scholars discovered spermatozoa, bacteria, infusoria and the diversity of microscopic life. Investigations by Jan Swammerdam led to new interest in entomology and helped to develop techniques of microscopic dissection and staining. Advances in microscopy had a profound impact on biological thinking. In the early 19th century, biologists pointed to the central importance of the cell. In 1838, Schleiden and Schwann began promoting the now universal ideas that (1) the basic unit of organisms is the cell and (2) that individual cells have all the characteristics of life, although they opposed the idea that (3) all cells come from the division of other cells, continuing to support spontaneous generation. However, Robert Remak and Rudolf Virchow were able to reify the third tenet, and by the 1860s most biologists accepted all three tenets which consolidated into cell theory. Meanwhile, taxonomy and classification became the focus of natural historians. Carl Linnaeus published a basic taxonomy for the natural world in 1735, and in the 1750s introduced scientific names for all his species. Georges-Louis Leclerc, Comte de Buffon, treated species as artificial categories and living forms as malleable—even suggesting the possibility of common descent. Serious evolutionary thinking originated with the works of Jean-Baptiste Lamarck, who presented a coherent theory of evolution. The British naturalist Charles Darwin, combining the biogeographical approach of Humboldt, the uniformitarian geology of Lyell, Malthus's writings on population growth, and his own morphological expertise and extensive natural observations, forged a more successful evolutionary theory based on natural selection; similar reasoning and evidence led Alfred Russel Wallace to independently reach the same conclusions. The basis for modern genetics began with the work of Gregor Mendel in 1865. This outlined the principles of biological inheritance. However, the significance of his work was not realized until the early 20th century when evolution became a unified theory as the modern synthesis reconciled Darwinian evolution with classical genetics. In the 1940s and early 1950s, a series of experiments by Alfred Hershey and Martha Chase pointed to DNA as the component of chromosomes that held the trait-carrying units that had become known as genes. A focus on new kinds of model organisms such as viruses and bacteria, along with the discovery of the double-helical structure of DNA by James Watson and Francis Crick in 1953, marked the transition to the era of molecular genetics. From the 1950s onwards, biology has been vastly extended in the molecular domain. The genetic code was cracked by Har Gobind Khorana, Robert W. Holley and Marshall Warren Nirenberg after DNA was understood to contain codons. The Human Genome Project was launched in 1990 to map the human genome. Chemical basis All organisms are made up of chemical elements; oxygen, carbon, hydrogen, and nitrogen account for most (96%) of the mass of all organisms, with calcium, phosphorus, sulfur, sodium, chlorine, and magnesium constituting essentially all the remainder. Different elements can combine to form compounds such as water, which is fundamental to life. Biochemistry is the study of chemical processes within and relating to living organisms. Molecular biology is the branch of biology that seeks to understand the molecular basis of biological activity in and between cells, including molecular synthesis, modification, mechanisms, and interactions.[citation needed] Life arose from the Earth's first ocean, which formed some 3.8 billion years ago. Since then, water continues to be the most abundant molecule in every organism. Water is important to life because it is an effective solvent, capable of dissolving solutes such as sodium and chloride ions or other small molecules to form an aqueous solution. Once dissolved in water, these solutes are more likely to come in contact with one another and therefore take part in chemical reactions that sustain life. In terms of its molecular structure, water is a small polar molecule with a bent shape formed by the polar covalent bonds of two hydrogen (H) atoms to one oxygen (O) atom (H2O). Because the O–H bonds are polar, the oxygen atom has a slight negative charge and the two hydrogen atoms have a slight positive charge. This polar property of water allows it to attract other water molecules via hydrogen bonds, which makes water cohesive. Surface tension results from the cohesive force due to the attraction between molecules at the surface of the liquid. Water is also adhesive as it is able to adhere to the surface of any polar or charged non-water molecules. Water is denser as a liquid than it is as a solid (or ice). This unique property of water allows ice to float above liquid water such as ponds, lakes, and oceans, thereby insulating the liquid below from the cold air above. Water has the capacity to absorb energy, giving it a higher specific heat capacity than other solvents such as ethanol. Thus, a large amount of energy is needed to break the hydrogen bonds between water molecules to convert liquid water into water vapor. As a molecule, water is not completely stable as each water molecule continuously dissociates into hydrogen and hydroxyl ions before reforming into a water molecule again. In pure water, the number of hydrogen ions balances (or equals) the number of hydroxyl ions, resulting in a pH that is neutral.[citation needed] Organic compounds are molecules that contain carbon bonded to another element such as hydrogen. With the exception of water, nearly all the molecules that make up each organism contain carbon. Carbon can form covalent bonds with up to four other atoms, enabling it to form diverse, large, and complex molecules. For example, a single carbon atom can form four single covalent bonds such as in methane, two double covalent bonds such as in carbon dioxide (CO2), or a triple covalent bond such as in carbon monoxide (CO). Moreover, carbon can form very long chains of interconnecting carbon–carbon bonds such as octane or ring-like structures such as glucose.[citation needed] The simplest form of an organic molecule is the hydrocarbon, which is a large family of organic compounds that are composed of hydrogen atoms bonded to a chain of carbon atoms. A hydrocarbon backbone can be substituted by other elements such as oxygen (O), hydrogen (H), phosphorus (P), and sulfur (S), which can change the chemical behavior of that compound. Groups of atoms that contain these elements (O-, H-, P-, and S-) and are bonded to a central carbon atom or skeleton are called functional groups. There are six prominent functional groups that can be found in organisms: amino group, carboxyl group, carbonyl group, hydroxyl group, phosphate group, and sulfhydryl group. In 1953, the Miller–Urey experiment showed that organic compounds could be synthesized abiotically within a closed system mimicking the conditions of early Earth, thus suggesting that complex organic molecules could have arisen spontaneously in early Earth (see abiogenesis). Macromolecules are large molecules made up of smaller subunits or monomers. Monomers include sugars, amino acids, and nucleotides. Carbohydrates include monomers and polymers of sugars. Lipids are the only class of macromolecules that are not made up of polymers. They include steroids, phospholipids, and fats, largely nonpolar and hydrophobic (water-repelling) substances. Proteins are the most diverse of the macromolecules. They include enzymes, transport proteins, large signaling molecules, antibodies, and structural proteins. The basic unit (or monomer) of a protein is an amino acid. Twenty amino acids are used in proteins. Nucleic acids are polymers of nucleotides. Their function is to store, transmit, and express hereditary information. Cells Cell theory states that cells are the fundamental units of life, that all living things are composed of one or more cells, and that all cells arise from preexisting cells through cell division. Most cells are very small, with diameters ranging from 1 to 100 micrometers and are therefore only visible under a light or electron microscope. There are generally two types of cells: eukaryotic cells, which contain a nucleus, and prokaryotic cells, which do not. Prokaryotes are single-celled organisms such as bacteria, whereas eukaryotes can be single-celled or multicellular. In multicellular organisms, every cell in the organism's body is derived ultimately from a single cell in a fertilized egg.[citation needed] Every cell is enclosed within a cell membrane that separates its cytoplasm from the extracellular space. A cell membrane consists of a lipid bilayer, including cholesterols that sit between phospholipids to maintain their fluidity at various temperatures. Cell membranes are semipermeable, allowing small molecules such as oxygen, carbon dioxide, and water to pass through while restricting the movement of larger molecules and charged particles such as ions. Cell membranes also contain membrane proteins, including integral membrane proteins that go across the membrane serving as membrane transporters, and peripheral proteins that loosely attach to the outer side of the cell membrane, acting as enzymes shaping the cell. Cell membranes are involved in various cellular processes such as cell adhesion, storing electrical energy, and cell signalling and serve as the attachment surface for several extracellular structures such as a cell wall, glycocalyx, and cytoskeleton. Within the cytoplasm of a cell, there are many biomolecules such as proteins and nucleic acids. In addition to biomolecules, eukaryotic cells have specialized structures called organelles that have their own lipid bilayers or are spatially units. These organelles include the cell nucleus, which contains most of the cell's DNA, or mitochondria, which generate adenosine triphosphate (ATP) to power cellular processes. Other organelles such as endoplasmic reticulum and Golgi apparatus play a role in the synthesis and packaging of proteins, respectively. Biomolecules such as proteins can be engulfed by lysosomes, another specialized organelle. Plant cells have additional organelles that distinguish them from animal cells such as a cell wall that provides support for the plant cell, chloroplasts that harvest sunlight energy to produce sugar, and vacuoles that provide storage and structural support as well as being involved in reproduction and breakdown of plant seeds. Eukaryotic cells also have cytoskeleton that is made up of microtubules, intermediate filaments, and microfilaments, all of which provide support for the cell and are involved in the movement of the cell and its organelles. In terms of their structural composition, the microtubules are made up of tubulin (e.g., α-tubulin and β-tubulin) whereas intermediate filaments are made up of fibrous proteins. Microfilaments are made up of actin molecules that interact with other strands of proteins. All cells require energy to sustain cellular processes. Metabolism is the set of chemical reactions in an organism. The three main purposes of metabolism are: the conversion of food to energy to run cellular processes; the conversion of food/fuel to monomer building blocks; and the elimination of metabolic wastes. These enzyme-catalyzed reactions allow organisms to grow and reproduce, maintain their structures, and respond to their environments. Metabolic reactions may be categorized as catabolic—the breaking down of compounds (for example, the breaking down of glucose to pyruvate by cellular respiration); or anabolic—the building up (synthesis) of compounds (such as proteins, carbohydrates, lipids, and nucleic acids). Usually, catabolism releases energy, and anabolism consumes energy. The chemical reactions of metabolism are organized into metabolic pathways, in which one chemical is transformed through a series of steps into another chemical, each step being facilitated by a specific enzyme. Enzymes are crucial to metabolism because they allow organisms to drive desirable reactions that require energy that will not occur by themselves, by coupling them to spontaneous reactions that release energy. Enzymes act as catalysts—they allow a reaction to proceed more rapidly without being consumed by it—by reducing the amount of activation energy needed to convert reactants into products. Enzymes also allow the regulation of the rate of a metabolic reaction, for example in response to changes in the cell's environment or to signals from other cells.[citation needed] Cellular respiration is a set of metabolic reactions and processes that take place in cells to convert chemical energy from nutrients into adenosine triphosphate (ATP), and then release waste products. The reactions involved in respiration are catabolic reactions, which break large molecules into smaller ones, releasing energy. Respiration is one of the key ways a cell releases chemical energy to fuel cellular activity. The overall reaction occurs in a series of biochemical steps, some of which are redox reactions. Although cellular respiration is technically a combustion reaction, it clearly does not resemble one when it occurs in a cell because of the slow, controlled release of energy from the series of reactions.[citation needed] Sugar in the form of glucose is the main nutrient used by animal and plant cells in respiration. Cellular respiration involving oxygen is called aerobic respiration, which has four stages: glycolysis, citric acid cycle (or Krebs cycle), electron transport chain, and oxidative phosphorylation. Glycolysis is a metabolic process that occurs in the cytoplasm whereby glucose is converted into two pyruvates, with two net molecules of ATP being produced at the same time. Each pyruvate is then oxidized into acetyl-CoA by the pyruvate dehydrogenase complex, which also generates NADH and carbon dioxide. Acetyl-CoA enters the citric acid cycle, which takes places inside the mitochondrial matrix. At the end of the cycle, the total yield from 1 glucose (or 2 pyruvates) is 6 NADH, 2 FADH2, and 2 ATP molecules. Finally, the next stage is oxidative phosphorylation, which in eukaryotes, occurs in the mitochondrial cristae. Oxidative phosphorylation comprises the electron transport chain, which is a series of four protein complexes that transfer electrons from one complex to another, thereby releasing energy from NADH and FADH2 that is coupled to the pumping of protons (hydrogen ions) across the inner mitochondrial membrane (chemiosmosis), which generates a proton motive force. Energy from the proton motive force drives the enzyme ATP synthase to synthesize more ATPs by phosphorylating ADPs. The transfer of electrons terminates with molecular oxygen being the final electron acceptor.[citation needed] If oxygen were not present, pyruvate would not be metabolized by cellular respiration but undergoes a process of fermentation. The pyruvate is not transported into the mitochondrion but remains in the cytoplasm, where it is converted to waste products that may be removed from the cell. This serves the purpose of oxidizing the electron carriers so that they can perform glycolysis again and removing the excess pyruvate. Fermentation oxidizes NADH to NAD+ so it can be re-used in glycolysis. In the absence of oxygen, fermentation prevents the buildup of NADH in the cytoplasm and provides NAD+ for glycolysis. This waste product varies depending on the organism. In skeletal muscles, the waste product is lactic acid. This type of fermentation is called lactic acid fermentation. In strenuous exercise, when energy demands exceed energy supply, the respiratory chain cannot process all of the hydrogen atoms joined by NADH. During anaerobic glycolysis, NAD+ regenerates when pairs of hydrogen combine with pyruvate to form lactate. Lactate formation is catalyzed by lactate dehydrogenase in a reversible reaction. Lactate can also be used as an indirect precursor for liver glycogen. During recovery, when oxygen becomes available, NAD+ attaches to hydrogen from lactate to form ATP. In yeast, the waste products are ethanol and carbon dioxide. This type of fermentation is known as alcoholic or ethanol fermentation. The ATP generated in this process is made by substrate-level phosphorylation, which does not require oxygen.[citation needed] Photosynthesis is a process used by plants and other organisms to convert light energy into chemical energy that can later be released to fuel the organism's metabolic activities via cellular respiration. This chemical energy is stored in carbohydrate molecules, such as sugars, which are synthesized from carbon dioxide and water. In most cases, oxygen is released as a waste product. Most plants, algae, and cyanobacteria perform photosynthesis, which is largely responsible for producing and maintaining the oxygen content of the Earth's atmosphere, and supplies most of the energy necessary for life on Earth. Photosynthesis has four stages: Light absorption, electron transport, ATP synthesis, and carbon fixation. Light absorption is the initial step of photosynthesis whereby light energy is absorbed by chlorophyll pigments attached to proteins in the thylakoid membranes. The absorbed light energy is used to remove electrons from a donor (water) to a primary electron acceptor, a quinone designated as Q. In the second stage, electrons move from the quinone primary electron acceptor through a series of electron carriers until they reach a final electron acceptor, which is usually the oxidized form of NADP+, which is reduced to NADPH, a process that takes place in a protein complex called photosystem I (PSI). The transport of electrons is coupled to the movement of protons (or hydrogen) from the stroma to the thylakoid membrane, which forms a pH gradient across the membrane as hydrogen becomes more concentrated in the lumen than in the stroma. This is analogous to the proton-motive force generated across the inner mitochondrial membrane in aerobic respiration. During the third stage of photosynthesis, the movement of protons down their concentration gradients from the thylakoid lumen to the stroma through the ATP synthase is coupled to the synthesis of ATP by that same ATP synthase. The NADPH and ATPs generated by the light-dependent reactions in the second and third stages, respectively, provide the energy and electrons to drive the synthesis of glucose by fixing atmospheric carbon dioxide into existing organic carbon compounds, such as ribulose bisphosphate (RuBP) in a sequence of light-independent (or dark) reactions called the Calvin cycle. Cell signaling (or communication) is the ability of cells to receive, process, and transmit signals with its environment and with itself. Signals can be non-chemical such as light, electrical impulses, and heat, or chemical signals (or ligands) that interact with receptors, which can be found embedded in the cell membrane of another cell or located deep inside a cell. There are generally four types of chemical signals: autocrine, paracrine, juxtacrine, and hormones. In autocrine signaling, the ligand affects the same cell that releases it. Tumor cells, for example, can reproduce uncontrollably because they release signals that initiate their own self-division. In paracrine signaling, the ligand diffuses to nearby cells and affects them. For example, brain cells called neurons release ligands called neurotransmitters that diffuse across a synaptic cleft to bind with a receptor on an adjacent cell such as another neuron or muscle cell. In juxtacrine signaling, there is direct contact between the signaling and responding cells. Finally, hormones are ligands that travel through the circulatory systems of animals or vascular systems of plants to reach their target cells. Once a ligand binds with a receptor, it can influence the behavior of another cell, depending on the type of receptor. For instance, neurotransmitters that bind with an ionotropic receptor can alter the excitability of a target cell. Other types of receptors include protein kinase receptors (e.g., receptor for the hormone insulin) and G protein-coupled receptors. Activation of G protein-coupled receptors can initiate second messenger cascades. The process by which a chemical or physical signal is transmitted through a cell as a series of molecular events is called signal transduction.[citation needed] The cell cycle is a series of events that take place in a cell that cause it to divide into two daughter cells. These events include the duplication of its DNA and some of its organelles, and the subsequent partitioning of its cytoplasm into two daughter cells in a process called cell division. In eukaryotes (i.e., animal, plant, fungal, and protist cells), there are two distinct types of cell division: mitosis and meiosis. Mitosis is part of the cell cycle, in which replicated chromosomes are separated into two new nuclei. Cell division gives rise to genetically identical cells in which the total number of chromosomes is maintained. In general, mitosis (division of the nucleus) is preceded by the S stage of interphase (during which the DNA is replicated) and is often followed by telophase and cytokinesis; which divides the cytoplasm, organelles and cell membrane of one cell into two new cells containing roughly equal shares of these cellular components. The different stages of mitosis all together define the mitotic phase of an animal cell cycle—the division of the mother cell into two genetically identical daughter cells. The cell cycle is a vital process by which a single-celled fertilized egg develops into a mature organism, as well as the process by which hair, skin, blood cells, and some internal organs are renewed. After cell division, each of the daughter cells begin the interphase of a new cycle. In contrast to mitosis, meiosis results in four haploid daughter cells by undergoing one round of DNA replication followed by two divisions. Homologous chromosomes are separated in the first division (meiosis I), and sister chromatids are separated in the second division (meiosis II). Both of these cell division cycles are used in the process of sexual reproduction at some point in their life cycle. Both are believed to be present in the last eukaryotic common ancestor.[citation needed] Prokaryotes (i.e., archaea and bacteria) can also undergo cell division (or binary fission). Unlike the processes of mitosis and meiosis in eukaryotes, binary fission in prokaryotes takes place without the formation of a spindle apparatus on the cell. Before binary fission, DNA in the bacterium is tightly coiled. After it has uncoiled and duplicated, it is pulled to the separate poles of the bacterium as it increases the size to prepare for splitting. Growth of a new cell wall begins to separate the bacterium (triggered by FtsZ polymerization and "Z-ring" formation). The new cell wall (septum) fully develops, resulting in the complete split of the bacterium. The new daughter cells have tightly coiled DNA rods, ribosomes, and plasmids.[citation needed] Meiosis is a central feature of sexual reproduction in eukaryotes, and the most fundamental function of meiosis appears to be conservation of the integrity of the genome that is passed on to progeny by parents. Two aspects of sexual reproduction, meiotic recombination and outcrossing, are likely maintained respectively by the adaptive advantages of recombinational repair of genomic DNA damage and genetic complementation which masks the expression of deleterious recessive mutations. The beneficial effect of genetic complementation, derived from outcrossing (cross-fertilization) is also referred to as hybrid vigor or heterosis. Charles Darwin in his 1878 book The Effects of Cross and Self-Fertilization in the Vegetable Kingdom at the start of chapter XII noted "The first and most important of the conclusions which may be drawn from the observations given in this volume, is that generally cross-fertilisation is beneficial and self-fertilisation often injurious, at least with the plants on which I experimented." Genetic variation, often produced as a byproduct of sexual reproduction, may provide long-term advantages to those sexual lineages that engage in outcrossing. Genetics Genetics is the scientific study of inheritance. Mendelian inheritance, specifically, is the process by which genes and traits are passed on from parents to offspring. It has several principles. The first is that genetic characteristics, alleles, are discrete and have alternate forms (e.g., purple vs. white or tall vs. dwarf), each inherited from one of two parents. Based on the law of dominance and uniformity, which states that some alleles are dominant while others are recessive; an organism with at least one dominant allele will display the phenotype of that dominant allele. During gamete formation, the alleles for each gene segregate, so that each gamete carries only one allele for each gene. Heterozygotic individuals produce gametes with an equal frequency of two alleles. Finally, the law of independent assortment, states that genes of different traits can segregate independently during the formation of gametes, i.e., genes are unlinked. An exception to this rule would include traits that are sex-linked. Test crosses can be performed to experimentally determine the underlying genotype of an organism with a dominant phenotype. A Punnett square can be used to predict the results of a test cross. The chromosome theory of inheritance, which states that genes are found on chromosomes, was supported by Thomas Morgans's experiments with fruit flies, which established the sex linkage between eye color and sex in these insects. A gene is a unit of heredity that corresponds to a region of deoxyribonucleic acid (DNA) that carries genetic information that controls form or function of an organism. DNA is composed of two polynucleotide chains that coil around each other to form a double helix. It is found as linear chromosomes in eukaryotes, and circular chromosomes in prokaryotes. The set of chromosomes in a cell is collectively known as its genome. In eukaryotes, DNA is mainly in the cell nucleus. In prokaryotes, the DNA is held within the nucleoid. The genetic information is held within genes, and the complete assemblage in an organism is called its genotype. DNA replication is a semiconservative process whereby each strand serves as a template for a new strand of DNA. Mutations are heritable changes in DNA. They can arise spontaneously as a result of replication errors that were not corrected by proofreading or can be induced by an environmental mutagen such as a chemical (e.g., nitrous acid, benzopyrene) or radiation (e.g., x-ray, gamma ray, ultraviolet radiation, particles emitted by unstable isotopes). Mutations can lead to phenotypic effects such as loss-of-function, gain-of-function, and conditional mutations. Some mutations are beneficial, as they are a source of genetic variation for evolution. Others are harmful if they were to result in a loss of function of genes needed for survival. Gene expression is the molecular process by which a genotype encoded in DNA gives rise to an observable phenotype in the proteins of an organism's body. This process is summarized by the central dogma of molecular biology, which was formulated by Francis Crick in 1958. According to the Central Dogma, genetic information flows from DNA to RNA to protein. There are two gene expression processes: transcription (DNA to RNA) and translation (RNA to protein). The regulation of gene expression by environmental factors and during different stages of development can occur at each step of the process such as transcription, RNA splicing, translation, and post-translational modification of a protein. Gene expression can be influenced by positive or negative regulation, depending on which of the two types of regulatory proteins called transcription factors bind to the DNA sequence close to or at a promoter. A cluster of genes that share the same promoter is called an operon, found mainly in prokaryotes and some lower eukaryotes (e.g., Caenorhabditis elegans). In positive regulation of gene expression, the activator is the transcription factor that stimulates transcription when it binds to the sequence near or at the promoter. Negative regulation occurs when another transcription factor called a repressor binds to a DNA sequence called an operator, which is part of an operon, to prevent transcription. Repressors can be inhibited by compounds called inducers (e.g., allolactose), thereby allowing transcription to occur. Specific genes that can be activated by inducers are called inducible genes, in contrast to constitutive genes that are almost constantly active. In contrast to both, structural genes encode proteins that are not involved in gene regulation. In addition to regulatory events involving the promoter, gene expression can also be regulated by epigenetic changes to chromatin, which is a complex of DNA and protein found in eukaryotic cells. Development is the process by which a multicellular organism (plant or animal) goes through a series of changes, starting from a single cell, and taking on various forms that are characteristic of its life cycle. There are four key processes that underlie development: Determination, differentiation, morphogenesis, and growth. Determination sets the developmental fate of a cell, which becomes more restrictive during development. Differentiation is the process by which specialized cells arise from less specialized cells such as stem cells. Stem cells are undifferentiated or partially differentiated cells that can differentiate into various types of cells and proliferate indefinitely to produce more of the same stem cell. Cellular differentiation dramatically changes a cell's size, shape, membrane potential, metabolic activity, and responsiveness to signals, which are largely due to highly controlled modifications in gene expression and epigenetics. With a few exceptions, cellular differentiation almost never involves a change in the DNA sequence itself. Thus, different cells can have very different physical characteristics despite having the same genome. Morphogenesis, or the development of body form, is the result of spatial differences in gene expression. A small fraction of the genes in an organism's genome called the developmental-genetic toolkit control the development of that organism. These toolkit genes are highly conserved among phyla, meaning that they are ancient and very similar in widely separated groups of animals. Differences in deployment of toolkit genes affect the body plan and the number, identity, and pattern of body parts. Among the most important toolkit genes are the Hox genes. Hox genes determine where repeating parts, such as the many vertebrae of snakes, will grow in a developing embryo or larva. Evolution Evolution is a central organizing concept in biology. It is the change in heritable characteristics of populations over successive generations. In artificial selection, animals were selectively bred for specific traits. Given that traits are inherited, populations contain a varied mix of traits, and reproduction is able to increase any population, Darwin argued that in the natural world, it was nature that played the role of humans in selecting for specific traits. Darwin inferred that individuals who possessed heritable traits better adapted to their environments are more likely to survive and produce more offspring than other individuals. He further inferred that this would lead to the accumulation of favorable traits over successive generations, thereby increasing the match between the organisms and their environment. A species is a group of organisms that mate with one another and speciation is the process by which one lineage splits into two lineages as a result of having evolved independently from each other. For speciation to occur, there has to be reproductive isolation. Reproductive isolation can result from incompatibilities between genes as described by Bateson–Dobzhansky–Muller model. Reproductive isolation also tends to increase with genetic divergence. Speciation can occur when there are physical barriers that divide an ancestral species, a process known as allopatric speciation. A phylogeny is an evolutionary history of a specific group of organisms or their genes. It can be represented using a phylogenetic tree, a diagram showing lines of descent among organisms or their genes. Each line drawn on the time axis of a tree represents a lineage of descendants of a particular species or population. When a lineage divides into two, it is represented as a fork or split on the phylogenetic tree. Phylogenetic trees are the basis for comparing and grouping different species. Different species that share a feature inherited from a common ancestor are described as having homologous features (or synapomorphy). Phylogeny provides the basis of biological classification. This classification system is rank-based, with the highest rank being the domain followed by kingdom, phylum, class, order, family, genus, and species. All organisms can be classified as belonging to one of three domains: Archaea (originally Archaebacteria), Bacteria (originally eubacteria), or Eukarya (includes the fungi, plant, and animal kingdoms). The history of life on Earth traces how organisms have evolved from the earliest emergence of life to present day. Earth formed about 4.5 billion years ago and all life on Earth, both living and extinct, descended from a last universal common ancestor that lived about 3.5 billion years ago. Geologists have developed a geologic time scale that divides the history of the Earth into major divisions, starting with four eons (Hadean, Archean, Proterozoic, and Phanerozoic), the first three of which are collectively known as the Precambrian, which lasted approximately 4 billion years. Each eon can be divided into eras, with the Phanerozoic eon that began 539 million years ago being subdivided into Paleozoic, Mesozoic, and Cenozoic eras. These three eras together comprise eleven periods (Cambrian, Ordovician, Silurian, Devonian, Carboniferous, Permian, Triassic, Jurassic, Cretaceous, Tertiary, and Quaternary). The similarities among all known present-day species indicate that they have diverged through the process of evolution from their common ancestor. Biologists regard the ubiquity of the genetic code as evidence of universal common descent for all bacteria, archaea, and eukaryotes. Microbial mats of coexisting bacteria and archaea were the dominant form of life in the early Archean eon and many of the major steps in early evolution are thought to have taken place in this environment. The earliest evidence of eukaryotes dates from 1.85 billion years ago, and while they may have been present earlier, their diversification accelerated when they started using oxygen in their metabolism. Later, around 1.7 billion years ago, multicellular organisms began to appear, with differentiated cells performing specialised functions. Algae-like multicellular land plants are dated back to about 1 billion years ago, although evidence suggests that microorganisms formed the earliest terrestrial ecosystems, at least 2.7 billion years ago. Microorganisms are thought to have paved the way for the inception of land plants in the Ordovician period. Land plants were so successful that they are thought to have contributed to the Late Devonian extinction event. Ediacara biota appear during the Ediacaran period, while vertebrates, along with most other modern phyla originated about 525 million years ago during the Cambrian explosion. During the Permian period, synapsids, including the ancestors of mammals, dominated the land, but most of this group became extinct in the Permian–Triassic extinction event 252 million years ago. During the recovery from this catastrophe, archosaurs became the most abundant land vertebrates; one archosaur group, the dinosaurs, dominated the Jurassic and Cretaceous periods. After the Cretaceous–Paleogene extinction event 66 million years ago killed off the non-avian dinosaurs, mammals increased rapidly in size and diversity. Such mass extinctions may have accelerated evolution by providing opportunities for new groups of organisms to diversify. Diversity Bacteria are a type of cell that constitute a large domain of prokaryotic microorganisms. Typically a few micrometers in length, bacteria have a number of shapes, ranging from spheres to rods and spirals. Bacteria were among the first life forms to appear on Earth, and are present in most of its habitats. Bacteria inhabit soil, water, acidic hot springs, radioactive waste, and the deep biosphere of the Earth's crust. Bacteria also live in symbiotic and parasitic relationships with plants and animals. Most bacteria have not been characterised, and only about 27 percent of the bacterial phyla have species that can be grown in the laboratory. Archaea constitute the other domain of prokaryotic cells and were initially classified as bacteria, receiving the name archaebacteria (in the Archaebacteria kingdom), a term that has fallen out of use. Archaeal cells have unique properties separating them from the other two domains, Bacteria and Eukaryota. Archaea are further divided into multiple recognized phyla. Archaea and bacteria are generally similar in size and shape, although a few archaea have very different shapes, such as the flat and square cells of Haloquadratum walsbyi. Despite this morphological similarity to bacteria, archaea possess genes and several metabolic pathways that are more closely related to those of eukaryotes, notably for the enzymes involved in transcription and translation. Other aspects of archaeal biochemistry are unique, such as their reliance on ether lipids in their cell membranes, including archaeols. Archaea use more energy sources than eukaryotes: these range from organic compounds, such as sugars, to ammonia, metal ions or even hydrogen gas. Salt-tolerant archaea (the Haloarchaea) use sunlight as an energy source, and other species of archaea fix carbon, but unlike plants and cyanobacteria, no known species of archaea does both. Archaea reproduce asexually by binary fission, fragmentation, or budding; unlike bacteria, no known species of Archaea form endospores.[citation needed] The first observed archaea were extremophiles, living in extreme environments, such as hot springs and salt lakes with no other organisms. Improved molecular detection tools led to the discovery of archaea in almost every habitat, including soil, oceans, and marshlands. Archaea are particularly numerous in the oceans, and the archaea in plankton may be one of the most abundant groups of organisms on the planet.[citation needed] Archaea are a major part of Earth's life. They are part of the microbiota of all organisms. In the human microbiome, they are important in the gut, mouth, and on the skin. Their morphological, metabolic, and geographical diversity permits them to play multiple ecological roles: carbon fixation; nitrogen cycling; organic compound turnover; and maintaining microbial symbiotic and syntrophic communities, for example. Eukaryotes are hypothesized to have split from archaea, which was followed by their endosymbioses with bacteria (or symbiogenesis) that gave rise to mitochondria and chloroplasts, both of which are now part of modern-day eukaryotic cells. The major lineages of eukaryotes diversified in the Precambrian about 1.5 billion years ago and can be classified into eight major clades: alveolates, excavates, stramenopiles, plants, rhizarians, amoebozoans, fungi, and animals. Five of these clades are collectively known as protists, which are mostly microscopic eukaryotic organisms that are not plants, fungi, or animals. While it is likely that protists share a common ancestor (the last eukaryotic common ancestor), protists by themselves do not constitute a separate clade as some protists may be more closely related to plants, fungi, or animals than they are to other protists. Like groupings such as algae, invertebrates, or protozoans, the protist grouping is not a formal taxonomic group but is used for convenience. Most protists are unicellular; these are called microbial eukaryotes. Plants are mainly multicellular organisms, predominantly photosynthetic eukaryotes of the kingdom Plantae, which would exclude fungi and some algae. Plant cells were derived by endosymbiosis of a cyanobacterium into an early eukaryote about one billion years ago, which gave rise to chloroplasts. The first several clades that emerged following primary endosymbiosis were aquatic and most of the aquatic photosynthetic eukaryotic organisms are collectively described as algae, which is a term of convenience as not all algae are closely related. Algae comprise several distinct clades such as glaucophytes, which are microscopic freshwater algae that may have resembled in form to the early unicellular ancestor of Plantae. Unlike glaucophytes, the other algal clades such as red and green algae are multicellular. Green algae comprise three major clades: chlorophytes, coleochaetophytes, and stoneworts. Fungi are eukaryotes that digest foods outside their bodies, secreting digestive enzymes that break down large food molecules before absorbing them through their cell membranes. Many fungi are also saprobes, feeding on dead organic matter, making them important decomposers in ecological systems. Animals are multicellular eukaryotes. With few exceptions, animals consume organic material, breathe oxygen, are able to move, can reproduce sexually, and grow from a hollow sphere of cells, the blastula, during embryonic development. Over 1.5 million living animal species have been described—of which around 1 million are insects—but it has been estimated there are over 7 million animal species in total. They have complex interactions with each other and their environments, forming intricate food webs. Viruses are submicroscopic infectious agents that replicate inside the cells of organisms. Viruses infect all types of life forms, from animals and plants to microorganisms, including bacteria and archaea. More than 6,000 virus species have been described in detail. Viruses are found in almost every ecosystem on Earth and are the most numerous type of biological entity. The origins of viruses in the evolutionary history of life are unclear: some may have evolved from plasmids—pieces of DNA that can move between cells—while others may have evolved from bacteria. In evolution, viruses are an important means of horizontal gene transfer, which increases genetic diversity in a way analogous to sexual reproduction. Because viruses possess some but not all characteristics of life, they have been described as "organisms at the edge of life", and as self-replicators. Ecology Ecology is the study of the distribution and abundance of life, the interaction between organisms and their environment. The community of living (biotic) organisms in conjunction with the nonliving (abiotic) components (e.g., water, light, radiation, temperature, humidity, atmosphere, acidity, and soil) of their environment is called an ecosystem. These biotic and abiotic components are linked together through nutrient cycles and energy flows. Energy from the sun enters the system through photosynthesis and is incorporated into plant tissue. By feeding on plants and on one another, animals move matter and energy through the system. They also influence the quantity of plant and microbial biomass present. By breaking down dead organic matter, decomposers release carbon back to the atmosphere and facilitate nutrient cycling by converting nutrients stored in dead biomass back to a form that can be readily used by plants and other microbes. A population is the group of organisms of the same species that occupies an area and reproduce from generation to generation. Population size can be estimated by multiplying population density by the area or volume. The carrying capacity of an environment is the maximum population size of a species that can be sustained by that specific environment, given the food, habitat, water, and other resources that are available. The carrying capacity of a population can be affected by changing environmental conditions such as changes in the availability of resources and the cost of maintaining them. In human populations, new technologies such as the Green revolution have helped increase the Earth's carrying capacity for humans over time, which has stymied the attempted predictions of impending population decline, the most famous of which was by Thomas Malthus in the 18th century. A community is a group of populations of species occupying the same geographical area at the same time. A biological interaction is the effect that a pair of organisms living together in a community have on each other. They can be either of the same species (intraspecific interactions), or of different species (interspecific interactions). These effects may be short-term, like pollination and predation, or long-term; both often strongly influence the evolution of the species involved. A long-term interaction is called a symbiosis. Symbioses range from mutualism, beneficial to both partners, to competition, harmful to both partners. Every species participates as a consumer, resource, or both in consumer–resource interactions, which form the core of food chains or food webs. There are different trophic levels within any food web, with the lowest level being the primary producers (or autotrophs) such as plants and algae that convert energy and inorganic material into organic compounds, which can then be used by the rest of the community. At the next level are the heterotrophs, which are the species that obtain energy by breaking apart organic compounds from other organisms. Heterotrophs that consume plants are primary consumers (or herbivores) whereas heterotrophs that consume herbivores are secondary consumers (or carnivores). And those that eat secondary consumers are tertiary consumers and so on. Omnivorous heterotrophs are able to consume at multiple levels. Finally, there are decomposers that feed on the waste products or dead bodies of organisms. On average, the total amount of energy incorporated into the biomass of a trophic level per unit of time is about one-tenth of the energy of the trophic level that it consumes. Waste and dead material used by decomposers as well as heat lost from metabolism make up the other ninety percent of energy that is not consumed by the next trophic level. In the global ecosystem or biosphere, matter exists as different interacting compartments, which can be biotic or abiotic as well as accessible or inaccessible, depending on their forms and locations. For example, matter from terrestrial autotrophs are both biotic and accessible to other organisms whereas the matter in rocks and minerals are abiotic and inaccessible. A biogeochemical cycle is a pathway by which specific elements of matter are turned over or moved through the biotic (biosphere) and the abiotic (lithosphere, atmosphere, and hydrosphere) compartments of Earth. There are biogeochemical cycles for nitrogen, carbon, and water.[citation needed] Conservation biology is the study of the conservation of Earth's biodiversity with the aim of protecting species, their habitats, and ecosystems from excessive rates of extinction and the erosion of biotic interactions. It is concerned with factors that influence the maintenance, loss, and restoration of biodiversity and the science of sustaining evolutionary processes that engender genetic, population, species, and ecosystem diversity. The concern stems from estimates suggesting that up to 50% of all species on the planet will disappear within the next 50 years, which has contributed to poverty, starvation, and will reset the course of evolution on this planet. Biodiversity affects the functioning of ecosystems, which provide a variety of services upon which people depend. Conservation biologists research and educate on the trends of biodiversity loss, species extinctions, and the negative effect these are having on our capabilities to sustain the well-being of human society. Organizations and citizens are responding to the current biodiversity crisis through conservation action plans that direct research, monitoring, and education programs that engage concerns at local through global scales. See also References Further reading External links Journal links |
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[SOURCE: https://en.wikipedia.org/wiki/Democratic_Autonomous_Administration_of_North_and_East_Syria] | [TOKENS: 14501] |
Contents Democratic Autonomous Administration of North and East Syria The Democratic Autonomous Administration of North and East Syria (DAANES), also known as Rojava,[d] is a de facto autonomous region in northeastern Syria. It consists of self-governing sub-regions of Jazira and Euphrates. The region gained its de facto autonomy in 2012 in the context of the ongoing Rojava conflict and the wider Syrian civil war, in which its official military force, the Syrian Democratic Forces (SDF), has taken part. While conducting some foreign relations, the region is neither officially recognized as autonomous by the government of Syria, state, or other governments institutions except for the Catalan Parliament. Northeastern Syria is polyethnic and home to sizeable ethnic Arab, Kurdish, and Assyrian populations, with smaller communities of ethnic Turkmen, Armenians, Circassians, and Yazidis. Independent organizations providing healthcare in the region include the Kurdish Red Crescent, the Syrian American Medical Society, the Free Burma Rangers, and Doctors Without Borders. Since 2016, Turkish and Turkish-backed Syrian rebel forces have occupied parts of northern Syria through a series of military operations against the SDF. Following the January 2026 northeastern Syria offensive by government forces, up to 80% of the DAANES' territory were captured and ceded to the Syrian government as part of an integration agreement. All remaining lands were put into joint control between the Syrian government and the DAANES. Polity names and translations Parts of northern Syria are known as Western Kurdistan,[e] or simply Rojava[f] among Kurds, one of the four parts of Greater Kurdistan. The name "Rojava" was thus associated with a Kurdish identity of the administration. As the region expanded and increasingly included areas dominated by non-Kurdish groups, mostly Arabs, "Rojava" was used less and less by the administration in hopes of deethnicising its appearance and making it more acceptable to other ethnicities. Regardless, the polity continued to be called "Rojava" by locals and international observers, with journalist Metin Gurcan noting that "the concept of Rojava [had become] a brand gaining global recognition" by 2019. The territory around Jazira province of northeastern Syria is called Gozarto,[g] part of the historical Assyrian homeland, by Syriac-Assyrians. The first name of the local government for the Kurdish-dominated areas in Afrin District, Ayn al-Arab District (Kobanî), and northern al-Hasakah Governorate was "Interim Transitional Administration", adopted in 2013. After the three autonomous cantons were proclaimed in 2014 together with a written Social Contract, Territories governed by the Democratic Union Party (Syria) (PYD) were also nicknamed "the Autonomous Regions" or "Democratic Autonomous Administration". On 17 March 2016, northern Syria's administration self-declared the establishment of a federal system of government as the Democratic Federation of Rojava – Northern Syria;[h] sometimes abbreviated as NSR). The updated December 2016 constitution of the polity uses the name Democratic Federation of Northern Syria (DFNS).[i] On 6 September 2018, the Syrian Democratic Council adopted a new name for the region, naming it the Autonomous Administration of North and East Syria (NES or AANES)[j] also sometimes translated into English as the Self-Administration of North and East Syria (SANES), encompassing the Euphrates and Jazira regions as well as the local civil councils in the regions of Raqqa, Tabqa, and Deir ez-Zor. In December 2023, the region adopted a new constitution, with a new name for the region, the Democratic Autonomous Administration of North and East Syria (DAANES).[k] The YPG/PYD have at times used the names Federal Northern Syria and the Democratic Confederalist Autonomous Areas of Northern Syria. History Northern Syria is part of the Fertile Crescent, and includes archaeological sites dating to the Neolithic, such as Tell Halaf. In antiquity, the area was part of the Mitanni kingdom, its centre being the Khabur river valley in modern-day Jazira Region. It was then part of Assyria, with the last surviving Assyrian imperial records, from between 604 BC and 599 BC, being found in and around the Assyrian city of Dūr-Katlimmu. Later, it was ruled by different dynasties and empires – the Achaemenids of Iran, the Hellenistic empires who succeeded Alexander the Great, the Artaxiads of Armenia, Rome, the Iranian Parthians and Sasanians, then by the Byzantines and successive Arab Islamic caliphates. In course of these regimes, different groups settled in northern Syria, often contributing to population shifts. Arab tribes have been present in the area for millennia. Under the Hellenistic Seleucid Empire (312–63 BC), different tribal groups and mercenaries were settled in northern Syria as military colonists; these included Arabs and possibly Kurds.[l] Jan Retso argued that Abai, an Arab settlement where the Seleucid king Antiochus VI Dionysus was raised, was located in northern Syria. By the 3rd century, the Arab tribe of the Fahmids lived in northern Syria. By the 9th century, northern Syria was inhabited by a mixed population of Arabs, Assyrians, Kurds, Turkic groups, and others. Kurdish tribes in the area often operated as soldiers for hire, and were still placed in specific military settlements in the northern Syrian mountains. There existed a Kurdish elite of which Saladin, the founder of the Ayyubid dynasty and the Emir of Masyaf in the 12th century were part of. Under Saladin's rule, northern Syria experienced a mass immigration of Turkic groups who came into conflict with Kurdish tribes, resulting in clashes that wiped out several Kurdish communities. During the Ottoman Empire (1516–1922), large Kurdish-speaking tribal groups both settled in and were deported to areas of northern Syria from Anatolia. By the 18th century, five Kurdish tribes existed in northeastern Syria. The demographics of this area underwent a huge shift in the early part of the 20th century. Some Circassian, Kurdish and Chechen tribes cooperated with the Ottoman (Turkish) authorities in the massacres of Armenian and Assyrian Christians in Upper Mesopotamia, between 1914 and 1920, with further attacks on unarmed fleeing civilians conducted by local Arab militias. Many Assyrians fled to Syria during the genocide and settled mainly in the Jazira area. Starting in 1926, the region saw another immigration of Kurds following the failure of the Sheikh Said rebellion against the Turkish authorities. While many of the Kurds in Syria have been there for centuries, waves of Kurds fled their homes in Turkey and settled in Syrian Al-Jazira Province, where they were granted citizenship by the French Mandate authorities. The number of Turkish Kurds settled in al-Jazira province during the 1920s was estimated at 20,000 people, out of 100,000 inhabitants, with the remainder of the population being Christians (Syriac, Armenian, Assyrian) and Arabs.: 458 Following Syria's independence, policies of Arab nationalism and attempts at forced Arabization became widespread in the country's north, to a large part directed against the Kurdish population. The region received little investment or development from the central government and laws discriminated against Kurds owning property, driving cars, working in certain professions and forming political parties. Property was routinely confiscated by government loansharks. After the Ba'ath Party seized power in the 1963 Syrian coup d'état, non-Arab languages were forbidden at Syrian public schools. This compromised the education of students belonging to minorities like Kurds, Turkmen, and Assyrians. Some groups like Armenians, Circassians, and Assyrians were able to compensate by establishing private schools, but Kurdish private schools were also banned. Northern Syrian hospitals lacked equipment for advanced treatment and instead patients had to be transferred outside the region. Numerous place names were arabized in the 1960s and 1970s. In his report for the 12th session of the UN Human Rights Council titled Persecution and Discrimination against Kurdish Citizens in Syria, the United Nations High Commissioner for Human Rights held that "Successive Syrian governments continued to adopt a policy of ethnic discrimination and national persecution against Kurds, completely depriving them of their national, democratic and human rights – an integral part of human existence. The government imposed ethnically-based programs, regulations and exclusionary measures on various aspects of Kurds' lives – political, economic, social and cultural." Kurdish cultural festivals like Newroz were effectively banned. In many instances, the Syrian government arbitrarily deprived ethnic Kurdish citizens of their citizenship. The largest such instance was a consequence of a census in 1962, which was conducted for exactly this purpose. 120,000 ethnic Kurdish citizens saw their citizenship arbitrarily taken away and became stateless. This status was passed to the children of a "stateless" Kurdish father. In 2010, the Human Rights Watch (HRW) estimated the number of such "stateless" Kurdish people in Syria at 300,000. In 1973, the Syrian authorities confiscated 750 square kilometres (290 square miles) of fertile agricultural land in Al-Hasakah Governorate, which was owned and cultivated by tens of thousands of Kurdish citizens, and gave it to Arab families brought in from other provinces. In 2007, in the Al-Hasakah Governorate, 600 square kilometres (230 square miles) around Al-Malikiyah were granted to Arab families, while tens of thousands of Kurdish inhabitants of the villages concerned were evicted. These and other expropriations was part of the so-called "Arab Belt initiative" which aimed to change the demographic fabric of the resource-rich region. Accordingly, relations between the Syrian government and the Syrian Kurdish population were tense. The response of northern Syrian parties and movements to the policies of Hafez al-Assad's Ba'athist government varied greatly. Some parties opted for resistance, whereas others such as the Kurdish Democratic Progressive Party and the Assyrian Democratic Party attempted to work within the system, hoping to bring about changes through soft pressure. In general, parties that openly represented certain ethnic and religious minorities were not allowed to participate in elections, but their politicians were occasionally allowed to run as Independents. Some Kurdish politicians won seats during the Syrian elections in 1990. The government also recruited Kurdish officials, in particular as mayors, to ease ethnic relations. Regardless, northern Syrian ethnic groups remained deliberately underrepresented in the bureaucracy, and many Kurdish majority areas were run by Arab officials from other parts of the country. Security and intelligence agencies worked hard to suppress dissidents, and most Kurdish parties remained underground movements. The government monitored, though generally allowed this "sub-state activity" because the northern minorities including the Kurds rarely caused unrest with the exception of the 2004 Qamishli massacre. The situation improved after the death of Hafez al-Assad and the election of his son, Bashar al-Assad, under whom the number of Kurdish officials grew. Despite the Ba'athist internal policies which officially suppressed a Kurdish identity, the Syrian government allowed the Kurdistan Workers' Party (PKK) to set up training camps from 1980. The PKK was a militant Kurdish group led by Abdullah Öcalan which was waging an insurgency against Turkey. Syria and Turkey were hostile toward each other at the time, resulting in the use of the PKK as proxy group. The party began to deeply influence the Syrian Kurdish population in the Afrin and Ayn al-Arab Districts, where it promoted Kurdish identity through music, clothing, popular culture, and social activities. In contrast, the PKK remained much less popular among Kurds in al-Hasakah Governorate, where other Kurdish parties maintained more influence. Many Syrian Kurds developed a long-lasting sympathy for the PKK, and a large number, possibly more than 10,000, joined its insurgency in Turkey. A rapprochement between Syria and Turkey brought an end to this phase in 1998, when Öcalan and the PKK were formally expelled from northern Syria. Regardless, the PKK maintained a clandestine presence in the region. In 2002, the PKK and allied groups organized the Kurdistan Communities Union (KCK) to implement Öcalan's ideas in various Middle Eastern countries. A KCK branch was also set up in Syria, led by Sofi Nureddin and known as "KCK-Rojava". In an attempt to outwardly distance the Syrian branch from the PKK, the Democratic Union Party (PYD) was established as de facto Syrian "successor" of the PKK in 2003. The "People's Defense Units" (YPG), a paramilitary wing of the PYD, was also founded during this time, but remained dormant. In 2011, a civil uprising erupted in Syria, prompting hasty government reforms. One of the issues addressed during this time was the status of Syria's stateless Kurds, as President Bashar al-Assad granted about 220,000 Kurds citizenship. In course of the next months, the crisis in Syria escalated into a civil war. The armed Syrian opposition seized control of several regions, while security forces were overstretched. In mid-2012 the government responded to this development by withdrawing its military from three mainly Kurdish areas and leaving control to local militias. This has been described as an attempt by the Assad regime to keep the Kurdish population out of the initial civil uprising and civil war. Existing underground Kurdish political parties, namely the PYD and the Kurdish National Council (KNC), joined to form the Kurdish Supreme Committee (KSC). The People's Protection Units (YPG) militia was reestablished to defend Kurdish-inhabited areas in northern Syria. In July 2012, the YPG established control in the towns of Kobanî, Amuda and Afrin, and the Kurdish Supreme Committee established a joint leadership council to administer the towns. Soon YPG also gained control of the cities of Al-Malikiyah, Ras al-Ayn, al-Darbasiyah, and al-Muabbada and parts of Hasakah and Qamishli. Doing so, the YPG and its female wing, the Women's Protection Units (YPJ), mostly battled factions of the Free Syrian Army, and Islamist militias like the al-Nusra Front and Jabhat Ghuraba al-Sham. It also eclipsed rival Kurdish militias, and absorbed some government loyalist groups. According to researcher Charles R. Lister, the government's withdrawal and concurrent rise of the PYD "raised many eyebrows", as the relationship between the two entities was "highly contentious" at the time. The PYD was known to oppose certain government policies, but had also strongly criticised the Syrian opposition. Following a deadly PYD repression of opposition demonstrations in Amuda, the Kurdish National Council withdrew from the Kurdish Supreme Committee. Unopposed, the PYD's political coalition, Movement for a Democratic Society (TEV-DEM), controlled the Kurdish Supreme Committee until the latter was dissolved by the cantonal Democratic Autonomous Administration. On 19 July 2013, the PYD announced that it had written a constitution for an "autonomous Syrian Kurdish region", and planned to hold referendum to approve the constitution in October 2013. Qamishli served as first de facto capital of the PYD-led governing body, which was official called the "Interim Transitional Administration". The announcement was widely denounced by both moderate as well as Islamist factions of the Syrian opposition. In January 2014, three areas declared their autonomy as cantons (later Afrin Region, Jazira Region and Euphrates Region) and an interim constitution (also known as social contract) was approved. The Syrian opposition and the Kurdish parties belonging to the KNC condemned this move, regarding the canton system as illegal, authoritarian, and supportive of the Syrian government. The PYD countered that the constitution was open to review and amendment, and that the KNC had been consulted on its drafting beforehand. From September 2014 to spring 2015, the YPG forces in Kobanî Canton, supported by some Free Syrian Army militias and leftist international and Kurdistan Workers' Party (PKK) volunteers, fought and finally repelled an assault by the Islamic State of Iraq and the Levant (ISIL) during the Siege of Kobanî, and in the YPG's Tell Abyad offensive of summer of 2015, the regions of Jazira and Kobanî were connected. After the YPG victory over ISIL in Kobanî in March 2015, an alliance between YPG and the United States was formed, which greatly worried Turkey, because Turkey stated the YPG was a clone of the Kurdistan Workers' Party (PKK) which Turkey (and the U.S. and the E.U.) designate as terrorists. In December 2015, the Syrian Democratic Council was created. On 17 March 2016, at a TEV-DEM-organized conference in Rmelan the establishment the Democratic Federation of Rojava – Northern Syria was declared in the areas they controlled in Northern Syria. The declaration was quickly denounced by both the Syrian government and the National Coalition of Syrian Revolutionary and Opposition Forces. In March 2016, Hediya Yousef and Mansur Selum were elected co-chairpersons for the executive committee to organise a constitution for the region, to replace the 2014 constitution. Yousef said the decision to set up a federal government was in large part driven by the expansion of territories captured from Islamic State: "Now, after the liberation of many areas, it requires us to go to a wider and more comprehensive system that can embrace all the developments in the area, that will also give rights to all the groups to represent themselves and to form their own administrations". In July 2016, a draft for the new constitution was presented, based on the principles of the 2014 constitution, mentioning all ethnic groups living in Northern Syria and addressing their cultural, political and linguistic rights. The main political opposition to the constitution have been Kurdish nationalists, in particular the KNC, who have different ideological aspirations than the TEV-DEM coalition. On 28 December 2016, after a meeting of the 151-member Syrian Democratic Council in Rmelan, a new constitution was resolved; despite objections by 12 Kurdish parties, the region was renamed the "Democratic Federation of Northern Syria", removing the name "Rojava". Since 2012, when the first YPG pockets appeared, Turkey had been alarmed by the presence of PKK-related forces at its southern border and grew concerned when the YPG entered into an alliance with the US to oppose ISIS forces in the region. The Turkish government refused to allow aid to be sent to the YPG during the Siege of Kobanî. This led to the Kurdish riots, the breakdown of the 2013–2015 peace process in July 2015 and the renewal of armed conflict between the PKK and Turkish forces. According to the Turkish pro-government newspaper Daily Sabah, the YPG's parent organisation, the PYD, provided the PKK with militants, explosives, arms and ammunition. In August 2016, Turkey launched Operation Euphrates Shield to prevent the YPG-led Syrian Democratic Forces (SDF) from linking Afrin Canton (now Afrin Region) with the rest of Rojava and to capture Manbij from the SDF. Turkish and Turkish-backed Syrian rebel forces prevented the linking of Rojava's cantons and captured all settlements in Jarabulus previously under SDF control. The SDF handed over part of the region to the Syrian government to act as a buffer zone against Turkey. Manbij remained under SDF control. In early 2018, Turkey launched Operation Olive Branch alongside the Turkish-backed Syrian National Army to capture the Kurdish-majority Afrin and oust the YPG/SDF from the region. Afrin Canton, a subdivision of the region, was occupied and over 100,000 civilians were displaced and relocated to Afrin Region's Shahba Canton which remained under SDF, then joint SDF-Syrian Arab Army (SAA) control. The remaining SDF forces later launched an ongoing insurgency against the Turkish and Turkish-backed Syrian rebel forces. In 2019, Turkey launched Operation Peace Spring against the SDF. On 9 October, the Turkish Air Force launched airstrikes on border towns. On 6 October President of the United States Donald Trump had ordered United States troops to withdraw from northeastern Syria where they had been providing support to the SDF. Journalists called the withdrawal "a serious betrayal to the Kurds" and "a catastrophic blow to US credibility as an ally and Washington's standing on the world stage"; one journalist stated that "this was one of the worst US foreign policy disasters since the Iraq War". Turkish and Turkish-backed Syrian rebel forces captured 68 settlements, including Ras al-Ayn, Tell Abyad, Suluk, Mabrouka and Manajir during the 9-day operation before a 120-hour ceasefire was announced. The operation was condemned by the international community, and human rights violations by Turkish forces were reported. Media outlets labelled the attack "no surprise" because Turkish president Recep Tayyip Erdoğan had for months warned that the presence of the YPG on the Turkish-Syrian border despite the Northern Syria Buffer Zone was unacceptable. An unintended consequence of the attack was that it raised the worldwide popularity and legitimacy of the northeastern Syrian administration, and several PYD and YPG representatives became internationally known to an unprecedented degree. However, these events caused tensions within the KCK, as differences emerged between the PKK and PYD leadership. The PYD was determined to maintain the regional autonomy and hoped for a continued alliance with the United States. In contrast, the PKK central command was now willing to restart negotiations with Turkey, distrusted the United States, and emphasized the international success of its leftist ideology over the survival of Rojava as administrative entity. During the November 2024 Syrian opposition offensives, which toppled the Assad regime, the SDF captured the southeastern city of Deir ez-Zor. SDF forces withdrew from Deir ez-Zor following protests of local population and the city was swiftly occupied by Tahrir al-Sham. On 12 December, DAANES announced that it had adopted the flag of the Syrian revolution as the official flag of Syria. Despite the collapse of the Assad regime, Turkey and Turkish-backed SNA fighters in northern Syria launched an offensive against SDF forces. On 9 December, SNA fighters captured the city of Manbij. The Turkish/SNA offensive continued with the 2024 Kobani clashes which ended in a victory for the SDF. This came following a US mediated truce and an SNA failure to capture Tishrin Dam and Qara-Qowzak Bridge. This was followed by a counter-offensive in the East Aleppo offensive (2024–2025). A ceasefire was signed to, the 10 March agreement, had been agreed too brokered by the International Coalition keeping the disputed dams under SDF control until the agreement expired on January 1, 2026. During the Aleppo clashes, the SDF and the Syrian Army clashed over the SDF and DAANES' control over the Kurdish-majority Sheikh Maqsood and Ashrafiyah neighborhoods of Aleppo. The status quo was maintained following an initial ceasefire on 7 October 2025. Despite these clashes, on 18 December 2025 the United Nations issued a report that the SDF and DAANES should agree on a roadmap for integration into the new Syrian government. Talks were agreed too, however, negotiations with the new government quickly stalled due to DAANES criticism of the interim government's inclusivity. By 25 December the Syrian government had announced it was suspending all communications with the SDF and DAANES. On 3 January 2026, Maryam Ibrahim, a spokesmen for the DAANES Negotiation Committee stated that although relations remain "a bit weak" that both sides are prioritizing military integration, and that there would be a finalized time-frame for such "in the coming days." However, on 6 January, the Syrian government announced that SDF forces had opened fire on their troops in Aleppo, resulting in the death of one government soldier. A large scale combined arms assault would take place against the enclave on 7 January, and an infiltration attempt on 8 January, before the SDF forces in Sheikh Maqsood agreed to a government ceasefire on 9 January, that saw the SDF fighters, and those civilians that wished to accompany them, being bussed out of the enclave to the DAANES. A final government assault would take place on 10 January, seeing five Asayish operatives performing a suicide bombing against advancing government forces, as by the end of the day the enclave was in Government hands, with remaining SDF forces surrendering. On 13 January 2026, the newly reorganized Syrian Army expanded its operation, launching a major offensive against the DAANES' holdings in Raqqa and Deir ez-Zor Governorates. The new government offensive saw Arab elements of the SDF disintegrate, as the Arab Tribal and Clan Forces waged a guerilla war against them in Deir-ez-Zor that secured strategic oil fields while Arab SDF units in predominantly Arab cities such as Raqqa defected en masse. On 18 January, a 14-point ceasefire agreement with the SDF, negotiated through the US envoy Tom Barrack, was announced, under which the SDF is set to be integrated into the Syrian government, and the governorates of Raqqa and Deir ez-Zor immediately handed over to the government, leaving the DAANES as a rump state in Al-Hasakah Governorate. Additionally the ceasefire outlined the administration of prisoner-of-war camps for Islamic State members, all border crossings and oil fields. Politics The supporters of the region's administration state that it is an officially secular polity, with direct democratic ambitions based on democratic confederalism and libertarian socialism, promoting decentralization, gender equality, environmental sustainability, social ecology, and pluralistic tolerance for religious, cultural, and political diversity, and that these values are mirrored in its constitution, society, and politics, stating it to be a model for a federalized Syria as a whole rather than outright independence.[n] The region's administration has also been accused by partisan and non-partisan sources of authoritarianism, media censorship, forced disappearances, support of the Ba'athist regime,[o] Kurdification,[p] and displacement. At the same time, DAANES has also been described by partisan and non-partisan sources as the most democratic system in Syria, with direct open elections, social equality, respecting human rights within the region, as well as defense of minority and religious rights within Syria.[q] DAANES has widespread support[among whom?] for its universal democratic, sustainable, autonomous, pluralist, equal, and feminist policies in dialogues with other parties and organizations. The political system of the region is based on its adopted constitution, officially titled "Charter of the Social Contract". The first version of the constitution was ratified on 9 January 2014 and provides that all residents of the region shall enjoy fundamental rights such as gender equality and freedom of religion. It also provides for property rights. The region's system of community government has direct democratic aspirations. The former diplomat Carne Ross observed in September 2015 in The New York Times: For a former diplomat like me, I found it confusing: I kept looking for a hierarchy, the singular leader, or signs of a government line, when, in fact, there was none; there were just groups. There was none of that stifling obedience to the party, or the obsequious deference to the "big man"—a form of government all too evident just across the borders, in Turkey to the north, and the Kurdish regional government of Iraq to the south. The confident assertiveness of young people was striking. In 2016, a Chatham House research paper stated that power is heavily centralized in the hands of the Democratic Union Party (PYD). Abdullah Öcalan, a Kurdistan Workers' Party (PKK) leader imprisoned in İmralı, Turkey, has become an iconic figure in the region whose ideology of democratic confederalism has shaped the region's society and politics. Besides the parties represented in TEV-DEM and the KNC, several other political groups operate in northern Syria. Several of these, such as the Kurdish National Alliance in Syria, the Democratic Conservative Party, the Assyrian Democratic Party, and others actively participate in governing the region. The politics of the region has been described as having "libertarian transnational aspirations" influenced by the PKK's shift toward anarchism, but also includes various "tribal, ethno-sectarian, capitalist and patriarchal structures". The region has a "co-governance" policy in which each position at each level of government in the region includes a "female equivalent of equal authority" to a male. Similarly, there are aspirations for equal political representation of all ethno-religious components – Arabs, Kurds and Assyrians being the most sizeable ones. This has been compared this to the Lebanese confessionalist system, which is based on that country's major religions. The PYD-led rule triggered protests in various areas since they first captured territory. In 2019, residents of tens of villages in the eastern Deir ez-Zor Governorate demonstrated for two weeks, regarding the new regional leadership as Kurdish-dominated and non-inclusive, citing arrests of suspected ISIL members, looting of oil, lack of infrastructure as well as forced conscription into the SDF as reasons. The protests resulted in deaths and injuries. In 2016, researcher Kheder Khaddour stated that leaders of local councils in Raqqa Governorate had been chosen by the SDF in a top-down way, and that the vetting process for identifying ISIL members placed obstacles for the return of refugees. He stated that there was dissent about the new structures as well as a lack of trust between the SDF and some demographic components of the local population. Qamishli initially served as the de facto capital of the administration, but the area's governing body later relocated to Ayn Issa. During the period between 2018–2019, separation of powers in the political structure included three major components: the Syrian Democratic Council as a representative body of political parties and organisations; AANES itself; and TEV-DEM as a representative body of trade unions and civil society associations.: 17 AANES itself is approximately structured in the Montesquieu model, having the Executive Council with executive oversight responsibilities via offices and commissions; the General Council which coordinates legislation and aims to promote legal unification between regions; and the Justice Council that aims to coordinate the justice systems of the regions.: 20, 30 In the 2023 constitution, the People's Council has legislative power under Article 92, and the Law Council "develops laws and regulations based on ethics and democratic principles of rights" under Article 103. Communes are intended to be the core political body, with a succession of higher level (neighbourhood, sub-district, district, canton, region) councils. Decisions are expected to be made according to the subsidiarity principle – at the most local level appropriate for the decision.: 23, 24 Under the 2018–2019 structure, councils and committees have a gender quota requiring minima of 40% women and 40% men.: 21 Article 8 of the 2014 constitution stipulates that "All Cantons in the autonomous regions are founded on the principle of local self-government. Cantons may freely elect their representatives and representative bodies, and may pursue their rights insofar as it does not contravene the articles of the Charter." The cantons were later reorganized into regions with subordinate cantons/provinces, areas, districts and communes. On 6 September 2018, during a meeting of the Syrian Democratic Council in Ayn Issa, a new name for the region was adopted, the "Autonomous Administration of North and East Syria", encompassing the Euphrates, Afrin, and Jazira regions as well as the local civil councils in the regions of Raqqa, Manbij, Tabqa, and Deir ez-Zor. During the meeting, a 70-member "General Council for the Autonomous Administration of North and East Syria" was formed. The SDF withdrew from the Afrin region in 2018 from the Manbij region in 2024, and from the Deir ez-Zor, Raqqa, and Tabqa regions in 2026, as well as partially from the Jazira and Euphrates regions. In December 2015, during a meeting of the region's representatives in Al-Malikiyah, the Syrian Democratic Council (SDC) was established to serve as the political representative of the Syrian Democratic Forces. The co-leaders selected to lead the SDC at its founding were prominent human rights activist Haytham Manna and TEV-DEM Executive Board member Îlham Ehmed. Per the 2023 Constitution of AANES, three fifths of municipal representatives are elected by the general population and two fifths are representatives chosen by demographic components. The AANES-level Democratic Council of People of the North and East Syria is required to have fifty percent women. The municipal governing bodies are referred to as city councils, town councils and for the smallest units, communes. As of July 2025, there were 36 city councils, 152 town councils and 3950 communes. General elections were planned for 2014 and 2018, but were postponed due to fighting. Local elections were held in March 2015. Commune elections were held on 22 September 2017. 12,421 candidates competed for around 3,700 communal positions during the elections, which were organized by the High Electoral Commission. Elections for the city and town councils of the Jazira Region, Euphrates Region and Afrin Region were held in December 2017. Most of Afrin Region was occupied by Turkish-led forces in early 2018, though the administrative division continued to operate from Tell Rifaat under joint YPG-Syrian Army control. The planned 2024 elections were repeatedly postponed.[needs update] Education, media, and culture Under the rule of the Ba'ath Party, school education consisted of only Arabic language public schools, supplemented by Assyrian private confessional schools. In 2015, the region's administration introduced primary education in the native language (either Kurdish or Arabic) and mandatory bilingual education (Kurdish and Arabic) for public schools, with English as a mandatory third language. There are ongoing disagreements and negotiations over curriculums with the Syrian central government, which generally still pays the teachers in public schools. In August 2016, the Ourhi Centre was founded by the Assyrian community in the city of Qamishli, to educate teachers in order to make Syriac-Aramaic an additional language in public schools in Jazira Region, which then started in the 2016/17 academic year. According to the region's Education Committee, in 2016/2017 "three curriculums have replaced the old one, to include teaching in three languages: Kurdish, Arabic and Syriac." In August 2017 Galenos Yousef Issa of the Ourhi Centre announced that the Syriac curriculum would be expanded to grade 6, which earlier had been limited to grade 3, with teachers being assigned to Syriac schools in Al-Hasakah, Al-Qahtaniyah and Al-Malikiyah. At the start of the academic year 2018–2019, the curricula in Kurdish and Arabic had been expanded to grades 1–12 and Syriac to grades 1–9. "Jineology" classes had also been introduced. In general, schools are encouraged to teach the administration's "uptopian doctrine" which promotes diversity, democracy, and the ideas of Abdullah Öcalan. Local reactions to the changes to the school system and curriculum were mixed. While many praised the new system because it encouraged tolerance and allowed Kurds and other minorities to be taught in their own languages, others have criticised it as de facto compulsory indoctrination. The federal, regional and local administrations in the region put much emphasis on promoting libraries and educational centers, to facilitate learning and social and artistic activities. Examples are the Nahawand Center for Developing Children's Talents in Amuda (est. 2015) and the Rodî û Perwîn Library in Kobani (May 2016). For Assyrian private confessional schools there had at first been no changes. However, in August 2018 it was reported that the region's authorities was trying to implement its own Syriac curriculum in private Christian schools that have been continuing to use an Arabic curriculum with limited Syriac classes approved by the Assad regime and originally developed by Syrian Education Ministry in cooperation with Christian clergy in the 1950s. The threatening of the closure of schools not complying with this resulted in protests erupting in Qamishli. A deal was later reached in September 2018 between the region's authorities and the local Syriac Orthodox archbishopric, where the two first grades in these schools would learn the region's Syriac curriculum and grades three to six would continue to learn the Damascus approved curriculum. As of 2024, the region has three universities: University of Rojava in Qamishli, Kobani University in Kobani, and Al-Sharq University in Raqqa and Tabqa. The three universities are represented by the Universities Council of Northern and Eastern Syria. While there was no institution of tertiary education on the territory of the region at the onset of the Syrian Civil War, an increasing number of such institutions have been established by the regional administrations in the region since. Incorporating the Universal Declaration of Human Rights, the International Covenant on Civil and Political Rights, the International Covenant on Economic, Social and Cultural Rights, as well as other internationally recognized human rights conventions, the 2014 Constitution of North and East Syria guarantees freedom of speech and freedom of the press. As a result, a diverse media landscape has developed in the region, in each of the Kurdish, Arabic, Syriac-Aramaic and Turkish languages of the land, as well as in English, and media outlets frequently use more than one language. Among the most prominent media in the region are Hawar News Agency and ARA News agencies and websites as well as TV outlets Rojava Kurdistan TV, Ronahî TV, and the bimonthly magazine Nudem. A landscape of local newspapers and radio stations has developed. However, media agencies often face economic pressure, as was demonstrated by the closure of news website Welati in May 2016. In addition, the autonomous regions have imposed some limits on press freedom, for example forcing the press to get work permits. These can be cancelled, thereby curtailing the ability of certain press agencies to operate. However, the extent of these restrictions differed greatly from area to area. By 2016, Kobani Canton was the least restrictive, followed by Jazira Canton which closely monitored and occasionally regulated press activity. Afrin Canton was the most restrictive, and many local reporters operated anonymously. Political extremism in the context of the Syrian Civil War can put media outlets under pressure; for example in April 2016 the premises of Arta FM ("the first, and only, independent radio station staffed and broadcast by Syrians inside Syria") in Amuda was threatened and burned down by unidentified assailants. In December 2018 the Rojava Information Center was established. During the Turkish military operation in Afrin, the KDP-affiliated Iraqi Kurdish Rudaw Media Network was also banned from reporting in the region. On 2 September 2019, the Iraqi Kurdistan-based Kurdistan 24 network had its license to work in the region withdrawn and had its offices confiscated by Rojava authorities. International media and journalists operate with few restrictions in the region, one of the only regions in Syria where they can operate with some degree of freedom. Internet connections in the region are often slow due to inadequate infrastructure. Internet lines are operated by Syrian Telecom, which as of January 2017 is working on a major extension of the fibre optic cable network in southern Jazira Region. After the establishment of the de facto autonomous region, the Center of Art and Democratic Culture, located in Jazira Region, has become a venue for aspiring artists who showcase their work. Among major cultural events in the region is the annual Festival of Theater in March/April as well as the Rojava Short Story Festival in June, both in the city of Qamishli, and the Afrin Short Film Festival in April. Economy The Jazira Region is a major wheat and cotton producer and has a considerable oil industry. The Euphrates Region suffered most destruction of the three regions and has huge challenges in reconstruction, and has recently seen some greenhouse agriculture construction. Price controls are managed by local committees, which can set the price of basic goods such as food and medical goods. It has been theorized that the Assad government had deliberately underdeveloped parts of Northern Syria in order to Arabize the region and make secession attempts less likely. During the Syrian Civil War, the infrastructure of the region on average experienced less destruction than other parts of Syria. In May 2016, Ahmed Yousef, head of the Economic Body and chairman of Afrin University, stated that at the time, the economic output of the region (including agriculture, industry and oil) accounted for about 55% of Syria's gross domestic product. In 2014, the Syrian government was still paying some state employees, but fewer than before. However, the administration of the region stated that "none of our projects are financed by the regime". At first, there were no direct or indirect taxes on people or businesses in the region; instead, the administration raised money mainly through tariffs and selling oil and other natural resources. However, in July 2017, it was reported that the administration in the Jazira Region had started to collect income tax to provide for public services in the region. In May 2016, The Wall Street Journal reported that traders in Syria experience the region as "the one place where they aren't forced to pay bribes." The highest amount of energy is produced by the Tabqa Dam on the Euphrates river, Syria's largest. The main sources of revenue for the autonomous region have been presented as: 1. Public properties such as grain silos and oil and gas in the Jazira Region, 2. Local taxation and customs fees taken at the border crossings, 3. Service delivery, 4. Remittances from Iraq and Turkey, and 5. Local donations. In 2015, the autonomous administration shared information about the region's finances where its 2014 revenue was about LS 3 billion (≈US$5.8 million) of which 50% was spent on "self-defense and protection", 18% for the Jazira Canton (now Jazira Region), 8.5% for the Kobani Canton (now Euphrates Region), 8.5% for the Afrin Canton (later Afrin Region), 15% for the "Internal Committee" and any remainder was a reserve for the next year. In 2021, the DAANES has by far the highest average salaries and standard of living throughout Syria, with salaries being twice as large as in regime-controlled Syria, following the collapse of the Syrian pound the DAANES doubled salaries to maintain inflation, and allow for good wages. The DAANES still faced challenges with distribution, food security, and healthcare. Oil and food production is substantial, so they are important exports. Agricultural products include sheep, grain and cotton. Important imports are consumer goods and auto parts. Trade with Turkey and access to humanitarian and military aid is difficult due to a blockade by Turkey. Turkey does not allow business people or goods to cross its border. The blockade from adjacent territories held by Turkey and ISIL, and partially also the KRG, temporarily caused heavy distortions of relative prices in Jazira Region and Euphrates Region (while separate, Afrin Region borders government-controlled territory since February 2016); for example in Jazira Region and Euphrates Region, through 2016 petrol cost only half as much as bottled water. The Semalka Border Crossing with Iraqi Kurdistan had been intermittently closed by the Kurdistan Regional Government (KRG), but has been open permanently since June 2016, and along with the establishment of a corridor to Syrian government controlled territory in April 2017, economic exchange has increasingly normalized. Further, in May 2017 in northern Iraq, the Popular Mobilization Forces fighting ISIL cleared a corridor connecting the autonomous region and Iraqi government-controlled territory. The autonomous region is ruled by a coalition which have been described as pursuing a model of economy that blends co-operative and private enterprise. In 2012, the PYD launched what it called the "Social Economy Plan", later renamed the "People's Economy Plan" (PEP). Private property and entrepreneurship are protected under the principle of "ownership by use". Dr. Dara Kurdaxi, a regional official, has stated: "The method in Rojava is not so much against private property, but rather has the goal of putting private property in the service of all the peoples who live in Rojava." Communes and co-operatives have been established to provide essentials. Co-operatives account for a large proportion of agricultural production and are active in construction, factories, energy production, livestock, pistachio and roasted seeds, and public markets. Several hundred instances of collective farming occurred across towns and villages in the region, with communes consisting of approximately 20–35 people. According to the region's "Ministry of Economics", approximately three-quarters of all property has been placed under community ownership and a third of production has been transferred to direct management by workers' councils. Law and security Syrian civil laws are valid in the region if they do not conflict with the Constitution of the autonomous region. One example for amendment is personal status law, which in Syria is based on Sharia and applied by Sharia Courts, while the secular autonomous region proclaims absolute equality of women under the law, allowing civil marriage and banning forced marriage, polygamy and underage marriage. A new criminal justice approach was implemented that emphasizes restoration over retribution. The death penalty was abolished. Prisons house mostly people charged with terrorist activity related to ISIL and other extremist groups. A September 2015 report of Amnesty International stated that 400 people were incarcerated by the region's authorities and criticized deficiencies in due process of the judicial system of the region. At the local level, citizens create Peace and Consensus Committees, which make group decisions on minor criminal cases and disputes as well as in separate committees resolve issues of specific concern to women's rights like domestic violence and marriage. At the regional level, citizens (who need not be trained jurists) are elected by the regional People's Councils to serve on seven-member People's Courts. At the next level are four Appeals Courts, composed of trained jurists. The court of last resort is the Regional Court, which serves the region as a whole. Separate from this system, the Constitutional Court renders decisions on compatibility of acts of government and legal proceedings with the constitution of the region (called the Social Contract). Policing in the region is performed by the Asayish armed formation. Asayish was established on 25 July 2013 to fill the gap of security when the Syrian security forces withdrew. Under the Constitution of North and East Syria, policing is a competence of the regions. The Asayish forces of the regions are composed of 26 official bureaus that aim to provide security and solutions to social problems. The six main units of Asayish are Checkpoints Administration, Anti-Terror Forces Command (HAT), Intelligence Directorate, Organized Crime Directorate, Traffic Directorate and Treasury Directorate. 218 Asayish centers were established and 385 checkpoints with 10 Asayish members in each checkpoint were set up. 105 Asayish offices provide security against ISIL on the frontlines across Northern Syria. Larger cities have general directorates responsible for all aspects of security including road controls. Each region has a HAT command, and each Asayish center organizes itself autonomously. Throughout the region, the municipal Civilian Defense Forces (HPC) and the regional Self-Defense Forces (HXP) also serve local-level security. In Jazira Region, the Asayish are further complemented by the Assyrian Sutoro police force, which is organized in every area with Assyrian population, provides security and solutions to social problems in collaboration with other Asayish units. The Khabour Guards and Nattoreh, though not police units, also have a presence in the area, providing security in towns along the Khabur River. The Bethnahrain Women's Protection Forces also maintain a police branch. In the areas taken from ISIL during the Raqqa campaign, the Raqqa Internal Security Forces and Manbij Internal Security Forces operated as police forces. Deir ez-Zor also maintain an Internal Security Forces unit. The main military force of the region is the Syrian Democratic Forces, an alliance of Syrian rebel groups formed in 2015. The SDF is led by the Kurdish majority People's Protection Units (Yekîneyên Parastina Gel, YPG). The YPG was founded by the PYD after the 2004 Qamishli clashes, but was first active in the Syrian Civil War. There is also the Syriac Military Council (MFS), an Assyrian militia associated with the Syriac Union Party. There are also Free Syrian Army groups in the alliance such as Army of Revolutionaries and the Northern Democratic Brigade, tribal militias like the Arab Al-Sanadid Forces, and municipal military councils in the Shahba region, like the Manbij Military Council, the Al-Bab Military Council or the Jarablus Military Council. The Self-Defence Forces (HXP) is a territorial defense militia and the only conscript armed force in the region. In the course of the Syrian Civil War, including the years 2014 and 2015, reports by Human Rights Watch (HRW) and Amnesty International stated that militias associated with the autonomous region were committing war crimes, in particular members of the People's Protection Units (YPG). The reports from 2014 include reports of arbitrary arrests and torture, other reports include the use of child soldiers. After the report, the YPG publicly accepted the deficiencies and in October 2015 the YPG demobilized 21 minors from the military service in its ranks. Reports have been comprehensively debated and contested by both the YPG and other human rights organizations. In 2018, HRW again accused the YPG of recruiting minors. The YPG responded that if 16- and 17-year-olds are hired, the relatives are notified, but do not have to consent, and the minors are kept away from combat zones. Since September 2015, the YPG have received human rights training from Geneva Call and other international organizations. A September 2020 article from Syria Direct found that the SDF was continuing to recruit child soldiers, despite signing an action plan on July 1, 2019, with the United Nations to "end and prevent the recruitment and use of child soldiers." The region's civil government has been hailed in international media for human rights advancement in particular in the legal system, concerning women's rights, ethnic minority rights, freedom of Speech and Press and for hosting inbound refugees. The political agenda of "trying to break the honor-based religious and tribal rules that confine women" is controversial in conservative quarters of society. Conscription into the Self-Defence Forces (HXP) has been called a human rights violation by those who call the region's institutions illegitimate, whilst extra-legal abduction into military service has been reported, such as in 2014 when a 15-year-old girl was kidnapped and recruited into the YPJ. Some persistent issues in the region concern ethnic minority rights. One issue of contention is the consequence of Baathist Syrian government's expropriation of land from Kurdish owners and settling of tribal Arabs there in 1973 and 2007. There have been calls to expel the settlers and return the land to its previous owners, which has led the political leadership of the region to press the Syrian government for a comprehensive solution. During the ongoing Syrian Civil War, organizations such as the Turkish government, Amnesty International and the Middle East Observer have stated that SDF was forcibly displacing inhabitants of captured areas with predominantly Arab population such as Tell Abyad. These displacements were considered attempts at ethnic cleansing. However, the head of the Syrian Observatory for Human Rights rebutted these reports and the UN Independent International Commission of Inquiry find no evidence of YPG or SDF forces committing ethnic cleansing in order to change the demographic composition of territories under their control. Demographics The demographics of the region have historically been highly diverse, with several major shifts in regard to which groups form majorities or minorities in the last centuries.[r] The Al-Hasakah Governorate historically been the domain of nomad and sedentary Arabs. Most of the Kurdish population in the area have immigrated from Turkey during the 20th century. One major shift in modern times was in the early part of the 20th century due to the Assyrian and Armenian genocides, when many Assyrians and Armenians fled to Syria from Turkey. In the 1920s after the failed Kurdish rebellions in Kemalist Turkey, there was a large influx of Kurds to Syria's northeast, called "Jazira province" at the time. It is estimated that 25,000 Kurds fled at this time to Syria, under French Mandate authorities, who encouraged their immigration, and granted them Syrian citizenship. Consequently, the French official reports show the existence of at most 45 Kurdish villages in Jazira prior to 1927. A new wave of refugees arrived in 1929. The mandatory authorities continued to encourage Kurdish immigration into Syria, and by 1939, the villages numbered between 700 and 800. Another account by Sir John Hope Simpson estimated the number of Kurds in Jazira province at 20,000 out of 100,000 people at the end of 1930.: 556 The number of Kurds continued to grow and the French geographers Fevret and Gibert estimated that in 1953 out of the total 146,000 inhabitants of Jazira, agriculturalist Kurds made up 60,000 (41%), nomad Arabs 50,000 (34%), and a quarter of the population were Christians. Under the French Mandate of Syria, newly arriving Kurds were granted citizenship by French Mandate authorities and enjoyed considerable rights as the French Mandate authority encouraged minority autonomy as part of a divide and rule strategy and recruited heavily from the Kurds and other minority groups, such as Alawite and Druze, for its local armed forces. The last significant wave of Kurdish incoming migration from Turkey happened between 1945 and 1961 which strongly contributed to the growth of al-Hasakah Governorate's population from 240,000 to 305,000 between 1954 and 1961. In addition to the demographic changes brought about by the Kurdish immigration from Turkey, the Syrian government initiated Arabization policy. Therefore, 4000 Arab families from areas flooded by the Tabqa Dam in Raqqa and Aleppo were resettled in new village in al-Hasakah Governorate. Another shift in modern times was the Baath policy of settling additional Arab population in northern Syria, while displacing local Kurds. Most recently, during the Syrian Civil War, many refugees have fled to the north of the country. Some ethnic Arab citizens from Iraq have fled to northern Syria as well. However, as of January 2018, only two million people are estimated to remain in the area under the region's administration with estimates of around half a million people emigrating since the beginning of the civil war, to a large degree because of the economic hardships the region has faced during the war. As a result of the civil war, estimates as to the ethnic composition of northern Syria vary widely, ranging from claims about a Kurdish majority and Arab minority to claims about Kurds being a small minority; Al Jazeera stated in October 2019 that just 10 percent of the 4.5 million inhabitants of northern and northeastern Syria were Kurds. Two ethnic groups have a significant presence throughout Northern Syria: Two ethnic groups have a significant presence in certain regions of Northern Syria: There are also smaller minorities of Armenians throughout Northern Syria as well as Chechens in Ras al-Ayn. Regarding the status of different languages in the autonomous region, its "Social Contract" stipulates that "all languages in Northern Syria are equal in all areas of life, including social, educational, cultural, and administrative dealings. Every people shall organize its life and manage its affairs using its mother tongue." In practice, Arabic and Kurmanji are predominantly used across all areas and for most official documents, with Syriac being mainly used in the Jazira Region with some usage across all areas. The four main languages spoken in Northern Syria are the following, and are from three different language families: For these four languages, three different scripts are in use in Northern Syria: Most ethnic Arab and Kurdish people in Northern Syria adhere to Sunni Islam, while ethnic Assyrian people generally are Syriac Orthodox, Chaldean Catholic, Syriac Catholic or adherents of the Assyrian Church of the East. There are also adherents to other religions, such as Yazidism. The dominant PYD party and the political administration in the region are decidedly secular. This list includes all cities and towns in the region with more than 10,000 inhabitants. The population figures are given according to the 2004 Syrian census. Healthcare is organized through the region's "Health and Environment Authority" and through sub-region and canton-level Health Committees. Independent organizations providing healthcare in the region include the Kurdish Red Crescent, the Syrian American Medical Society, the Free Burma Rangers and Doctors Without Borders. The 2019 Turkish offensive left thousands of people in the region without access to basic necessities as the majority of international aid groups withdrew during the violence. Relations with the Syrian governments The region does not state to pursue full independence but rather autonomy within a federal and democratic Syria. The relations of the region to the Ba'athist government were determined within the context of the Syrian civil war. The 2012 constitution of Syria and the Constitution of the Democratic Autonomous Administration of North and East Syria were legally incompatible with respect to legislative and executive authority. In the military realm, combat between the People's Defense Units (YPG) and Syrian government forces were rare, in the most instances some of the territory still controlled by the Syrian government in Qamishli and al-Hasakah has been lost to the YPG. In some military campaigns, in particular in northern Aleppo governate and in al-Hasakah, YPG and Syrian government forces have tacitly cooperated against Islamist forces, the Islamic State of Iraq and the Levant (ISIL) and others. In March 2015, the Syrian Information Minister announced that his government considered recognizing the Kurdish autonomy "within the law and constitution". While the region's administration is not invited to the Geneva III peace talks on Syria, or any of the earlier talks, Russia in particular calls for the region's inclusion and does to some degree carry the region's positions into the talks, as documented in Russia's May 2016 draft for a new constitution for Syria. In October 2016, there were reports of a Russian initiative for federalization with a focus on northern Syria, which at its core called to turn the existing institutions of the region into legitimate institutions of Syria; also reported was its rejection for the time being by the Syrian government. The Damascus ruling elite is split over the question whether the new model in the region can work in parallel and converge with the Syrian government, for the benefit of both, or if the agenda should be to centralize again all power at the end of the civil war, necessitating preparation for ultimate confrontation with the region's institutions. An analysis released in June 2017 described the region's "relationship with the regime fraught but functional" and a "semi-cooperative dynamic". In late September 2017, Syria's Foreign Minister said that Damascus would consider granting Kurds more autonomy in the region once ISIL is defeated. On 13 October 2019, the SDF announced that it had reached an agreement with the Syrian Army which allowed the latter to enter the SDF-held cities of Manbij and Kobani in order to dissuade a Turkish attack on those cities as part of the cross-border offensive by Turkish and Turkish-backed Syrian rebels. The Syrian Army also deployed in the north of Syria together with the SDF along the Syrian-Turkish border and entered into several SDF-held cities such as Ayn Issa and Tell Tamer. Following the creation of the Second Northern Syria Buffer Zone the SDF stated that it was ready to merge with the Syrian Army if or when a political settlement between the Syrian government and the SDF is achieved. With the 2024 fall of the Assad regime, the autonomous administration was initially in an uncertain position between the ascendant rebel government and the Turkish government, who have been amicable and hostile towards the administration, respectively. On 10 March 2025, an agreement was signed to integrate the SDF into the structures of the transitional government. However, tensions resurfaced during a subsequent government offensive in northeastern Syria, prompting negotiations that culminated in a 14-point ceasefire and integration agreement announced on 18 January 2026. The agreement was finalized by 30 January, ending the fighting and providing for the withdrawal of forces, the entry of government troops into key Kurdish-held cities, the integration of SDF forces into state institutions, recognition of Kurdish civil rights, and the return of displaced persons. External relations The region's dominant political party, the Democratic Union Party (PYD), is a member organisation of the Kurdistan Communities Union (KCK) organization; however, the other KCK member organisations in the neighbouring states (Turkey, Iran and Iraq) with Kurdish minorities are either outlawed (Turkish Kurdistan, Iranian Kurdistan) or politically marginal with respect to other Kurdish parties (Iraq). Expressions of sympathy for Syrian Kurds have been numerous among Kurds in Turkey. During the Siege of Kobanî, some ethnic Kurdish citizens of Turkey crossed the border and volunteered in the defense of the town. The region's relationship with the Kurdistan Regional Government in Iraq is complicated. One context is that the governing party there, the Kurdistan Democratic Party (KDP), views itself and its affiliated Kurdish parties in other countries as a more conservative and nationalist alternative and competitor to the KCK political agenda and blueprint in general. The political system of Iraqi Kurdistan stands in stark contrast to the region's system. Like the KCK umbrella organization, the PYD has some anti-nationalist ideological leanings while having Kurdish nationalist factions as well. They have traditionally been opposed by the Iraqi-Kurdish KDP-sponsored Kurdish National Council in Syria with more clear Kurdish nationalist leanings. Aside of the representation offices DAANES has established in France, Sweden, Germany and Switzerland the region's role in the international arena is comprehensive military cooperation of its militias under the Syrian Democratic Forces (SDF) umbrella with the United States and the international (US-led) coalition against the Islamic State of Iraq and the Levant. In a public statement in March 2016, the day after the declaration of the regions autonomy, U.S. Defense Secretary Ashton Carter praised the People's Protection Units (YPG) militia as having "proven to be excellent partners of ours on the ground in fighting ISIL. We are grateful for that, and we intend to continue to do that, recognizing the complexities of their regional role." Late October 2016, U.S. Army Lt. Gen. Stephen Townsend, the commander of the international Anti-ISIL-coalition, said that the SDF would lead the impending assault on Raqqa, ISIL's stronghold and capital, and that SDF commanders would plan the operation with advice from American and coalition troops. At various times, the U.S. deployed U.S. troops embedded with the SDF to the border between the region and Turkey, in order to deter Turkish aggressions against the SDF. In February 2018, the United States Department of Defense released a budget blueprint for 2019 with respect to the region, which included $300 million for the Syrian Democratic Forces (SDF) and $250 million for border security. In April 2018, the President of France, Emmanuel Macron dispatched troops to Manbij and Rmelan in a bid to assist Syrian Democratic Forces (SDF) militias and in order to defuse tensions with Turkey. In the diplomatic field, the de facto autonomous region lacks any formal recognition. While there is comprehensive activity of reception of the region's representatives and appreciation with a broad range of countries, only Russia has on occasion openly supported the region's political ambition of federalization of Syria in the international arena, while the U.S. does not. After peace talks between Syrian civil war parties in Astana in January 2017, Russia offered a draft for a future constitution of Syria, which would, among other things, change the "Syrian Arab Republic" into the "Republic of Syria", introduce decentralized authorities as well as elements of federalism like "association areas", strengthen the parliament at the cost of the presidency, and realize secularism by abolishing Islamic jurisprudence as a source of legislation. The region opened official representation offices in Moscow during 2016, Stockholm, Berlin, Paris, and The Hague. A broad range of public voices in the U.S. and Europe have called for more formal recognition of the region. International cooperation has been in the field of educational and cultural institutions, like the cooperation agreement of Paris 8 University with the newly founded University of Rojava in Qamishli, or planning for a French cultural centre in Amuda. Neighbouring Turkey is consistently hostile, which has been attributed to a perceived threat from the region's emergence, in that it would encourage activism for autonomy among Kurds in Turkey in the Kurdish–Turkish conflict. In this context, in particular the region's leading Democratic Union Party (PYD) and the YPG militia being members of the Kurdistan Communities Union (KCK) network of organisations, which also includes both political and military Kurdish organizations in Turkey itself, including the Kurdistan Workers' Party (PKK). Turkey's policy towards the region is based on an economic blockade, persistent attempts of international isolation, opposition to the cooperation between the American-led anti-ISIL coalition and the Syrian Democratic Forces, and support of Islamist opposition fighters hostile to the autonomous region, with some reports even including ISIL among these. Turkey has on several occasions militarily attacked the region's territory and defence forces. This has resulted in some expressions of international solidarity with the region.[s] On 9 October 2019, Turkey launched an attack on northern Syria "to destroy the terror corridor" on the Turkish southern border, as president Erdogan put it, after US President Donald Trump abandoned his support. Subsequent media reports have speculated that the offensive would lead to the displacement of hundreds of thousands of people. In December 2019, an international conference hosted by the International Alliance for the Defence of Rights and Freedoms (AIDL) was held at the European Parliament which condemned the Turkish invasion of northeastern Syria, and called for the self-declared Autonomous Administration of North East Syria to be recognized and to be included in UN-led Constitutional Committee tasked to draft a new constitution for Syria. The official position of the European Union remained the same however, that the Autonomous Administration should be "respected" and included in talks while rejecting "any recognition in the national sense of the word" and that "the territorial integrity of Syria is fundamental". War crimes and criticism Accusations of human rights violations, war crimes and ethnic cleansing have been made against the YPG since the beginning of the Syrian civil war, such as in the take-over of the border town of Tal Abyad from the Islamic State of Iraq and the Levant (ISIL) and other operations. Some of the accusations have come from Turkey and Turkish-backed Syrian militias and opposition groups in the region, while others have come from numerous human rights organizations, as well as Western and regional journalists. Amnesty International have gone on fact-finding missions, stating that: By deliberately demolishing civilian homes, in some cases razing and burning entire villages, displacing their inhabitants with no justifiable military grounds, the Autonomous Administration is abusing its authority and brazenly flouting international humanitarian law, in attacks that amount to war crimes. and: In its fight against IS, the Autonomous Administration appears to be trampling all over the rights of civilians who are caught in the middle. We saw extensive displacement and destruction that did not occur as a result of fighting. This report uncovers clear evidence of a deliberate, co-ordinated campaign of collective punishment of civilians in villages previously captured by IS, or where a small minority were suspected of supporting the group. In March 2017 the "United Nations Independent International Commission of Inquiry on Syria" was unable to find evidence to substantiate claims about ethnic cleansing, stating: Though allegations of "ethnic cleansing continued to be received during the period under review, the Commission found no evidence to substantiate claims that YPG or SDF forces ever targeted Arab communities on the basis of ethnicity, nor that YPG cantonal authorities systematically sought to change the demographic composition of territories under their control through the commission of violations directed against any particular ethnic group The region has also been criticized extensively by various partisan and non-partisan sides over political authoritarianism. A KDP-S politician accused the PYD of delivering him to the Assad regime. It has also been criticized for banning journalists, media outlets and political parties that are critical of the YPG narrative in areas under its control. See also Notes References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Kingdom_(biology)] | [TOKENS: 4158] |
Contents Kingdom (biology) In biology, a kingdom is the second highest taxonomic rank, just below domain. Kingdoms are divided into smaller groups called phyla (singular phylum). Traditionally, textbooks from the United States and some of Canada have used a system of six kingdoms (Animalia, Plantae, Fungi, Protista, Archaea or Archaebacteria, and Bacteria or Eubacteria), while textbooks in other parts of the world, such as Bangladesh, Brazil, Greece, India, Pakistan, Spain, and the United Kingdom have used five kingdoms (Animalia, Plantae, Fungi, Protista and Monera). Some recent classifications based on modern cladistics have explicitly abandoned the term kingdom, noting that some traditional kingdoms are not monophyletic, meaning that they do not consist of all the descendants of a common ancestor. The terms flora (for plants), fauna (for animals), and, in the 21st century, funga (for fungi) are also used for life present in a particular region or time. Definition and associated terms When Carl Linnaeus introduced the rank-based system of nomenclature into biology in 1735, the highest rank was given the name "kingdom" and was followed by four other main or principal ranks: class, order, genus and species. Later two further main ranks were introduced, making the sequence kingdom, phylum or division, class, order, family, genus and species. In 1990, the rank of domain was introduced above kingdom. Prefixes can be added so subkingdom (subregnum) and infrakingdom (also known as infraregnum) are the two ranks immediately below kingdom. Superkingdom may be considered as an equivalent of domain or empire or as an independent rank between kingdom and domain or subdomain. In some classification systems the additional rank branch (Latin: ramus) can be inserted between subkingdom and infrakingdom, e.g., Protostomia and Deuterostomia in the classification of Cavalier-Smith. History The classification of living things into animals and plants is an ancient one. Aristotle (384–322 BC) classified animal species in his History of Animals, while his pupil Theophrastus (c. 371 – c. 287 BC) wrote a parallel work, the Historia Plantarum, on plants. Carl Linnaeus (1707–1778) laid the foundations for modern biological nomenclature, now regulated by the Nomenclature Codes, in 1735. He distinguished two kingdoms of living things: Regnum Animale ('animal kingdom') and Regnum Vegetabile ('vegetable kingdom', for plants). Linnaeus also included minerals in his classification system, placing them in a third kingdom, Regnum Lapideum. Regnum Animale (animals) Regnum Vegetabile ('vegetables'/plants) Regnum Lapideum (minerals) In 1674, Antonie van Leeuwenhoek, often called the "father of microscopy", sent the Royal Society of London a copy of his first observations of microscopic single-celled organisms. Until then, the existence of such microscopic organisms was entirely unknown. Despite this, Linnaeus did not include any microscopic creatures in his original taxonomy. At first, microscopic organisms were classified within the animal and plant kingdoms. However, by the mid–19th century, it had become clear to many that "the existing dichotomy of the plant and animal kingdoms [had become] rapidly blurred at its boundaries and outmoded". In 1860 John Hogg proposed the Protoctista, a third kingdom of life composed of "all the lower creatures, or the primary organic beings"; he retained Regnum Lapideum as a fourth kingdom of minerals. In 1866, Ernst Haeckel also proposed a third kingdom of life, the Protista, for "neutral organisms" or "the kingdom of primitive forms", which were neither animal nor plant; he did not include the Regnum Lapideum in his scheme. Haeckel revised the content of this kingdom a number of times before settling on a division based on whether organisms were unicellular (Protista) or multicellular (animals and plants). Kingdom Protista or Protoctista Kingdom Plantae Kingdom Animalia Regnum Lapideum (minerals) The development of microscopy revealed important distinctions between those organisms whose cells do not have a distinct nucleus (prokaryotes) and organisms whose cells do have a distinct nucleus (eukaryotes). In 1937 Édouard Chatton introduced the terms "prokaryote" and "eukaryote" to differentiate these organisms. In 1938, Herbert F. Copeland proposed a four-kingdom classification by creating the novel Kingdom Monera of prokaryotic organisms; as a revised phylum Monera of the Protista, it included organisms now classified as Bacteria and Archaea. Ernst Haeckel, in his 1904 book The Wonders of Life, had placed the blue-green algae (or Phycochromacea) in Monera; this would gradually gain acceptance, and the blue-green algae would become classified as bacteria in the phylum Cyanobacteria. In the 1960s, Roger Stanier and C. B. van Niel promoted and popularized Édouard Chatton's earlier work, particularly in their paper of 1962, "The Concept of a Bacterium"; this created, for the first time, a rank above kingdom—a superkingdom or empire—with the two-empire system of prokaryotes and eukaryotes. The two-empire system would later be expanded to the three-domain system of Archaea, Bacteria, and Eukaryota. Kingdom Monera Kingdom Protista or Protoctista Kingdom Plantae Kingdom Animalia The differences between fungi and other organisms regarded as plants had long been recognised by some; Haeckel had moved the fungi out of Plantae into Protista after his original classification, but was largely ignored in this separation by scientists of his time. Robert Whittaker recognized an additional kingdom for the Fungi. The resulting five-kingdom system, proposed in 1969 by Whittaker, has become a popular standard and with some refinement is still used in many works and forms the basis for new multi-kingdom systems. It is based mainly upon differences in nutrition; his Plantae were mostly multicellular autotrophs, his Animalia multicellular heterotrophs, and his Fungi multicellular saprotrophs. The remaining two kingdoms, Protista and Monera, included unicellular and simple cellular colonies. The five kingdom system may be combined with the two empire system. In the Whittaker system, Plantae included some algae. In other systems, such as Lynn Margulis's system of five kingdoms, the plants included just the land plants (Embryophyta), and Protoctista has a broader definition. Following publication of Whittaker's system, the five-kingdom model began to be commonly used in high school biology textbooks. But despite the development from two kingdoms to five among most scientists, some authors as late as 1975 continued to employ a traditional two-kingdom system of animals and plants, dividing the plant kingdom into subkingdoms Prokaryota (bacteria and cyanobacteria), Mycota (fungi and supposed relatives), and Chlorota (algae and land plants). Kingdom Monera Kingdom Protista or Protoctista Kingdom Plantae Kingdom Fungi Kingdom Animalia Kingdom Monera Kingdom Protista Kingdom Plantae Kingdom Fungi Kingdom Animalia In 1977, Carl Woese and colleagues proposed the fundamental subdivision of the prokaryotes into the Eubacteria (later called the Bacteria) and Archaebacteria (later called the Archaea), based on ribosomal RNA structure; this would later lead to the proposal of three "domains" of life, of Bacteria, Archaea, and Eukaryota. Combined with the five-kingdom model, this created a six-kingdom model, where the kingdom Monera is replaced by the kingdoms Bacteria and Archaea. This six-kingdom model is commonly used in recent US high school biology textbooks, but has received criticism for compromising the current scientific consensus. But the division of prokaryotes into two kingdoms remains in use with the recent seven kingdoms scheme of Thomas Cavalier-Smith, although it primarily differs in that Protista is replaced by Protozoa and Chromista. Kingdom Eubacteria (Bacteria) Kingdom Archaebacteria (Archaea) Kingdom Protista or Protoctista Kingdom Plantae Kingdom Fungi Kingdom Animalia Thomas Cavalier-Smith supported the consensus at that time, that the difference between Eubacteria and Archaebacteria was so great (particularly considering the genetic distance of ribosomal genes) that the prokaryotes needed to be separated into two different kingdoms. He then divided Eubacteria into two subkingdoms: Negibacteria (Gram-negative bacteria) and Posibacteria (Gram-positive bacteria). Technological advances in electron microscopy allowed the separation of the Chromista from the Plantae kingdom. Indeed, the chloroplast of the chromists is located in the lumen of the endoplasmic reticulum instead of in the cytosol. Moreover, only chromists contain chlorophyll c. Since then, many non-photosynthetic phyla of protists, thought to have secondarily lost their chloroplasts, were integrated into the kingdom Chromista. Finally, some protists lacking mitochondria were discovered. As mitochondria were known to be the result of the endosymbiosis of a proteobacterium, it was thought that these amitochondriate eukaryotes were primitively so, marking an important step in eukaryogenesis. As a result, these amitochondriate protists were separated from the protist kingdom, giving rise to the, at the same time, superkingdom and kingdom Archezoa. This superkingdom was opposed to the Metakaryota superkingdom, grouping together the five other eukaryotic kingdoms (Animalia, Protozoa, Fungi, Plantae and Chromista). This was known as the Archezoa hypothesis, which has since been abandoned; later schemes did not include the Archezoa–Metakaryota divide. Kingdom Eubacteria Kingdom Archaebacteria Kingdom Archezoa‡ Kingdom Protozoa Kingdom Chromista Kingdom Plantae Kingdom Fungi Kingdom Animalia ‡ No longer recognized by taxonomists. In 1998, Cavalier-Smith published a six-kingdom model, which has been revised in subsequent papers. The version published in 2009 is shown below.[a] Cavalier-Smith no longer accepted the importance of the fundamental Eubacteria–Archaebacteria divide put forward by Woese and others and supported by recent research. The kingdom Bacteria (sole kingdom of empire Prokaryota) was subdivided into two sub-kingdoms according to their membrane topologies: Unibacteria and Negibacteria. Unibacteria was divided into phyla Archaebacteria and Posibacteria; the bimembranous-unimembranous transition was thought to be far more fundamental than the long branch of genetic distance of Archaebacteria, viewed as having no particular biological significance. Cavalier-Smith does not accept the requirement for taxa to be monophyletic ("holophyletic" in his terminology) to be valid. He defines Prokaryota, Bacteria, Negibacteria, Unibacteria, and Posibacteria as valid paraphyla (therefore "monophyletic" in the sense he uses this term) taxa, marking important innovations of biological significance (in regard of the concept of biological niche). In the same way, his paraphyletic kingdom Protozoa includes the ancestors of Animalia, Fungi, Plantae, and Chromista. The advances of phylogenetic studies allowed Cavalier-Smith to realize that all the phyla thought to be archezoans (i.e. primitively amitochondriate eukaryotes) had in fact secondarily lost their mitochondria, typically by transforming them into new organelles: Hydrogenosomes. This means that all living eukaryotes are in fact metakaryotes, according to the significance of the term given by Cavalier-Smith. Some of the members of the defunct kingdom Archezoa, like the phylum Microsporidia, were reclassified into kingdom Fungi. Others were reclassified in kingdom Protozoa, like Metamonada which is now part of infrakingdom Excavata. Because Cavalier-Smith allows paraphyly, the diagram below is an "organization chart", not an "ancestor chart", and does not represent an evolutionary tree. Kingdom Bacteria — includes Archaebacteria as part of a subkingdom Kingdom Protozoa — e.g. Amoebozoa, Choanozoa, Excavata Kingdom Chromista — e.g. Alveolata, cryptophytes, Heterokonta (brown algae, diatoms etc.), Haptophyta, Rhizaria Kingdom Plantae — e.g. glaucophytes, red and green algae, land plants Kingdom Fungi Kingdom Animalia Cavalier-Smith and his collaborators revised their classification in 2015. In this scheme they introduced two superkingdoms of Prokaryota and Eukaryota and seven kingdoms. Prokaryota have two kingdoms: Bacteria and Archaea. (This was based on the consensus in the Taxonomic Outline of Bacteria and Archaea, and the Catalogue of Life). The Eukaryota have five kingdoms: Protozoa, Chromista, Plantae, Fungi, and Animalia. In this classification a protist is any of the eukaryotic unicellular organisms. Kingdom Bacteria Kingdom Archaea Kingdom Protozoa—e.g. Amoebozoa, Choanozoa, Excavata Kingdom Chromista—e.g. Alveolata, cryptophytes, Heterokonta (Brown Algae, Diatoms etc.), Haptophyta, Rhizaria Kingdom Plantae—e.g. glaucophytes, red and green algae, land plants Kingdom Fungi Kingdom Animalia The kingdom-level classification of life is still widely employed as a useful way of grouping organisms, notwithstanding some problems with this approach: Beyond traditional kingdoms While the concept of kingdoms continues to be used by some taxonomists, there has been a movement away from traditional kingdoms, as they are no longer seen as providing a cladistic classification, where there is emphasis in arranging organisms into natural groups. Based on RNA studies, Carl Woese thought life could be divided into three large divisions and referred to them as the "three primary kingdom" model or "urkingdom" model. In 1990, the name "domain" was proposed for the highest rank, with Latin equivalent regio. Woese divided the prokaryotes (previously classified as the Kingdom Monera) into two groups, called Eubacteria and Archaebacteria, stressing that there was as much genetic difference between these two groups as between either of them and all eukaryotes. Domain Bacteria (Eubacteria) Domain Archaea (Archaebacteria) Domain Eukarya (Eukaryota) According to genetic data, although eukaryote groups such as plants, fungi, and animals may look different, they are more closely related to each other than they are to either the Eubacteria or Archaea. It was also found that the eukaryotes are more closely related to the Archaea than they are to the Eubacteria. Although the primacy of the Eubacteria-Archaea divide has been questioned, it has been upheld by subsequent research. There is no consensus on how many kingdoms exist in the classification scheme proposed by Woese. In 2004, a review article by Simpson and Roger noted that the Protista were "a grab-bag for all eukaryotes that are not animals, plants or fungi". They held that only monophyletic groups should be accepted as formal ranks in a classification and that – while this approach had been impractical previously (necessitating "literally dozens of eukaryotic 'kingdoms'") – it had now become possible to divide the eukaryotes into "just a few major groups that are probably all monophyletic". On this basis, the diagram opposite (redrawn from their article) showed the real "kingdoms" (their quotation marks) of the eukaryotes. A classification which followed this approach was produced in 2005 for the International Society of Protistologists, by a committee which "worked in collaboration with specialists from many societies". It divided the eukaryotes into the same six "supergroups". The published classification deliberately did not use formal taxonomic ranks, including that of "kingdom". prokaryotic Bacteria prokaryotic Archaeans various flagellate protozoa most lobose amoeboids and slime moulds animals, fungi, choanoflagellates, etc. Foraminifera, Radiolaria, and various other amoeboid protozoa Stramenopiles (Brown Algae, Diatoms, etc.), Haptophyta, Cryptophyta (or cryptomonads), and Alveolata Land plants, green algae, red algae, and glaucophytes In this system the multicellular animals (Metazoa) are descended from the same ancestor as both the unicellular choanoflagellates and the fungi which form the Opisthokonta. Plants are thought to be more distantly related to animals and fungi. However, in the same year as the International Society of Protistologists' classification was published (2005), doubts were being expressed as to whether some of these supergroups were monophyletic, particularly the Chromalveolata, and a review in 2006 noted the lack of evidence for several of the six proposed supergroups. As of 2019[update], there is widespread agreement that the Rhizaria belong with the Stramenopiles and the Alveolata, in a clade dubbed the SAR supergroup, so that Rhizaria is not one of the main eukaryote groups. The Prokaryotic Code treats Bacteria and Archaea each as a domain. Since 2024, each domain contains 4 kingdoms, for a total of 8. Domain Bacteria includes kingdoms Bacillati, Fusobacteriati, Pseudomonadati and Thermotogati. Domain Archaea includes kingdoms Methanobacteriati, Nanobdellati, Promethearchaeati and Thermoproteati. Some authors have added non-cellular life to their classifications. This can create a "superdomain" called "Acytota", also called "Aphanobionta", of non-cellular life; with the other superdomain being "cytota" or cellular life. (see section below for further discussion) The eocyte hypothesis proposes that the eukaryotes emerged from a phylum within the archaea called the Thermoproteota (formerly known as eocytes or Crenarchaeota). Viruses The International Committee on Taxonomy of Viruses uses the taxonomic rank "kingdom" in the classification of viruses (with the suffix -virae); but this is beneath the top level classifications of realm and subrealm. There is ongoing debate as to whether viruses can be included in the tree of life. The arguments against include the fact that they are obligate intracellular parasites that lack metabolism and are not capable of replication outside of a host cell. Another argument is that their placement in the tree would be problematic, since it is suspected that viruses have various evolutionary origins, and they have a penchant for harvesting nucleotide sequences from their hosts. See also Notes References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Starlink] | [TOKENS: 15589] |
Contents Starlink Starlink is a satellite internet constellation operated by Starlink Services, LLC, an international telecommunications provider that is a wholly owned subsidiary of American aerospace company SpaceX, providing coverage to around 150 countries and territories. It also aims to provide global mobile broadband. Starlink has been instrumental to SpaceX's growth. SpaceX began launching Starlink satellites in 2019. As of January 2026[update], the constellation consists of over 9,422 satellites in low Earth orbit (LEO) that communicate with designated ground transceivers. Starlink comprises 65% of all active satellites. Nearly 12,000 satellites are planned, with a possible later extension to 34,400. SpaceX announced that it had reached over 1 million subscribers in December 2022, 4 million subscribers in September 2024, 9 million subscribers in December 2025, and 10 million subscribers in February 2026. The SpaceX satellite development facility in Redmond, Washington, houses Starlink research, development, manufacturing, and orbit control facilities. In May 2018, SpaceX estimated the cost of designing, building and deploying the constellation would be at least US$10 billion. Revenues from Starlink in 2022 were reportedly $1.4 billion with a net loss. In May 2024 that year's revenue was expected to reach $6.6 billion but by December the prediction was raised to $7.7 billion. Revenue was then expected to reach $11.8 billion in 2025. Financial statements filed with the Netherlands Chamber of Commerce for Starlink Satellite Services Corporation revealed 2024 revenue of $2.7 billion and a profit of $72 million. Starlink has been extensively used in the Russo-Ukrainian War, a role for which it has been contracted by the United States Department of Defense. Starshield, a military version of Starlink, is designed for government use. Starlink's technology is reportedly a front-runner for the U.S. Golden Dome missile defense system that involves placing weapons into orbit. Astronomers raised concerns about the effect the constellation would have on ground-based astronomy, and how the satellites contribute to an already congested orbital environment. SpaceX has attempted to mitigate astrometric interference concerns with measures to reduce the satellites' brightness during operation. The satellites are equipped with Hall-effect thrusters allowing them to raise their orbit, station-keep, and de-orbit at the end of their lives. They are also designed to autonomously and smoothly avoid collisions based on uplinked tracking data. History Constellations of low Earth orbit satellites were first conceptualized in the mid-1980s as part of the Strategic Defense Initiative, culminating in Brilliant Pebbles, where weapons were to be staged in low orbits to intercept ballistic missiles at short notice. The potential for low-latency communication was also recognized and development offshoots in the 1990s led to numerous commercial megaconstellations using around 100 satellites such as Celestri, Teledesic, Iridium, and Globalstar. However, all entities entered bankruptcy by the dot-com bubble burst, due in part to excessive launch costs at the time. In 2004, Larry Williams, SpaceX VP of Strategic Relations and former VP of Teledesic's "Internet in the sky" program, opened the SpaceX Washington DC office. That June, SpaceX acquired a 10% stake in Surrey Satellite Technology (SSTL) as part of a "shared strategic vision". SSTL was at that time working to extend the Internet into space. However, SpaceX's stake was eventually sold back to EADS Astrium in 2008 after the company became more focused on navigation and Earth observation. In early 2014, Elon Musk and Greg Wyler were working together planning a constellation of around 700 satellites called WorldVu, which would be over 10 times the size of the then largest Iridium satellite constellation. However, these discussions broke down in June 2014, and SpaceX instead filed an International Telecommunications Union (ITU) application via the Norwegian Communications Authority under the name STEAM. SpaceX confirmed the connection in the 2016 application to license Starlink with the Federal Communications Commission (FCC). SpaceX trademarked the name Starlink in the United States for their satellite broadband network; the name was inspired by the 2012 novel The Fault in Our Stars. Starlink was publicly announced in January 2015 with the opening of the SpaceX satellite development facility in Redmond, Washington. During the opening, Musk stated there is still significant unmet demand worldwide for low-cost broadband capabilities. and that Starlink would target bandwidth to carry up to 50% of all backhaul communications traffic, and up to 10% of local Internet traffic, in high-density cities. Musk further stated that the positive cash flow from selling satellite internet services would be necessary to fund their Mars plans. Furthermore, SpaceX has long-term plans to develop and deploy a version of the satellite communication system to serve Mars. Starting with 60 engineers, the company operated in 2,800 m2 (30,000 sq ft) of leased space, and by January 2017 had taken on a 2,800 m2 (30,000 sq ft) second facility, both in Redmond. In August 2018, SpaceX consolidated all their Seattle-area operations with a move to a larger three-building facility at Redmond Ridge Corporate Center to support satellite manufacturing in addition to R&D. In July 2016, SpaceX acquired an additional 740 m2 (8,000 sq ft) creative space in Irvine, California (Orange County). The Irvine office would include signal processing, RFIC, and ASIC development for the satellite program. By October 2016, the satellite division was focusing on a significant business challenge of achieving a sufficiently low-cost design for the user equipment. SpaceX President Gwynne Shotwell said then that the project remained in the "design phase as the company seeks to tackle issues related to user-terminal cost". In November 2016, SpaceX applied to the FCC for a license to operate a "non-geostationary orbit (NGSO) satellite system in the fixed-satellite service using the Ku- and Ka- frequency bands". In September 2017, the FCC granted a license that required half of the constellation to be in orbit within six years and that the full system would be operating within nine years from the date of the license. SpaceX filed documents in late 2017 with the FCC to clarify their space debris mitigation plan, under which the company was to implement an operations plan for the orderly de-orbit of satellites nearing the end of their useful lives (roughly five to seven years) at a rate far faster than is required under international standards. [Satellites] will de-orbit by propulsively moving to a disposal orbit from which they will re-enter the Earth's atmosphere within approximately one year after completion of their mission. In March 2018, the FCC granted SpaceX approval for the initial 4,425 satellites, with some conditions. SpaceX would need to obtain a separate approval from the ITU. The FCC supported a NASA request to ask SpaceX to achieve an even higher level of de-orbiting reliability than the standard that NASA had previously used for itself: reliably de-orbiting 90% of the satellites after their missions are complete. In May 2018, SpaceX expected the total cost of development and buildout of the constellation to approach $10 billion (equivalent to $12,270,000,000 in 2024). In mid-2018, SpaceX reorganized the satellite development division in Redmond and terminated several members of senior management. After launching two test satellites in February 2018, the first batch of 60 operational Starlink satellites were launched in May 2019. By late 2019, SpaceX was transitioning their satellite efforts from research and development to manufacturing, with the planned first launch of a large group of satellites to orbit, and the clear need to achieve an average launch rate of "44 high-performance, low-cost spacecraft built and launched every month for the next 60 months" to get the 2,200 satellites launched to support their FCC spectrum allocation license assignment. SpaceX said they will meet the deadline of having half the constellation "in orbit within six years of authorization... and the full system in nine years". By July 2020, Starlink's limited beta internet service was opened to invitees from the public. Invitees had to sign non-disclosure agreements, and were only charged $2 per month to test out billing services. In October 2020 a wider public beta was launched, where beta testers were charged the full monthly cost and could speak freely about their experience. Starlink beta testers reported speeds over 150 Mbit/s, above the range announced for the public beta test. Pre-orders were first opened to the public in the United States and Canada in early 2021. The FCC had earlier awarded SpaceX with $885.5 million worth of federal subsidies to support rural broadband customers in 35 U.S. states through Starlink. but the $885.5 million aid package was revoked in August 2022, with the FCC stating that Starlink "failed to demonstrate" its ability to deliver the promised service. SpaceX later appealed the decision saying they met or surpassed all RDOF deployment requirements that existed during bidding and that the FCC created "new standards that no bidder could meet today". In December 2023, the FCC formally denied SpaceX's appeal since "Starlink had not shown that it was reasonably capable of fulfilling RDOF's requirements to deploy a network of the scope, scale, and size" required to win the subsidy. In March 2021, SpaceX submitted an application to the FCC for mobile variations of their terminal designed for vehicles, vessels and aircraft, and later in June the company applied to the FCC to use mobile Starlink transceivers on launch vehicles flying to Earth orbit, after having previously tested high-altitude low-velocity mobile use on a rocket prototype in May 2021. In 2022, SpaceX announced the Starlink Business service tier, a higher-performance version of the service. It provides a larger high-performance antenna and listed speeds of between 150 and 500 Mbit/s with a cost of $2500 for the antenna and a $500 monthly service fee. The service includes 24/7, prioritized support. Deliveries were advertised to begin in the second quarter of 2022. The FCC also approved the licensing of Starlink services to boats, aircraft, and moving vehicles. Starlink terminal production being delayed by the 2020–2023 global chip shortage led to only 5,000 subscribers for the last two months of 2021 but this was soon resolved. On December 1, 2022, the FCC issued an approval for SpaceX to launch the initial 7500 satellites for its second-generation (Gen2) constellation, in three low-Earth-orbit orbital shells, at 525, 530, and 535 km (326, 329 and 332 miles) altitude. Overall, SpaceX had requested approval for as many as 29,988 Gen2 satellites, with approximately 10,000 in the 525–535 km (326–332 mi) altitude shells, plus ~20,000 in 340–360 km (210–220 mi) shells and nearly 500 in 604–614 km (375–382 mi) shells. However, the FCC noted that this is not a net increase in approved on-orbit satellites for SpaceX since SpaceX is no longer planning to deploy 7518 V-band satellites at 340 km (210 mi) altitude that had previously been authorized. In March 2023, the company reported that they were manufacturing six Starlink "v2 mini" satellites per day as well as thousands of user terminals. The v2 mini has Gen2 Starlink satellite features while being assembled in a smaller form factor than the larger Gen2 satellites. The Gen2 satellites require the 9 meters (30 feet) diameter Starship in order to launch them. The Starlink business unit had a single cash-flow-positive quarter during 2022. In May 2018, SpaceX estimated the total cost of designing, building and deploying the constellation would be at least US$10 billion. In January 2017, SpaceX expected annual revenue from Starlink to reach $12 billion by 2022 and exceed $30 billion by 2025. Starlink was at annual loss in 2021. Revenues from Starlink in 2022 were reportedly $1.4 billion accompanied by a net loss. With a net profit of $72.7 million 2024 would be the first year of profitability for the service as it posted a $30.7 million loss in 2023. Tensions between Brazil and Elon Musk's business ventures escalated in 2024 as the country's telecom regulator Anatel threatened to sanction Starlink after Brazil's top court upheld a ban on X. Luiz Inácio Lula da Silva supported the decision, citing X's role in allegedly spreading hate and misinformation undermining Brazil's democracy. Judge Alexandre de Moraes had frozen Starlink's accounts, and Starlink refused to comply with an order to block domestic access to X until the freeze was lifted, risking its license to operate. The Wall Street Journal reported in October 2024 that Musk had been in regular contact with Russian President Vladimir Putin and other high ranking Russian government officials since late 2022, discussing personal topics, business and geopolitical matters. The Journal reported that Putin had asked Musk to avoid activating his Starlink satellite system over Taiwan, to appease Chinese Communist Party general secretary Xi Jinping. The communications were reported to be a closely held secret in government, given Musk's involvement in promoting the presidential candidacy of Donald Trump, and his security clearance to access classified government information. One person said no alerts were raised by the U.S. government, noting the dilemma of the government being dependent on Musk's technologies. Musk initially voiced support for Ukraine's defense against Russia's 2022 invasion by donating Starlink terminals, but made later decisions to limit Ukrainian access to Starlink, which coincided with Russian pressure in public and in private. In a November 2024 call with President Volodymyr Zelenskyy, Musk said he will continue supporting Ukraine through Starlink. SpaceX has asked its numerous Taiwanese suppliers to move production abroad citing geopolitical risk concerns. This move was questioned by the Taiwanese government and resulted in significant anger from the Taiwanese public with citizens pointing out that Starlink was unavailable in Taiwan despite its suppliers underlying the technology and others calling for a boycott of Tesla products. In November 2024, SpaceX proposed a constellation of Starlink satellites around Mars, referred to as "Marslink". The proposed system would be capable of providing more than 4 Mbit/s of bandwidth between Earth and Mars as well as imaging services. Starting in July 2024, SpaceX began conducting tests on Starlink in cooperation with the Romanian Ministry of National Defense and National Authority for Communications Administration and Regulation (ANCOM). These tests aim at demonstrating that the Equivalent Power Flux Density (EPFD) limit can be safely increased, thus improving the speed and coverage area of Starlink, without affecting classic, geostationary satellites. The results of these tests will be used to help change a rule set by the International Telecommunication Union in the 1990s regarding the limits of non-geostationary satellites. Starlink was part of an investigation by USAID into the agency's oversight of Starlink terminals provided to the Ukrainian government, when USAID's Inspector General was fired by President Trump and all employees put on administrative leave. The USAID website was scrubbed of all information related to the Starlink probe. In March 2025, the director of the United States Department of Commerce's rural broadband program resigned criticizing undue emphasis on Starlink from the Trump administration. Musk's involvement in politics has also been protested by a number of Starlink customers in the U.K. The Department of Government Efficiency (DOGE) installed a Starlink user terminal at the White House complex which raised conflict of interest concerns. In response the White House said that the terminal was donated by Starlink and approved by legal counsel and the United States Secret Service. After the Trump administration launched a series of tariffs, the State Department pushed countries to approve American satellite companies, including Starlink. Several countries such as India granted regulatory approval to Starlink, hoping that supporting a company owned by Musk would help negotiations to avoid tariffs. As of February 2026, Starlink reported the number of its customers[a] worldwide as more than 10 million. Services Starlink provides satellite-based internet connectivity to underserved areas of the planet, as well as competitively priced service in more urbanized areas. In the United States, Starlink charged, at launch, a one-time hardware fee of $599 for a user terminal and $120 per month for internet service at a fixed service address. An additional $25 per month allows the user terminal to move beyond a fixed location (Starlink For RVs) but with service speeds deprioritized compared to the fixed users in that area. Fixed users are told to expect typical throughput of "50 to 150 Mbit/s and latency from 20 to 40 ms", a study found users averaged download speeds of 90.55 Mbit/s in the first quarter of 2022, but dropped to 62.5 Mbit/s in the second quarter. A higher performance version of the service (Starlink Business) advertises speeds of 150 to 500 Mbit/s in exchange for a more costly $2,500 user terminal and a $500 monthly service fee. Another service called Starlink Maritime became available in July 2022 providing internet access on the open ocean, with speeds of 350 Mbit/s, requiring purchase of a maritime-grade $10,000 user terminal and a $5,000 monthly service fee. Sales are capped to a few hundred fixed users per 20 km (12 mi) "service cell area" due to limited wireless capacity. Starlink alternatively offers a Best Effort service tier allowing homes in capped areas to receive the current unused bandwidth of their cell while they are on the waiting list for more prioritized service. The price and equipment are the same as the residential service at $110 per month. To improve the service quality in densely populated areas, Starlink introduced a monthly 1 TB data cap for all non-business users which was enforced starting in 2023. In August 2022, SpaceX lowered monthly service costs for users in select countries. For example, users in Brazil and Chile saw monthly fee decreases of about 50%. According to internet analysis company Ookla, Starlink speeds degraded during the first half of 2022 as more customers signed up for the service. SpaceX has said that Starlink speeds will improve as more satellites are deployed. In September 2023, satellite operator SES announced a satellite internet service for cruise lines using both the Starlink satellites in Low Earth Orbit (LEO) and SES' own O3b mPOWER satellite constellation in Medium Earth Orbit (MEO). Integrated, sold and delivered by SES, the SES Cruise mPOWERED + Starlink service claims to combine the best features of LEO and MEO orbits to provide high-speed, secure connectivity at up to 3 Gbit/s per ship, to cruise ships anywhere in the world. In February 2024, SES announced that Virgin Voyages will be the first cruise line to deploy the service. SMS texting via Starlink became publicly available in the U.S. and New Zealand in July 2025, to T-Mobile, AT&T, Verizon and One NZ customers. The service is powered by Starlink's Direct to Cell satellites. T-Mobile US and SpaceX are partnering to add satellite cellular service capability to Starlink satellites. It will provide dead-zone cell phone coverage across the USA using the existing midband PCS spectrum owned by T-Mobile. Cell coverage began with text messaging and will expand to include voice and limited data services later. T-Mobile connects to Starlink satellites via existing 4G LTE mobile devices, unlike previous generations of satellite phones, which used specialized radios, modems, and antennas to connect to satellites in higher orbits. Bandwidth will be limited to 2 to 4 megabits per second total, split across a very large cell coverage area, which would be limited to thousands of voice calls or millions of text messages simultaneously in a coverage area. The size of a single coverage cell has not yet been publicly released. The first six cell phone capable satellites launched on January 2, 2024. Rogers Communications, in April 2023, signed an agreement with SpaceX for using Starlink for satellite-to-phone services in Canada. Also in April 2023, One NZ (formerly Vodafone New Zealand) announced that they would be partnering with SpaceX's Starlink to provide 100% mobile network coverage over New Zealand. SMS text service is expected to begin in 2024, with voice and data functionality in 2025. In July 2023, Optus in Australia announced a similar partnership. On January 8, 2024, it was confirmed by SpaceX that they had successfully tested text messaging using the new Direct-to-Cell capability on T-Mobile's network. On August 12, 2025 Ukrainian cell operator Kyivstar conducted Eastern Europe's first test of the Direct-to-Cell service with their CEO and digital transformation minister of Ukraine Mykhailo Fedorov exchanging messages with regular smartphones and with commercial start of this service planned for 2025. In December 2022, SpaceX announced Starshield, a separate Starlink service designed for government entities and military agencies. Starshield enables the U.S. Department of Defense (DoD) to own or lease Starshield satellites for partners and allies. Cybernews remarked that Starshield was first announced in late 2022, when Starlink's presence in Ukraine showed the importance it can have in modern warfare. While Starlink had not been adapted for military use, Starshield has the usual requirements for mobile military systems like encryption and anti-jam capabilities. Elon Musk stated that "Starlink needs to be a civilian network, not a participant to combat. Starshield will be owned by the US government and controlled by DoD Space Force. This is the right order of things." Starshield satellites are advertised as capable of integrating a wide variety of payloads. Starshield satellites will be compatible with, and interconnect to, the existing commercial Starlink satellites via optical inter-satellite links. In January 2022, SpaceX deployed four national security satellites for the U.S. government on their Transporter-3 rideshare mission. In the same year they launched another group of four U.S. satellites with an on-orbit spare Globalstar FM-15 satellite in June. In September 2023, the Starshield program received its first contract from the U.S. Space Force to provide customized satellite communications for the military. This is under the Space Force's new "Proliferated Low Earth Orbit" program for LEO satellites, where Space Force will allocate up to $900 million worth of contracts over the next 10 years. Although 16 vendors are competing for awards, the SpaceX contract is the only one to have been issued to date. The one-year Starshield contract was awarded on September 1, 2023. The contract is expected to support 54 mission partners across the Army, Navy, Air Force, and Coast Guard. Applications SpaceX also designs, builds, and launches customized military satellites based on variants of the Starlink satellite bus, with the largest publicly known customer being the Space Development Agency (SDA). SDA accelerates development of missile defense capabilities, primarily via observation platforms, using industry-procured low-cost low Earth orbit satellite platforms. In October 2020, SDA awarded SpaceX an initial $150 million dual-use contract to develop 4 satellites to detect and track ballistic and hypersonic missiles. The first batch of satellites were originally scheduled to launch September 2022 to form part of the Tracking Layer Tranche 0 of the U.S. Space Force's National Defense Space Architecture (NDSA), a network of satellites performing various roles including missile tracking. The launch schedule slipped multiple times but eventually launched in April 2023. In 2020, SpaceX hired retired four-star general Terrence J. O'Shaughnessy who, according to some sources, is associated with Starlink's military satellite development, and according to one source, is listed as a "chief operating officer" at SpaceX. While still on active duty, O'Shaughnessy advocated before the United States Senate Committee on Armed Services for a layered capability with lethal follow-on that incorporates machine learning and artificial intelligence to gather and act upon sensor data quickly. SpaceX was not awarded a contract for the larger Tranche 1, with awards going to York Space Systems, Lockheed Martin Space, and Northrop Grumman Space Systems. In 2019, tests by the United States Air Force Research Laboratory (AFRL) demonstrated a 610 Mbit/s data link through Starlink to a Beechcraft C-12 Huron aircraft in flight. Additionally, in late 2019, the United States Air Force successfully tested a connection with Starlink on an AC-130 Gunship. In 2020, the Air Force used Starlink in support of its Advanced Battlefield management system during a live-fire exercise. They demonstrated Starlink connected to a "variety of air and terrestrial assets" including the Boeing KC-135 Stratotanker. Expert on battlefield communications Thomas Wellington has argued that Starlink signals, because they use narrow focused beams, are less vulnerable to interference and jamming by the enemy in wartime than satellites flying in higher orbits. In May 2022, Chinese military researchers published an article in a peer-reviewed journal describing a strategy for destroying the Starlink constellation if they threaten national security. The researchers specifically highlight concerns with reported Starlink military capabilities. Musk has declared Starlink is meant for peaceful use and has suggested Starlink could enforce peace by taking strategic initiative. Russian officials including the head of Russia's space agency Dmitry Rogozin, have warned Elon Musk and criticized Starlink, including warning that Starlink could become a legitimate military target in the future. Starlink was activated during the Russian invasion of Ukraine, after a request from the Ukrainian government. Ukraine's military and government rapidly became dependent on Starlink to maintain Internet access. Starlink is used by Ukraine for communication, such as keeping in touch with the outside world and keeping the energy infrastructure working. The service is also notably used for warfare. Starlink is used for connecting combat drones, naval drones, artillery fire coordination systems and attacks on Russian positions. SpaceX has expressed reservations about the offensive use of Starlink by Ukraine beyond military communications and restricted Starlink communication technology for military use on weapon systems, but has kept most of the service online. Its use in attacking Russian targets has been criticized by the Kremlin. Musk has warned that the service was costing $20 million per month, and a Ukrainian official estimated SpaceX's contributions as over $100 million. In June 2023, the United States Department of Defense signed a contract with SpaceX to finance Starlink use in Ukraine. In February 2025, U.S. negotiators Scott Bessent and Keith Kellogg pressured Ukraine to grant access to its critical minerals by warning of a potential Starlink shutdown, a service crucial to its military operations, according to three sources familiar with the matter. The issue surfaced after Volodymyr Zelenskyy rejected a U.S. proposal for mineral rights in exchange for wartime aid. While Musk denied the claims, Reuters stood by its report. Meanwhile, Donald Trump pushed Ukraine for U.S. access, criticizing Zelenskyy after he dismissed Trump's stance as Russian-influenced. Three days after the February 28, 2025, meeting between Trump and Zelenskyy in the White House the U.S. suspended all military aid and a day later also intelligence to Ukraine. In October 2023 after the Gaza war started, users shared the hashtag #starlinkforgaza on Elon Musk's social network X (formerly Twitter), demanding he activate Starlink in Gaza after Internet service in the region was lost. Musk answered that Starlink connectivity would be provided for aid groups in Gaza. At the end of November, Musk said the Starlink service would only be provided for Gaza with the approval of the government of Israel. According to the Global Initiative Against Transnational Organized Crime, jihadist groups such as the Jama'at Nasr al-Islam wal-Muslimin and Islamic State – West Africa Province have been using an illicit supply chain to acquire Starlink devices and bypass regulations on their use. The more secure communication of these devices has made it harder for government forces to intercept the plans of armed groups, allowing them to evade law enforcement and sustain illicit economies. A leader of the Union of Nigeriens for Vigilance and Patriotism, a support group for the Nigerien junta in the Agadez region, noted: These days, every suspicious vehicle seems to carry one of these Starlink devices. The armed groups near Emi Lulu, the militias Haftar pushed out who are now hiding along the Niger border — they all rely on these devices to stay connected and coordinate their movements. — February 2025 In response, the governments of Niger and Chad have moved to legalize Starlink in hopes of better regulating the technology by requiring registration of the devices. However, these measures are unlikely to stop the supply chain. Starlink has also been adopted by the Azawadi separatist group, Azawad Liberation Front (FLA), as well as the armed forces of Mali. According to an FLA leader in the Tinzaouaten area, the group uses Starlink to coordinate operations, share intelligence, and communicate its narrative. In the Battle of Tinzaouaten (2024), the use of Starlink allowed the FLA to maintain secure communication across its dispersed units and release updates on social media, increasing its visibility to external audiences. The Associated Press reported in 2023 that Brazilian organized criminal groups were making heavy use of Starlink in exploiting remote regions of the Amazon rainforest. According to Wired and the BBC, Starlink is a key connectivity option for scam centers in Southeast Asia with "criminals running multi-billion-dollar empires across Southeast Asia appear to be widely using the satellite internet network." Wired identified more than one hundred Starlink devices in use at just one center, KK Park in Myanmar. SpaceX eventually announced on October 22, 2025, that access to at least 2,500 Starlink devices used in Myanmar scamming centers were cut off. In Iran, Elon Musk personally announced the activation of Starlink in 2022 after the Iranian government blocked the internet to suppress the spread of anti-government protests, enabling citizens to regain uncensored access. These cases illustrate the difficulty governments face in controlling unauthorized satellite communications within their borders. The decentralized and autonomous nature of Starlink's operations presents a growing challenge to national sovereignty and cybersecurity enforcement. Likewise during the internet blackout amidst the 2025–2026 Iranian protests, Starlink was activated in Iran. However, by 11 January, the Iranian government reportedly shut down Starlink internet connectivity for the first time. The jamming and shut down led to varying degrees of success, with users occasionally being able to circumvent the censorship amidst the security forces also seizing satellite dishes to block any external access. The State Department had given SpaceX sanctions exemption to enable Starlink services in Iran, and NGOs including Holistic Resilience and ASL19 had assisted in smuggling terminals into Iran. The New York Times reported that the Iranian authorities had used GPS spoofing causing many of the estimated 50,000 Starlink terminals the dissidents had to not find their accurate locations, causing them to not operate. Multiple airlines have begun retrofitting their fleets to include Starlink terminals for in-flight passenger Wi-Fi. On April 25, 2022, Hawaiian Airlines announced an agreement with Starlink to provide free internet access on its aircraft, becoming the first airline to use Starlink. By July 2022, Starlink internet service was available in 36 countries and 41 markets. In September 2024, United Airlines announced it would install Starlink services on the airline's entire fleet, including mainland and regional aircraft, as part of a plan to offer free high-speed Wi-Fi to all passengers. In March 2025, the FAA issued final approval for United to begin equipping its aircraft with Starlink antennas. Qatar Airways began installing Starlink terminals in October 2024. In November 2025, International Airlines Group (IAG) announced it would install Starlink terminals on around 500 aircraft of their fleet (Aer Lingus, British Airways, Iberia, Level and Vueling). The same month, Emirates followed, announcing installations on all 230 aircraft of their active fleet. In December 2025, Hanjin Group announced a deal to install Starlink terminals on all aircraft of their fleet, consisting of Korean Air, Asiana Airlines, Air Busan, Air Seoul and Jin Air. In January 2026, Lufthansa Group announced Starlink would be installed on all around 850 aircraft of their fleet (including Lufthansa, Austrian Airlines, Brussels Airlines, ITA Airways, Swiss International Air Lines, Air Dolomiti, Edelweiss Air, Eurowings, and Discover Airlines). Other airlines who have announced deals with Starlink include Air France in September 2024, airBaltic in February 2025, Air New Zealand in December 2024, SAS in May 2025, Air Canada in September 2025, Virgin Atlantic in July 2025, WestJet in December 2024, FlyDubai in November 2025, Zipair Tokyo in January 2023, Gulf Air in January 2026, and Southwest Airlines in February 2026. Within the shipping industry, Starlink is recognized as a 'basic welfare for crew members', allowing location-independent access to telecommunications for sailors. Cargo ship lines that have installed Starlink internet on their vessels include Maersk, Hapag-Lloyd, Hyundai Glovis, Korea Line, and others. In August 2022, SpaceX secured its first contract for services in the passenger shipping industry. Royal Caribbean Group added Starlink internet to its Freedom of the Seas liner, and planned to offer the service on 50 ships under its Royal Caribbean International, Celebrity Cruises, and Silversea Cruises brands by March 2023. Carnival Corporation & plc added Starlink in 2024. Norwegian Cruise Line Holdings added the service in 2023. and MSC Cruises added it in 2024. Internet availability and regulatory approval by country In order to offer satellite services in any nation-state, International Telecommunication Union (ITU) regulations and long-standing international treaties require that landing rights be granted by each country jurisdiction, and within a country, by the national communications regulators. As a result, though the Starlink network has near-global reach at latitudes below approximately 60°, broadband services can be provided in 115 countries as of July 2025. SpaceX can also have business operation and economic considerations that may make a difference in which countries Starlink service is offered, in which order, and how soon. For example, SpaceX formally requested authorization for Canada only in June 2020, the Canadian regulatory authority approved it in November 2020, and SpaceX rolled out service two months later, in January 2021. As of September 2022, Starlink services were on offer in 40 countries, with applications pending regulatory approval in many more. Canada was the first outside country to approve the service with Innovation, Science and Economic Development Canada announcing regulatory approval for the Starlink low Earth orbit satellite constellation on November 6, 2020. In May 2022, Starlink entered the Philippine market, the company's first deployment in Asia, because of a landmark legislative change (RA 11659, Public Services Act) about all-foreign allowance of company ownership in regard to utility entities such as internet and telco companies. Starlink got provisional permission from the country's Department of Information and Communication Technologies (DICT), National Telecommunications Commission (NTC), and Department of Trade and Industry (DTI) and soon began commercial services, aimed at regions with lower internet connectivity. In June 2023, a license to offer internet services in Zambia was granted to Starlink by the Zambian Government through its Electronic Government Division – SMART Zambia, after the completion of many trial projects throughout the country. In October 2023, Starlink officially went live in Zambia. In July 2023, the Mongolian government issued two licenses to SpaceX to provide internet access in the country. In July 2023, it was reported by Bloomberg that attempts to sell the service to Taiwan in 2022 fell through when SpaceX insisted on 100% ownership of the Taiwan subsidiary running Starlink in the country. This went against Taiwanese law that required that internet service providers (ISP) are at least 51% controlled by local companies, an impracticality when dealing with a globe-spanning ISP. Japan's major mobile provider, KDDI, announced a partnership with SpaceX to begin offering in 2022 expanded connectivity for its rural mobile customers via 1,200 remote mobile towers. On April 25, 2022, Hawaiian Airlines announced an agreement with Starlink to provide free internet access on its aircraft, becoming the first airline to use Starlink. By July 2022, Starlink internet service was available in 36 countries and 41 markets. In May 2022, it was announced that regulatory approval had been granted for Nigeria, Mozambique, and the Philippines. In the Philippines, commercial availability began on February 22, 2023. In September 2022, trials began at McMurdo Station in Antarctica and from December 2022 on field missions. Antarctica has no ground stations, so polar-orbiting satellites with optical interlinks are used to connect to ground stations in South America, New Zealand, and Australia. In September 2023, the US-based United Against Nuclear Iran started donating subscriptions and terminals to Iranians to allow them to circumvent Iran's internet blackout. In September 2023, it was reported by some Indian news outlets that Starlink would imminently receive its license to operate in India after Starlink was able to meet all regulatory requirements, but that it would still be required to apply for spectrum allocation in order to provide service. SpaceX had earlier sold 5000 Starlink preorders in India, and in 2021 had announced that Sanjay Bhargava, who had worked with Musk as part of a team that founded electronic payment firm PayPal, would head the tech billionaire entrepreneur's Starlink satellite broadband venture in India. Three months later, Bhargava resigned "for personal reasons" after the Indian government ordered SpaceX to halt selling preorders for Starlink service until SpaceX gained regulatory approval for providing satellite internet services in the country. In April 2024, it was reported in some Indian news outlets that Starlink had received its "in-principle government approval" and that the approval now "lies at the desk of communications minister Ashwini Vaishnaw". In November 2023, Starlink received the licenses to operate in Fiji. The service was launched in Fiji in May 2024. In April 2024, it was reported that the company would begin trial service in Indonesia in May. Starlink received its license to operate in Indonesia in early May. In May 2024, Starlink service was made available for pre-order in Sri Lanka, pending regulatory approval from the Telecommunications Regulatory Commission of Sri Lanka (TRCSL). In August 2024, Starlink Lanka (Private) Limited was granted a Telecommunications Service Provider License by TRCSL, allowing it to operate satellite internet services in the country. However, in March 2025, the government placed the rollout on hold due to concerns over the absence of lawful interception provisions in the license, which were required for national security reasons. By June 2, 2025, the Deputy Minister of Technology confirmed that all regulatory conditions had been fulfilled, including the integration of oversight mechanisms, clearing the way for the launch. Starlink officially launched its services in Sri Lanka on July 2, 2025. In August 2024, Starlink received the licenses to operate in Yemen. Starlink services will soon be implemented through the corporation's sales points distributed across most governorates. These points will provide a full range of services, including device sales, activation, subscription fee payments, and direct technical support. In April 2025, Houthi rebels in Yemen demanded that residents surrender their Starlink devices. In September 2024, United Airlines announced it would install Starlink services on the airline's entire fleet, including mainland and regional aircraft, as part of a plan to offer free high-speed Wi-Fi to all passengers. In March 2025, the FAA issued final approval for United to begin equipping its aircraft with Starlink antennas. On 22 October 2024, Qatar Airways launched the first Starlink-equipped Boeing 777 flight, flying from Doha to London. As of November 2024, Morocco is set to give regulatory approval to Starlink by 2025. On 11 and 12 March 2025, Indian telecom companies Airtel and Jio have partnered with Starlink to bring satellite internet to India, aiming to improve connectivity in remote areas. However, the service's rollout is dependent on securing necessary government approvals. These partnerships promise to expand broadband access, especially in underserved regions. Although Starlink was officially unavailable in South Africa, it was found in June 2025 that Starlink has been operating unlawfully in South Africa since 2022. It was reported that South Africans have been able to use Starlink's roaming service for nearly two and a half years as a workaround to the lack of official local support. In June 2025 Starlink began notifiying its users of its Roam Unlimited and Global Roaming plans in South Africa that their service had been suspended. Earlier in March 2025, Musk claimed that "Starlink can't get a license to operate in South Africa simply because I'm not black". Musk's claim, which likely references the provisions of the South African Electronic Communications Act, 2005, which require telecom licensees to allocate at least 30% equity ownership to historically disadvantaged groups, has been disputed by officials within the South African government. In 2022, the U.S. State Department and U.S. Treasury Department updated rules regarding export of technology to Iran, allowing Starlink to be exported to Iran in support of the Iranian protests against compulsory hijab, which had triggered extensive government censorship. Immediately afterwards, Starlink service was activated in Iran. In 2023, the Iranian government filed a complaint with the ITU against SpaceX for unauthorized Starlink operation in Iran. In October 2023 and March 2024, the ITU ruled in favor of Iran, dismissing a SpaceX assertion that it should not be expected to verify the location of every terminal connecting to its satellites. Iran stated that SpaceX was capable of determining their user terminal locations by citing an October 2022 tweet from Musk saying the number of Starlink terminals operating within Iran was "approaching 100". Despite the illegality of Starlink usage in Iran, the number of Starlink users has skyrocketed via sales of the terminals on the black market. Iranian officials have acknowledged that 30,000 terminals in the country, providing access to some 100,000 users. In a cyber-blockade carried out in response to the protests in early 2026, the Iranian authorities used military-grade jammers that largely disrupted the Starlink signal. Technology The internet communication satellites were expected to be smallsats, 100 to 500 kg (220 to 1,100 lb) in mass, and were intended to be in low Earth orbit (LEO) at an altitude of approximately 1,100 km (680 mi), according to early public releases of information in 2015. The first significant deployment of 60 satellites was in May 2019, with each satellite weighing 227 kg (500 lb). SpaceX decided to place the satellites at a relatively low 550 km (340 mi) due to concerns associated with space debris from failures or low fuel in the space environment, as well as letting them use fewer satellites than were initially needed. Initial plans forecasted in January 2015 were for the constellation to be made up of approximately 4,000 cross-linked satellites; more than twice as many operational satellites as were in orbit in January 2015. The satellites employ optical inter-satellite links and phased array beam-forming and digital processing technologies in the Ku and Ka microwave bands (super high frequency [SHF] to extremely high frequency [EHF]), according to documents filed with the U.S. FCC. While specifics of the phased array technologies have been disclosed as part of the frequency application, SpaceX enforced confidentiality regarding details of the optical inter-satellite links. Early satellites were launched without laser links. The inter-satellite laser links were successfully tested in late 2020. The satellites are mass-produced, at a much lower cost per unit of capability than previously existing satellites. Musk said, "We're going to try and do for satellites what we've done for rockets." "In order to revolutionize space, we have to address both satellites and rockets." "Smaller satellites are crucial to lowering the cost of space-based Internet and communications". In February 2015, SpaceX asked the FCC to consider future innovative uses of the Ka-band spectrum before the FCC commits to 5G communications regulations that would create barriers to entry, since SpaceX is a new entrant to the satellite communications market. The SpaceX non-geostationary orbit communications satellite constellation will operate in the high-frequency bands above 24 GHz, "where steerable Earth station transmit antennas would have a wider geographic impact, and significantly lower satellite altitudes magnify the impact of aggregate interference from terrestrial transmissions". Internet traffic via a geostationary satellite has a minimum theoretical round-trip latency of at least 477 milliseconds (ms; between user and ground gateway), but in practice, current satellites have latencies of 600 ms or more. Starlink satellites are orbiting at 1⁄105 to 1⁄30 of the height of geostationary orbits, and thus offer more practical Earth-to-satellite latencies of around 25 to 35 ms, comparable to existing cable and fiber networks. The system uses a peer-to-peer protocol claimed to be "simpler than IPv6"; it also incorporates native end-to-end encryption. Starlink satellites use Hall-effect thrusters with krypton or argon gas as the reaction mass for orbit raising and station keeping. Krypton Hall thrusters tend to exhibit significantly higher erosion of the flow channel compared to a similar electric propulsion system operated with xenon, but krypton is much more abundant and has a lower market price. SpaceX claims that its 2nd generation thruster using argon has 2.4× the thrust and 1.5× the specific impulse of the krypton fueled thruster. The Starlink system has multiple modes of connectivity including direct-to-cell capability as well as broadband satellite internet service. Direct-to-cell provides connectivity to unmodified cellular phones and is being offered globally in partnership with various national cellular service providers. Starlink's broadband internet service is accessed via flat user terminals the size of a pizza box, which have phased array antennas and track the satellites. The terminals can be mounted anywhere, as long as they can see the sky. This includes fast-moving objects like trains, and airplanes. Photographs of the customer antennas were first seen on the internet in June 2020, supporting earlier statements by SpaceX CEO Musk that the terminals would look like a "UFO on a stick. Starlink Terminal has motors to self-adjust optimal angle to view sky". The antenna is known internally as "Dishy McFlatface". In October 2020, SpaceX launched a paid-for beta service in the U.S. called "Better Than Nothing Beta", charging $499 (equivalent to $594.2 in 2024) for a user terminal, with an expected service of "50 to 150 Mbit/s and latency from 20 to 40 ms over the next several months". From January 2021, the paid-for beta service was extended to other continents, starting with the United Kingdom. A larger, high-performance version of the antenna is available for use with the Starlink Business service tier. In September 2020, SpaceX applied for permission to put terminals on 10 of its ships with the expectation of entering the maritime market in the future. In August 2022, and in response to an open invitation from SpaceX to have the terminal examined by the security community, security specialist Lennert Wouters presented several technical architecture details about the then-current starlink terminals: the main control unit of the dish is a STMicroelectronics custom designed SoC chip code-named Catson which is a quad-core ARM Cortex-A53-based control processor running the Linux kernel and booted using U-Boot. The main processor uses several other custom chips such as a digital beam former named Shiraz and a front-end module named Pulsarad. The main control unit controls an array of digital beamformers. Each beamformer controls 16 front-end modules. In addition the terminal has a GPS receiver, motor controllers, synchronous clock generation and power over Ethernet circuits, all manufactured by STMicroelectronics. In June 2024, a portable user terminal dubbed "Starlink Mini" was announced to be imminently available. The Mini supports 100 Mbit/s of download speed and will fit in a backpack. Initial rollout was in Latin America at a $200 price point. Table summarizing the specifications of user terminals released by Starlink: REV1 REV2 REV3 REV4 (Gen 3) (Wi-Fi 5 2x2 MIMO) (Wi-Fi 5 2x2 MIMO) (Wi-Fi 5 3x3 MIMO) (Wi-Fi 5 3x3 MIMO) (BYO) (Wi-Fi 6 4x4 MIMO) (Wi-Fi 5 2x2 MIMO) (BYO) Later units STMicro "Catapult" (80x) Catson prod2+ Shiraz V3 (3x) Catapult Shiraz V3 (3x) Panda (Catapult or Panda in identifier) Panda (see Panda in identifier) rev1_pre_production rev1_production rev_rev1_proto3 rev2_proto1 rev2_proto2 rev2_proto3 rev2_proto4 rev3_proto0 rev3_proto1 rev3_proto2 rev_hp1_proto0 rev_hp1_proto1 rev_hp1_proto2 rev_hp1_proto0 rev_hp1_proto1 rev_hp1_proto2 rev4_prod1 rev4_prod2 rev4_prod3 Q4 2024: rev4_catapult_prod1 Q2 2025: rev4_panda_prod1 rev4_panda_prod2 mini1_prod1 mini1_prod2 mini1_prod3 Q2 2025: mini1_panda_prod1 mini1_panda_prod2 rev4_hp_prod1 rev4_hp_prod2 SpaceX has made applications to the FCC for at least 32 ground stations in the United States, and as of July 2020[update] has approvals for five of them (in five states). Until February 2023, Starlink used the Ka-band to connect with ground stations. With the launch of v2 Mini, frequencies were added in the 71–86 GHz W band (or E band waveguide) range. A typical ground station[when?] has nine 2.86 metres (9.4 feet) antennas in a 400 m2 (4,300 ft2) fenced in area. According to their filing, SpaceX's ground stations would also be installed on-site at Google data-centers world-wide. MicroSat-1a and MicroSat-1b were originally slated to be launched into 625 km (388 mi) circular orbits at approximately 86.4° inclination, and to include panchromatic video imager cameras to film images of Earth and the satellite. The two satellites, "MicroSat-1a" and "MicroSat-1b" were meant to be launched together as secondary payloads on one of the Iridium NEXT flights, but they were instead used for ground-based tests. At the time of the June 2015 announcement, SpaceX had stated plans to launch the first two demonstration satellites in 2016, but the target date was subsequently moved out to 2018. SpaceX began flight testing their satellite technologies in 2018 with the launch of two test satellites. The two identical satellites were called MicroSat-2a and MicroSat-2b during development but were renamed Tintin A and Tintin B upon orbital deployment on February 22, 2018. The satellites were launched by a Falcon 9 rocket, and they were piggy-back payloads launching with the Paz satellite. Tintin A and B were inserted into a 514 km (319 mi) orbit. Per FCC filings, they were intended to raise themselves to a 1,125 km (699 mi) orbit, the operational altitude for Starlink LEO satellites per the earliest regulatory filings, but stayed close to their original orbits. SpaceX announced in November 2018 that they would like to operate an initial shell of about 1600 satellites in the constellation at about 550 km (340 mi) orbital altitude, at an altitude similar to the orbits Tintin A and B stayed in. The satellites orbit in a circular low Earth orbit at about 500 km (310 mi) altitude in a high-inclination orbit for a planned six to twelve-month duration. The satellites communicate with three testing ground stations in Washington State and California for short-term experiments of less than ten minutes duration, roughly daily. The 60 Starlink v0.9 satellites, launched in May 2019, had the following characteristics: The Starlink v1.0 satellites, initially launched in November 2019, have the following additional characteristics: The Starlink v1.5 satellites, initially launched January 24, 2021, have the following additional characteristics: These are satellites buses with two solar arrays derived from Starlink v1.5 and v2.0 for military use and can host classified government or military payloads. SpaceX was preparing for the production of Starlink v2 satellites by early 2021. According to Musk, Starlink v2 satellites will be "…an order of magnitude better than Starlink 1" in terms of communications bandwidth. SpaceX hoped to begin launching Starlink v2 in 2022. As of May 2022[update], SpaceX had said publicly that the satellites of second-generation (Gen2) constellation would need to be launched on Starship, as they are too large to fit inside a Falcon 9 fairing. However, in August 2022, SpaceX made formal regulatory filings with the FCC that indicated they would build satellites of the second-generation (Gen2) constellation in two different, but technically identical, form factors: one with the physical structures tailored to launching on Falcon 9, and one tailored for the launching on Starship. Starlink v2 is both larger and heavier than Starlink v1 satellites. Starlink second-generation satellites planned for launch on Starship were planned, as of 2022, to have the following characteristics: In October 2022, SpaceX revealed the configuration of early v2s to be launched on Falcon 9. In May 2023, SpaceX introduced two more form factors with direct-to-cellular (DtC) capability.[failed verification] In August 2025, Starlink tested a “mini laser” to allow connectivity for third party satellites and space stations with the Starlink constellation. The bus design for Starlink satellites has varied considerably since the first units were deployed in space in 2019: The first six F9-3 satellites with direct-to-cellular (DtC) capability were launched on January 2, 2024, in Groups 7–9. Launches Between February 2018 and May 2024, SpaceX successfully launched over 6,000 Starlink satellites into orbit, including prototypes and satellites that later failed or were de-orbited before entering operational service. In March 2020, SpaceX reported producing six satellites per day. The deployment of the first 1,440 satellites was planned in 72 orbital planes of 20 satellites each, with a requested lower minimum elevation angle of beams to improve reception: 25° rather than the 40° of the other two orbital shells.: 17 SpaceX launched the first 60 satellites of the constellation in May 2019 into a 550 km (340 mi) orbit and expected up to six launches in 2019 at that time, with 720 satellites (12 × 60) for continuous coverage in 2020. Starlink satellites are also planned to launch on Starship, an under-development rocket of SpaceX with a much larger payload capability. The initial announcement included plans to launch 400 Starlink (version 1.0) satellites at a time. Current plans now call for Starship to be the only launch vehicle to be used to launch the much larger Starlink version 2.0.[citation needed] In March 2017, SpaceX filed plans with the FCC to field a second orbital shell of more than 7,500 "V-band satellites in non-geosynchronous orbits to provide communications services" in an electromagnetic spectrum that has not previously been heavily employed for commercial communications services. Called the "Very-low Earth orbit (VLEO) constellation", it was to have comprised 7,518 satellites that were to orbit at just 340 km (210 mi) altitude, while the smaller, originally planned group of 4,425 satellites would operate in the Ka- and Ku-bands and orbit at 1,200 km (750 mi) altitude. By 2022, SpaceX had withdrawn plans to field the 7,518-satellite V-band system, superseding it with a more comprehensive design for a second-generation (Gen2) Starlink network. In November 2018, SpaceX received U.S. regulatory approval to deploy 7,518 V-band broadband satellites, in addition to the 4,425 approved earlier; however, the V-band plans were subsequently withdrawn by 2022. At the same time, SpaceX also made new regulatory filings with the U.S. FCC to request the ability to alter its previously granted license in order to operate approximately 1,600 of the 4,425 Ka-/Ku-band satellites approved for operation at 1,150 km (710 mi) in a "new lower shell of the constellation" at only 550 km (340 mi) orbital altitude. These satellites would effectively operate in a third orbital shell, a 550 km (340 mi) orbit, while the higher and lower orbits at approximately 1,200 km (750 mi) and approximately 340 km (210 mi) would be used only later, once a considerably larger deployment of satellites becomes possible in the later years of the deployment process. The FCC approved the request in April 2019, giving approval to place nearly 12,000 satellites in three orbital shells: initially approximately 1,600 in a 550 km (340 mi) – altitude shell, and subsequently placing approximately 2,800 Ku- and Ka-band spectrum satellites at 1,150 km (710 mi) and approximately 7,500 V-band satellites at 340 km (210 mi). In total, nearly 12,000 satellites were planned to be deployed, with (as of 2019) a possible later extension to 42,000. In February 2019, a sister company of SpaceX, SpaceX Services Incorporated, filed a request with the FCC to receive a license for the operation of up to a million fixed satellite Earth stations that would communicate with its non-geostationary orbit (NGSO) satellite Starlink system. In June 2019, SpaceX applied to the FCC for a license to test up to 270 ground terminals – 70 nationwide across the United States and 200 in Washington state at SpaceX employee homes – and aircraft-borne antenna operation from four distributed United States airfields; as well as five ground-to-ground test locations. On October 15, 2019, the United States FCC submitted filings to the International Telecommunication Union (ITU) on SpaceX's behalf to arrange spectrum for 30,000 additional Starlink satellites to supplement the 12,000 Starlink satellites already approved by the FCC. That month, Musk publicly tested the Starlink network by using an Internet connection routed through the network to post a first tweet to social media site Twitter. In January 2026 SpaceX announced plans to lower approximately 4,400 satellites from their current 550 km orbit to 480 km over the course of the year, citing improved space safety and reduced orbital decay time for decommissioned satellites. The chart below contains all v0.9 and first generation satellites (Tintin A and Tintin B, as test satellites, are not included). Early designs had all phase 1 satellites in altitudes of around 1,100–1,300 km (680–810 mi). SpaceX initially requested to lower the first 1584 satellites, and in April 2020 requested to lower all other higher satellite orbits to about 550 km (340 mi). In April 2020, SpaceX modified the architecture of the Starlink network. SpaceX submitted an application to the FCC proposing to operate more satellites in lower orbits in the first phase than the FCC previously authorized. The first phase will still include 1,440 satellites in the first shell orbiting at 550 km (340 mi) in planes inclined 53.0°, with no change to the first shell of the constellation launched largely in 2020. SpaceX also applied in the United States for use of the E-band in their constellation The FCC approved the application in April 2021. On January 24, 2021 SpaceX released a new group of 10 Starlink satellites, the first Starlink satellites in polar / SSO orbits. The launch surpassed ISRO's record of launching the most satellites in one mission (143), taking to 1,025 the cumulative number of satellites deployed for Starlink to that date. On February 3, 2022, 49 satellites were launched as Starlink Group 4–7. A G2-rated geomagnetic storm occurred on February 4, caused the atmosphere to warm and density at the low deployment altitudes to increase. Predictions were that up to 40 of the 49 satellites might be lost due to drag. After the event, 38 satellites reentered the atmosphere by February 12 while the remaining 11 were able to raise their orbits and avoid loss due to the storm. In March 2023, SpaceX submitted an application to add V-band payload to the second generation satellites rather than fly phase 2 V-band satellites as originally planned and authorized. The request is subject to FCC approval. Due to delays with Starship development, SpaceX modified the v2 Starlink satellites into a less capable but more compact form factor named "v2 mini", thus enabling these satellites to be launched on Falcon 9. The first set of 21 of these satellites was launched on February 27, 2023. SpaceX committed to reducing debris by keeping the Starlink tension rods, which hold the v2 mini-satellites together during launch, attached to the Falcon 9 second stage. These tension rods were discarded into orbit while launching earlier versions of Starlink satellites.[full citation needed] Observations confirm that v2 mini satellites host two solar panels, like the larger v2 satellites. As of October 2025, SpaceX has conducted multiple tests of the Starlink deployment system on Starship. Up to 10 Starlink "simulators" were carried as payload on each test flight starting with Flight 7, expected to be deployed on a sub-orbital trajectory, set to reenter over the Indian Ocean. Flight 7 failed to reach this objective, as did flights 8 and 9. Successful tests occurred on Flight 10 and Flight 11, with 8 of 8 Starlink simulators deployed each time. After the successful launch of Starlink 11-4 the second stage spun out of control and reentered earth's atmosphere over eastern Europe with a fireball visible from Berlin and Sweden as several chunks of space debris crashed into Poland near the city of Poznań. No one was hurt in the incident. Several smaller chunks were reported in the village of Wiry, and it is possible some landed in Ukraine, although officials there did not investigate. The main impact of the incident was that the Polish Space Agency (POLSA) accidentally sent its report on the incoming space debris to the wrong email address at the Polish Ministry of Defense, leaving the rest of the government in the dark on its potential hazard and in turn POLSA's President, Grzegorz Wrochna would be dismissed from his post. Impact on astronomy The planned large number of satellites has been met with criticism from the astronomical community because of concerns over light pollution. Astronomers claim that their brightness in both optical and radio wavelengths will severely impact scientific observations. While astronomers can schedule observations to avoid pointing where satellites currently orbit, it is "getting more difficult" as more satellites come online. The International Astronomical Union (IAU), National Radio Astronomy Observatory (NRAO), and Square Kilometre Array Organization (SKAO) have released official statements expressing concern on the matter. Recent studies have proved that the "unintended electromagnetic radiation" affects radio telescopes creating distortions and excessive noise and the IAU Centre for the Protection of the Dark and Quiet Sky from Satellite Constellation Interference was created to manage these new man-made obstacles to space exploration. On November 20, 2019, the four-meter (13') Blanco telescope of the Cerro Tololo Inter-American Observatory (CTIO) recorded strong signal loss and the appearance of 19 white lines on a DECam shot (right image). This image noise was correlated to the transit of a Starlink satellite train, launched a week earlier. SpaceX representatives and Musk have claimed that the satellites will have minimal impact, being easily mitigated by pixel masking and image stacking. However, professional astronomers have disputed these claims based on initial observation of the Starlink v0.9 satellites on the first launch, shortly after their deployment from the launch vehicle. In later statements on Twitter, Musk stated that SpaceX will work on reducing the albedo of the satellites and will provide on-demand orientation adjustments for astronomical experiments, if necessary. One Starlink satellite (Starlink 1130 / DarkSat) launched with an experimental coating to reduce its albedo. The reduction in g-band magnitude is 0.8 magnitude (55%). Despite these measures, astronomers found that the satellites were still too bright, thus making DarkSat essentially a "dead end". On April 17, 2020, SpaceX wrote in an FCC filing that it would test new methods of mitigating light pollution, and also provide access to satellite tracking data for astronomers to "better coordinate their observations with our satellites". On April 27, 2020, Musk announced that the company would introduce a new sunshade designed to reduce the brightness of Starlink satellites. As of 15 October 2020[update], over 200 Starlink satellites had a sunshade. An October 2020 analysis found them to be only marginally fainter than DarkSat. A January 2021 study pinned the brightness at 31% of the original design. According to a May 2021 study, "A large number of fast-moving transmitting stations (i.e. satellites) will cause further interference. New analysis methods could mitigate some of these effects, but data loss is inevitable, increasing the time needed for each study and limiting the overall amount of science done". In February 2022, the International Astronomical Union (IAU) established a center to help astronomers deal with the adverse effects of satellite constellations such as Starlink. Work will include the development of software tools for astronomers, advancement of national and international policies, community outreach and work with industry on relevant technologies. In June 2022, the IAU released a website for astronomers to deal with some adverse effects via satellite tracking. This will enable astronomers to be able to track satellites to be able to avoid and time them for minimal impact on current work. The first batch of Generation 2 spacecraft was launched in February 2023. These satellites are referred to as "Mini" because they are smaller than the full-sized Gen 2 spacecraft that will come later. SpaceX uses brightness mitigation for Gen 2 that includes a mirror-like surface which reflects sunlight back into space and they orient the solar panels so that observers on the ground only see the dark sides. The Minis are fainter than Gen 1 spacecraft despite being four times as large according to an observational study published in June 2023. They are 44% as bright as VisorSats, 24% compared to V1.5 and 19% compared to the original design which had no brightness mitigation.: Table 3 Minis appear 12 times brighter before they reach the target orbit. In October 2023, research published in "Astronomy and Astrophysics Letters" had reportedly found that Starlink satellites were "leaking radio signals" finding that at the site of the future Square Kilometer Array, radio emissions from Starlink satellites were brighter than any natural source in the sky. The paper concluded that these emissions will be "detrimental to key SKA science goals without future mitigation". Increased risk of satellite collision The large number of satellites employed by Starlink may create the long-term danger of space debris resulting from placing thousands of satellites in orbit and the risk of causing a satellite collision, potentially triggering a cascade phenomenon known as Kessler syndrome. SpaceX has said that most of the satellites are launched at a lower altitude, and failed satellites are expected to deorbit within five years without propulsion. in near-Earth orbit. According to SpaceX's semiannual reports filed with the Federal Communications Commission, Starlink satellites performed approximately 50,000 collision-avoidance maneuvers between December 1, 2023, and May 31, 2024, about double the number from the previous six-month period. This represented an average of 14 maneuvers per satellite during the six-month period. Early in the program, a near-miss occurred when SpaceX did not move a satellite that had a 1 in 1,000 chance of colliding with a European one, ten times higher than the ESA's threshold for avoidance maneuvers. SpaceX subsequently fixed an issue with its paging system that had disrupted emails between the ESA and SpaceX. The ESA said it plans to invest in technologies to automate satellite collision avoidance maneuvers. In 2021, Chinese authorities lodged a complaint with the United Nations, saying their space station had performed evasive maneuvers that year to avoid Starlink satellites. In the document, Chinese delegates said that the continuously maneuvering Starlink satellites posed a risk of collision, and two close encounters with the satellites in July and October constituted dangers to the life or health of astronauts aboard the Chinese Tiangong space station. The destruction of the Russian satellite Kosmos 1408 in November 2021 by an anti-satellite weapon test impacted Starlink operations. According to SpaceX reports, over 1,700 out of 6,873 collision avoidance maneuvers performed by Starlink satellites between December 1, 2021, and May 31, 2022, were to avoid Kosmos 1408 debris. All these reported issues, plus current plans for the extension of the constellation, motivated a formal letter from the National Telecommunications and Information Administration (NTIA) on behalf of NASA and the NSF, submitted to the FCC on February 8, 2022, warning about the potential impact on low Earth orbit, increased collision risk, impact on science missions, rocket launches, International Space Station and radio frequencies. SpaceX satellites will maneuver if the probability of collision is greater than 10−6 (1 in 1,000,000 chance of collision), compared to the industry standard of 10−4 (1 in 10,000 chance of collision). SpaceX has budgeted sufficient propellant to accommodate approximately 5,000 propulsive maneuvers over the life of a Gen2 satellite, including a budget of approximately 350 collision avoidance maneuvers per satellite over that time period. As of May 2022, the average Starlink satellite had conducted fewer than three collision-avoidance maneuvers over the 6 preceding months. However, the frequency has increased substantially, with over 1,700 out of 6,873 maneuvers being performed to avoid Kosmos 1408 debris alone. Competition and market effects In addition to the OneWeb constellation, announced nearly concurrently with the SpaceX constellation, a 2015 proposal from Samsung outlined a 4,600-satellite constellation orbiting at 1,400 km (870 mi) that could provide a zettabyte per month capacity worldwide, an equivalent of 200 gigabytes per month for 5 billion users of Internet data, but by 2020, no more public information had been released about the Samsung constellation. Telesat announced a smaller 117 satellite constellation in 2015 with plans to deliver initial service in 2021. Amazon announced a large broadband internet satellite constellation in April 2019, planning to launch 3,236 satellites in the next decade in what the company calls "Project Kuiper", a satellite constellation that will work in concert with Amazon's previously announced large network of twelve satellite ground station facilities (the "AWS ground station unit") announced in November 2018. In February 2015, financial analysts questioned established geosynchronous orbit communications satellite fleet operators as to how they intended to respond to the competitive threat of SpaceX and OneWeb LEO communication satellites. In October 2015, SpaceX President Gwynne Shotwell indicated that while development continues, the business case for the long-term rollout of an operational satellite network was still in an early phase. By October 2017, the expectation for large increases in satellite network capacity from emerging lower-altitude broadband constellations caused market players to cancel some planned investments in new geosynchronous orbit broadband communications satellites. SpaceX was challenged regarding Starlink in February 2021 when the National Rural Electric Cooperative Association (NRECA), a political interest group representing traditional rural internet service providers, urged the U.S. Federal Communications Commission (FCC) to "actively, and aggressively, and thoughtfully vet" the subsidy applications of SpaceX and other broadband providers. At the time, SpaceX had provisionally won $886 million for a commitment to provide service to approximately 643,000 locations in 35 states as part of the Rural Digital Opportunity Fund (RDOF). The NRECA criticisms included that the funding allocation to Starlink would include service to locations—such as Harlem and terminals at Newark Liberty International Airport and Miami International Airport—that are not rural, and because SpaceX was planning to build the infrastructure and serve any customers who request service with or without the FCC subsidy. Additionally, Jim Matheson, chief executive officer of the NRECA voiced concern about technologies that had not yet been proven to meet the high speeds required for the award category. Starlink was specifically criticized for being still in beta testing and for unproven technology. While Starlink is deployed worldwide, it has encountered trademark conflicts in some countries such as Mexico and Ukraine. See also Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/OpenAI#cite_note-2025-fin-est-4] | [TOKENS: 8773] |
Contents OpenAI OpenAI is an American artificial intelligence research organization comprising both a non-profit foundation and a controlled for-profit public benefit corporation (PBC), headquartered in San Francisco. It aims to develop "safe and beneficial" artificial general intelligence (AGI), which it defines as "highly autonomous systems that outperform humans at most economically valuable work". OpenAI is widely recognized for its development of the GPT family of large language models, the DALL-E series of text-to-image models, and the Sora series of text-to-video models, which have influenced industry research and commercial applications. Its release of ChatGPT in November 2022 has been credited with catalyzing widespread interest in generative AI. The organization was founded in 2015 in Delaware but evolved a complex corporate structure. As of October 2025, following restructuring approved by California and Delaware regulators, the non-profit OpenAI Foundation holds 26% of the for-profit OpenAI Group PBC, with Microsoft holding 27% and employees/other investors holding 47%. Under its governance arrangements, the OpenAI Foundation holds the authority to appoint the board of the for-profit OpenAI Group PBC, a mechanism designed to align the entity’s strategic direction with the Foundation’s charter. Microsoft previously invested over $13 billion into OpenAI, and provides Azure cloud computing resources. In October 2025, OpenAI conducted a $6.6 billion share sale that valued the company at $500 billion. In 2023 and 2024, OpenAI faced multiple lawsuits for alleged copyright infringement against authors and media companies whose work was used to train some of OpenAI's products. In November 2023, OpenAI's board removed Sam Altman as CEO, citing a lack of confidence in him, but reinstated him five days later following a reconstruction of the board. Throughout 2024, roughly half of then-employed AI safety researchers left OpenAI, citing the company's prominent role in an industry-wide problem. Founding In December 2015, OpenAI was founded as a not for profit organization by Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, John Schulman, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. A total of $1 billion in capital was pledged by Sam Altman, Greg Brockman, Elon Musk, Reid Hoffman, Jessica Livingston, Peter Thiel, Amazon Web Services (AWS), and Infosys. However, the actual capital collected significantly lagged pledges. According to company disclosures, only $130 million had been received by 2019. In its founding charter, OpenAI stated an intention to collaborate openly with other institutions by making certain patents and research publicly available, but later restricted access to its most capable models, citing competitive and safety concerns. OpenAI was initially run from Brockman's living room. It was later headquartered at the Pioneer Building in the Mission District, San Francisco. According to OpenAI's charter, its founding mission is "to ensure that artificial general intelligence (AGI)—by which we mean highly autonomous systems that outperform humans at most economically valuable work—benefits all of humanity." Musk and Altman stated in 2015 that they were partly motivated by concerns about AI safety and existential risk from artificial general intelligence. OpenAI stated that "it's hard to fathom how much human-level AI could benefit society", and that it is equally difficult to comprehend "how much it could damage society if built or used incorrectly". The startup also wrote that AI "should be an extension of individual human wills and, in the spirit of liberty, as broadly and evenly distributed as possible", and that "because of AI's surprising history, it's hard to predict when human-level AI might come within reach. When it does, it'll be important to have a leading research institution which can prioritize a good outcome for all over its own self-interest." Co-chair Sam Altman expected a decades-long project that eventually surpasses human intelligence. Brockman met with Yoshua Bengio, one of the "founding fathers" of deep learning, and drew up a list of great AI researchers. Brockman was able to hire nine of them as the first employees in December 2015. OpenAI did not pay AI researchers salaries comparable to those of Facebook or Google. It also did not pay stock options which AI researchers typically get. Nevertheless, OpenAI spent $7 million on its first 52 employees in 2016. OpenAI's potential and mission drew these researchers to the firm; a Google employee said he was willing to leave Google for OpenAI "partly because of the very strong group of people and, to a very large extent, because of its mission." OpenAI co-founder Wojciech Zaremba stated that he turned down "borderline crazy" offers of two to three times his market value to join OpenAI instead. In April 2016, OpenAI released a public beta of "OpenAI Gym", its platform for reinforcement learning research. Nvidia gifted its first DGX-1 supercomputer to OpenAI in August 2016 to help it train larger and more complex AI models with the capability of reducing processing time from six days to two hours. In December 2016, OpenAI released "Universe", a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites, and other applications. Corporate structure In 2019, OpenAI transitioned from non-profit to "capped" for-profit, with the profit being capped at 100 times any investment. According to OpenAI, the capped-profit model allows OpenAI Global, LLC to legally attract investment from venture funds and, in addition, to grant employees stakes in the company. Many top researchers work for Google Brain, DeepMind, or Facebook, which offer equity that a nonprofit would be unable to match. Before the transition, OpenAI was legally required to publicly disclose the compensation of its top employees. The company then distributed equity to its employees and partnered with Microsoft, announcing an investment package of $1 billion into the company. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. OpenAI Global, LLC then announced its intention to commercially license its technologies. It planned to spend $1 billion "within five years, and possibly much faster". Altman stated that even a billion dollars may turn out to be insufficient, and that the lab may ultimately need "more capital than any non-profit has ever raised" to achieve artificial general intelligence. The nonprofit, OpenAI, Inc., is the sole controlling shareholder of OpenAI Global, LLC, which, despite being a for-profit company, retains a formal fiduciary responsibility to OpenAI, Inc.'s nonprofit charter. A majority of OpenAI, Inc.'s board is barred from having financial stakes in OpenAI Global, LLC. In addition, minority members with a stake in OpenAI Global, LLC are barred from certain votes due to conflict of interest. Some researchers have argued that OpenAI Global, LLC's switch to for-profit status is inconsistent with OpenAI's claims to be "democratizing" AI. On February 29, 2024, Elon Musk filed a lawsuit against OpenAI and CEO Sam Altman, accusing them of shifting focus from public benefit to profit maximization—a case OpenAI dismissed as "incoherent" and "frivolous," though Musk later revived legal action against Altman and others in August. On April 9, 2024, OpenAI countersued Musk in federal court, alleging that he had engaged in "bad-faith tactics" to slow the company's progress and seize its innovations for his personal benefit. OpenAI also argued that Musk had previously supported the creation of a for-profit structure and had expressed interest in controlling OpenAI himself. The countersuit seeks damages and legal measures to prevent further alleged interference. On February 10, 2025, a consortium of investors led by Elon Musk submitted a $97.4 billion unsolicited bid to buy the nonprofit that controls OpenAI, declaring willingness to match or exceed any better offer. The offer was rejected on 14 February 2025, with OpenAI stating that it was not for sale, but the offer complicated Altman's restructuring plan by suggesting a lower bar for how much the nonprofit should be valued. OpenAI, Inc. was originally designed as a nonprofit in order to ensure that AGI "benefits all of humanity" rather than "the private gain of any person". In 2019, it created OpenAI Global, LLC, a capped-profit subsidiary controlled by the nonprofit. In December 2024, OpenAI proposed a restructuring plan to convert the capped-profit into a Delaware-based public benefit corporation (PBC), and to release it from the control of the nonprofit. The nonprofit would sell its control and other assets, getting equity in return, and would use it to fund and pursue separate charitable projects, including in science and education. OpenAI's leadership described the change as necessary to secure additional investments, and claimed that the nonprofit's founding mission to ensure AGI "benefits all of humanity" would be better fulfilled. The plan has been criticized by former employees. A legal letter named "Not For Private Gain" asked the attorneys general of California and Delaware to intervene, stating that the restructuring is illegal and would remove governance safeguards from the nonprofit and the attorneys general. The letter argues that OpenAI's complex structure was deliberately designed to remain accountable to its mission, without the conflicting pressure of maximizing profits. It contends that the nonprofit is best positioned to advance its mission of ensuring AGI benefits all of humanity by continuing to control OpenAI Global, LLC, whatever the amount of equity that it could get in exchange. PBCs can choose how they balance their mission with profit-making. Controlling shareholders have a large influence on how closely a PBC sticks to its mission. On October 28, 2025, OpenAI announced that it had adopted the new PBC corporate structure after receiving approval from the attorneys general of California and Delaware. Under the new structure, OpenAI's for-profit branch became a public benefit corporation known as OpenAI Group PBC, while the non-profit was renamed to the OpenAI Foundation. The OpenAI Foundation holds a 26% stake in the PBC, while Microsoft holds a 27% stake and the remaining 47% is owned by employees and other investors. All members of the OpenAI Group PBC board of directors will be appointed by the OpenAI Foundation, which can remove them at any time. Members of the Foundation's board will also serve on the for-profit board. The new structure allows the for-profit PBC to raise investor funds like most traditional tech companies, including through an initial public offering, which Altman claimed was the most likely path forward. In January 2023, OpenAI Global, LLC was in talks for funding that would value the company at $29 billion, double its 2021 value. On January 23, 2023, Microsoft announced a new US$10 billion investment in OpenAI Global, LLC over multiple years, partially needed to use Microsoft's cloud-computing service Azure. From September to December, 2023, Microsoft rebranded all variants of its Copilot to Microsoft Copilot, and they added MS-Copilot to many installations of Windows and released Microsoft Copilot mobile apps. Following OpenAI's 2025 restructuring, Microsoft owns a 27% stake in the for-profit OpenAI Group PBC, valued at $135 billion. In a deal announced the same day, OpenAI agreed to purchase $250 billion of Azure services, with Microsoft ceding their right of first refusal over OpenAI's future cloud computing purchases. As part of the deal, OpenAI will continue to share 20% of its revenue with Microsoft until it achieves AGI, which must now be verified by an independent panel of experts. The deal also loosened restrictions on both companies working with third parties, allowing Microsoft to pursue AGI independently and allowing OpenAI to develop products with other companies. In 2017, OpenAI spent $7.9 million, a quarter of its functional expenses, on cloud computing alone. In comparison, DeepMind's total expenses in 2017 were $442 million. In the summer of 2018, training OpenAI's Dota 2 bots required renting 128,000 CPUs and 256 GPUs from Google for multiple weeks. In October 2024, OpenAI completed a $6.6 billion capital raise with a $157 billion valuation including investments from Microsoft, Nvidia, and SoftBank. On January 21, 2025, Donald Trump announced The Stargate Project, a joint venture between OpenAI, Oracle, SoftBank and MGX to build an AI infrastructure system in conjunction with the US government. The project takes its name from OpenAI's existing "Stargate" supercomputer project and is estimated to cost $500 billion. The partners planned to fund the project over the next four years. In July, the United States Department of Defense announced that OpenAI had received a $200 million contract for AI in the military, along with Anthropic, Google, and xAI. In the same month, the company made a deal with the UK Government to use ChatGPT and other AI tools in public services. OpenAI subsequently began a $50 million fund to support nonprofit and community organizations. In April 2025, OpenAI raised $40 billion at a $300 billion post-money valuation, which was the highest-value private technology deal in history. The financing round was led by SoftBank, with other participants including Microsoft, Coatue, Altimeter and Thrive. In July 2025, the company reported annualized revenue of $12 billion. This was an increase from $3.7 billion in 2024, which was driven by ChatGPT subscriptions, which reached 20 million paid subscribers by April 2025, up from 15.5 million at the end of 2024, alongside a rapidly expanding enterprise customer base that grew to five million business users. The company’s cash burn remains high because of the intensive computational costs required to train and operate large language models. It projects an $8 billion operating loss in 2025. OpenAI reports revised long-term spending projections totaling approximately $115 billion through 2029, with annual expenditures projected to escalate significantly, reaching $17 billion in 2026, $35 billion in 2027, and $45 billion in 2028. These expenditures are primarily allocated toward expanding compute infrastructure, developing proprietary AI chips, constructing data centers, and funding intensive model training programs, with more than half of the spending through the end of the decade expected to support research-intensive compute for model training and development. The company's financial strategy prioritizes market expansion and technological advancement over near-term profitability, with OpenAI targeting cash-flow-positive operations by 2029 and projecting revenue of approximately $200 billion by 2030. This aggressive spending trajectory underscores both the enormous capital requirements of scaling cutting-edge AI technology and OpenAI's commitment to maintaining its position as a leader in the artificial intelligence industry. In October 2025, OpenAI completed an employee share sale of up to $10 billion to existing investors which valued the company at $500 billion. The deal values OpenAI as the most valuable privately owned company in the world—surpassing SpaceX as the world's most valuable private company. On November 17, 2023, Sam Altman was removed as CEO when its board of directors (composed of Helen Toner, Ilya Sutskever, Adam D'Angelo and Tasha McCauley) cited a lack of confidence in him. Chief Technology Officer Mira Murati took over as interim CEO. Greg Brockman, the president of OpenAI, was also removed as chairman of the board and resigned from the company's presidency shortly thereafter. Three senior OpenAI researchers subsequently resigned: director of research and GPT-4 lead Jakub Pachocki, head of AI risk Aleksander Mądry, and researcher Szymon Sidor. On November 18, 2023, there were reportedly talks of Altman returning as CEO amid pressure placed upon the board by investors such as Microsoft and Thrive Capital, who objected to Altman's departure. Although Altman himself spoke in favor of returning to OpenAI, he has since stated that he considered starting a new company and bringing former OpenAI employees with him if talks to reinstate him didn't work out. The board members agreed "in principle" to resign if Altman returned. On November 19, 2023, negotiations with Altman to return failed and Murati was replaced by Emmett Shear as interim CEO. The board initially contacted Anthropic CEO Dario Amodei (a former OpenAI executive) about replacing Altman, and proposed a merger of the two companies, but both offers were declined. On November 20, 2023, Microsoft CEO Satya Nadella announced Altman and Brockman would be joining Microsoft to lead a new advanced AI research team, but added that they were still committed to OpenAI despite recent events. Before the partnership with Microsoft was finalized, Altman gave the board another opportunity to negotiate with him. About 738 of OpenAI's 770 employees, including Murati and Sutskever, signed an open letter stating they would quit their jobs and join Microsoft if the board did not rehire Altman and then resign. This prompted OpenAI investors to consider legal action against the board as well. In response, OpenAI management sent an internal memo to employees stating that negotiations with Altman and the board had resumed and would take some time. On November 21, 2023, after continued negotiations, Altman and Brockman returned to the company in their prior roles along with a reconstructed board made up of new members Bret Taylor (as chairman) and Lawrence Summers, with D'Angelo remaining. According to subsequent reporting, shortly before Altman’s firing, some employees raised concerns to the board about how he had handled the safety implications of a recent internal AI capability discovery. On November 29, 2023, OpenAI announced that an anonymous Microsoft employee had joined the board as a non-voting member to observe the company's operations; Microsoft resigned from the board in July 2024. In February 2024, the Securities and Exchange Commission subpoenaed OpenAI's internal communication to determine if Altman's alleged lack of candor misled investors. In 2024, following the temporary removal of Sam Altman and his return, many employees gradually left OpenAI, including most of the original leadership team and a significant number of AI safety researchers. In August 2023, it was announced that OpenAI had acquired the New York-based start-up Global Illumination, a company that deploys AI to develop digital infrastructure and creative tools. In June 2024, OpenAI acquired Multi, a startup focused on remote collaboration. In March 2025, OpenAI reached a deal with CoreWeave to acquire $350 million worth of CoreWeave shares and access to AI infrastructure, in return for $11.9 billion paid over five years. Microsoft was already CoreWeave's biggest customer in 2024. Alongside their other business dealings, OpenAI and Microsoft were renegotiating the terms of their partnership to facilitate a potential future initial public offering by OpenAI, while ensuring Microsoft's continued access to advanced AI models. On May 21, OpenAI announced the $6.5 billion acquisition of io, an AI hardware start-up founded by former Apple designer Jony Ive in 2024. In September 2025, OpenAI agreed to acquire the product testing startup Statsig for $1.1 billion in an all-stock deal and appointed Statsig's founding CEO Vijaye Raji as OpenAI's chief technology officer of applications. The company also announced development of an AI-driven hiring service designed to rival LinkedIn. OpenAI acquired personal finance app Roi in October 2025. In October 2025, OpenAI acquired Software Applications Incorporated, the developer of Sky, a macOS-based natural language interface designed to operate across desktop applications. The Sky team joined OpenAI, and the company announced plans to integrate Sky’s capabilities into ChatGPT. In December 2025, it was announced OpenAI had agreed to acquire Neptune, an AI tooling startup that helps companies track and manage model training, for an undisclosed amount. In January 2026, it was announced OpenAI had acquired healthcare technology startup Torch for approximately $60 million. The acquisition followed the launch of OpenAI’s ChatGPT Health product and was intended to strengthen the company’s medical data and healthcare artificial intelligence capabilities. OpenAI has been criticized for outsourcing the annotation of data sets to Sama, a company based in San Francisco that employed workers in Kenya. These annotations were used to train an AI model to detect toxicity, which could then be used to moderate toxic content, notably from ChatGPT's training data and outputs. However, these pieces of text usually contained detailed descriptions of various types of violence, including sexual violence. The investigation uncovered that OpenAI began sending snippets of data to Sama as early as November 2021. The four Sama employees interviewed by Time described themselves as mentally scarred. OpenAI paid Sama $12.50 per hour of work, and Sama was redistributing the equivalent of between $1.32 and $2.00 per hour post-tax to its annotators. Sama's spokesperson said that the $12.50 was also covering other implicit costs, among which were infrastructure expenses, quality assurance and management. In 2024, OpenAI began collaborating with Broadcom to design a custom AI chip capable of both training and inference, targeted for mass production in 2026 and to be manufactured by TSMC on a 3 nm process node. This initiative intended to reduce OpenAI's dependence on Nvidia GPUs, which are costly and face high demand in the market. In January 2024, Arizona State University purchased ChatGPT Enterprise in OpenAI's first deal with a university. In June 2024, Apple Inc. signed a contract with OpenAI to integrate ChatGPT features into its products as part of its new Apple Intelligence initiative. In June 2025, OpenAI began renting Google Cloud's Tensor Processing Units (TPUs) to support ChatGPT and related services, marking its first meaningful use of non‑Nvidia AI chips. In September 2025, it was revealed that OpenAI signed a contract with Oracle to purchase $300 billion in computing power over the next five years. In September 2025, OpenAI and NVIDIA announced a memorandum of understanding that included a potential deployment of at least 10 gigawatts of NVIDIA systems and a $100 billion investment from NVIDIA in OpenAI. OpenAI expected the negotiations to be completed within weeks. As of January 2026, this has not been realized, and the two sides are rethinking the future of their partnership. In October 2025, OpenAI announced a multi-billion dollar deal with AMD. OpenAI committed to purchasing six gigawatts worth of AMD chips, starting with the MI450. OpenAI will have the option to buy up to 160 million shares of AMD, about 10% of the company, depending on development, performance and share price targets. In December 2025, Disney said it would make a $1 billion investment in OpenAI, and signed a three-year licensing deal that will let users generate videos using Sora—OpenAI's short-form AI video platform. More than 200 Disney, Marvel, Star Wars and Pixar characters will be available to OpenAI users. In early 2026, Amazon entered advanced discussions to invest up to $50 billion in OpenAI as part of a potential artificial intelligence partnership. Under the proposed agreement, OpenAI’s models could be integrated into Amazon’s digital assistant Alexa and other internal projects. OpenAI provides LLMs to the Artificial Intelligence Cyber Challenge and to the Advanced Research Projects Agency for Health. In October 2024, The Intercept revealed that OpenAI's tools are considered "essential" for AFRICOM's mission and included in an "Exception to Fair Opportunity" contractual agreement between the United States Department of Defense and Microsoft. In December 2024, OpenAI said it would partner with defense-tech company Anduril to build drone defense technologies for the United States and its allies. In 2025, OpenAI's Chief Product Officer, Kevin Weil, was commissioned lieutenant colonel in the U.S. Army to join Detachment 201 as senior advisor. In June 2025, the U.S. Department of Defense awarded OpenAI a $200 million one-year contract to develop AI tools for military and national security applications. OpenAI announced a new program, OpenAI for Government, to give federal, state, and local governments access to its models, including ChatGPT. Services In February 2019, GPT-2 was announced, which gained attention for its ability to generate human-like text. In 2020, OpenAI announced GPT-3, a language model trained on large internet datasets. GPT-3 is aimed at natural language answering questions, but it can also translate between languages and coherently generate improvised text. It also announced that an associated API, named the API, would form the heart of its first commercial product. Eleven employees left OpenAI, mostly between December 2020 and January 2021, in order to establish Anthropic. In 2021, OpenAI introduced DALL-E, a specialized deep learning model adept at generating complex digital images from textual descriptions, utilizing a variant of the GPT-3 architecture. In December 2022, OpenAI received widespread media coverage after launching a free preview of ChatGPT, its new AI chatbot based on GPT-3.5. According to OpenAI, the preview received over a million signups within the first five days. According to anonymous sources cited by Reuters in December 2022, OpenAI Global, LLC was projecting $200 million of revenue in 2023 and $1 billion in revenue in 2024. After ChatGPT was launched, Google announced a similar chatbot, Bard, amid internal concerns that ChatGPT could threaten Google’s position as a primary source of online information. On February 7, 2023, Microsoft announced that it was building AI technology based on the same foundation as ChatGPT into Microsoft Bing, Edge, Microsoft 365 and other products. On March 14, 2023, OpenAI released GPT-4, both as an API (with a waitlist) and as a feature of ChatGPT Plus. On November 6, 2023, OpenAI launched GPTs, allowing individuals to create customized versions of ChatGPT for specific purposes, further expanding the possibilities of AI applications across various industries. On November 14, 2023, OpenAI announced they temporarily suspended new sign-ups for ChatGPT Plus due to high demand. Access for newer subscribers re-opened a month later on December 13. In December 2024, the company launched the Sora model. It also launched OpenAI o1, an early reasoning model that was internally codenamed strawberry. Additionally, ChatGPT Pro—a $200/month subscription service offering unlimited o1 access and enhanced voice features—was introduced, and preliminary benchmark results for the upcoming OpenAI o3 models were shared. On January 23, 2025, OpenAI released Operator, an AI agent and web automation tool for accessing websites to execute goals defined by users. The feature was only available to Pro users in the United States. OpenAI released deep research agent, nine days later. It scored a 27% accuracy on the benchmark Humanity's Last Exam (HLE). Altman later stated GPT-4.5 would be the last model without full chain-of-thought reasoning. In July 2025, reports indicated that AI models by both OpenAI and Google DeepMind solved mathematics problems at the level of top-performing students in the International Mathematical Olympiad. OpenAI's large language model was able to achieve gold medal-level performance, reflecting significant progress in AI's reasoning abilities. On October 6, 2025, OpenAI unveiled its Agent Builder platform during the company's DevDay event. The platform includes a visual drag-and-drop interface that lets developers and businesses design, test, and deploy agentic workflows with limited coding. On October 21, 2025, OpenAI introduced ChatGPT Atlas, a browser integrating the ChatGPT assistant directly into web navigation, to compete with existing browsers such as Google Chrome and Apple Safari. On December 11, 2025, OpenAI announced GPT-5.2. This model will be better at creating spreadsheets, building presentations, perceiving images, writing code and understanding long context. On January 27, 2026, OpenAI introduced Prism, a LaTeX-native workspace meant to assist scientists to help with research and writing. The platform utilizes GPT-5.2 as a backend to automate the process of drafting for scientific papers, including features for managing citations, complex equation formatting, and real-time collaborative editing. In March 2023, the company was criticized for disclosing particularly few technical details about products like GPT-4, contradicting its initial commitment to openness and making it harder for independent researchers to replicate its work and develop safeguards. OpenAI cited competitiveness and safety concerns to justify this repudiation. OpenAI's former chief scientist Ilya Sutskever argued in 2023 that open-sourcing increasingly capable models was increasingly risky, and that the safety reasons for not open-sourcing the most potent AI models would become "obvious" in a few years. In September 2025, OpenAI published a study on how people use ChatGPT for everyday tasks. The study found that "non-work tasks" (according to an LLM-based classifier) account for more than 72 percent of all ChatGPT usage, with a minority of overall usage related to business productivity. In July 2023, OpenAI launched the superalignment project, aiming within four years to determine how to align future superintelligent systems. OpenAI promised to dedicate 20% of its computing resources to the project, although the team denied receiving anything close to 20%. OpenAI ended the project in May 2024 after its co-leaders Ilya Sutskever and Jan Leike left the company. In August 2025, OpenAI was criticized after thousands of private ChatGPT conversations were inadvertently exposed to public search engines like Google due to an experimental "share with search engines" feature. The opt-in toggle, intended to allow users to make specific chats discoverable, resulted in some discussions including personal details such as names, locations, and intimate topics appearing in search results when users accidentally enabled it while sharing links. OpenAI announced the feature's permanent removal on August 1, 2025, and the company began coordinating with search providers to remove the exposed content, emphasizing that it was not a security breach but a design flaw that heightened privacy risks. CEO Sam Altman acknowledged the issue in a podcast, noting users often treat ChatGPT as a confidant for deeply personal matters, which amplified concerns about AI handling sensitive data. Management In 2018, Musk resigned from his Board of Directors seat, citing "a potential future conflict [of interest]" with his role as CEO of Tesla due to Tesla's AI development for self-driving cars. OpenAI stated that Musk's financial contributions were below $45 million. On March 3, 2023, Reid Hoffman resigned from his board seat, citing a desire to avoid conflicts of interest with his investments in AI companies via Greylock Partners, and his co-founding of the AI startup Inflection AI. Hoffman remained on the board of Microsoft, a major investor in OpenAI. In May 2024, Chief Scientist Ilya Sutskever resigned and was succeeded by Jakub Pachocki. Co-leader Jan Leike also departed amid concerns over safety and trust. OpenAI then signed deals with Reddit, News Corp, Axios, and Vox Media. Paul Nakasone then joined the board of OpenAI. In August 2024, cofounder John Schulman left OpenAI to join Anthropic, and OpenAI's president Greg Brockman took extended leave until November. In September 2024, CTO Mira Murati left the company. In November 2025, Lawrence Summers resigned from the board of directors. Governance and legal issues In May 2023, Sam Altman, Greg Brockman and Ilya Sutskever posted recommendations for the governance of superintelligence. They stated that superintelligence could happen within the next 10 years, allowing a "dramatically more prosperous future" and that "given the possibility of existential risk, we can't just be reactive". They proposed creating an international watchdog organization similar to IAEA to oversee AI systems above a certain capability threshold, suggesting that relatively weak AI systems on the other side should not be overly regulated. They also called for more technical safety research for superintelligences, and asked for more coordination, for example through governments launching a joint project which "many current efforts become part of". In July 2023, the FTC issued a civil investigative demand to OpenAI to investigate whether the company's data security and privacy practices to develop ChatGPT were unfair or harmed consumers (including by reputational harm) in violation of Section 5 of the Federal Trade Commission Act of 1914. These are typically preliminary investigative matters and are nonpublic, but the FTC's document was leaked. In July 2023, the FTC launched an investigation into OpenAI over allegations that the company scraped public data and published false and defamatory information. They asked OpenAI for comprehensive information about its technology and privacy safeguards, as well as any steps taken to prevent the recurrence of situations in which its chatbot generated false and derogatory content about people. The agency also raised concerns about ‘circular’ spending arrangements—for example, Microsoft extending Azure credits to OpenAI while both companies shared engineering talent—and warned that such structures could negatively affect the public. In September 2024, OpenAI's global affairs chief endorsed the UK's "smart" AI regulation during testimony to a House of Lords committee. In February 2025, OpenAI CEO Sam Altman stated that the company is interested in collaborating with the People's Republic of China, despite regulatory restrictions imposed by the U.S. government. This shift comes in response to the growing influence of the Chinese artificial intelligence company DeepSeek, which has disrupted the AI market with open models, including DeepSeek V3 and DeepSeek R1. Following DeepSeek's market emergence, OpenAI enhanced security protocols to protect proprietary development techniques from industrial espionage. Some industry observers noted similarities between DeepSeek's model distillation approach and OpenAI's methodology, though no formal intellectual property claim was filed. According to Oliver Roberts, in March 2025, the United States had 781 state AI bills or laws. OpenAI advocated for preempting state AI laws with federal laws. According to Scott Kohler, OpenAI has opposed California's AI legislation and suggested that the state bill encroaches on a more competent federal government. Public Citizen opposed a federal preemption on AI and pointed to OpenAI's growth and valuation as evidence that existing state laws have not hampered innovation. Before May 2024, OpenAI required departing employees to sign a lifelong non-disparagement agreement forbidding them from criticizing OpenAI and acknowledging the existence of the agreement. Daniel Kokotajlo, a former employee, publicly stated that he forfeited his vested equity in OpenAI in order to leave without signing the agreement. Sam Altman stated that he was unaware of the equity cancellation provision, and that OpenAI never enforced it to cancel any employee's vested equity. However, leaked documents and emails refute this claim. On May 23, 2024, OpenAI sent a memo releasing former employees from the agreement. OpenAI was sued for copyright infringement by authors Sarah Silverman, Matthew Butterick, Paul Tremblay and Mona Awad in July 2023. In September 2023, 17 authors, including George R. R. Martin, John Grisham, Jodi Picoult and Jonathan Franzen, joined the Authors Guild in filing a class action lawsuit against OpenAI, alleging that the company's technology was illegally using their copyrighted work. The New York Times also sued the company in late December 2023. In May 2024 it was revealed that OpenAI had destroyed its Books1 and Books2 training datasets, which were used in the training of GPT-3, and which the Authors Guild believed to have contained over 100,000 copyrighted books. In 2021, OpenAI developed a speech recognition tool called Whisper. OpenAI used it to transcribe more than one million hours of YouTube videos into text for training GPT-4. The automated transcription of YouTube videos raised concerns within OpenAI employees regarding potential violations of YouTube's terms of service, which prohibit the use of videos for applications independent of the platform, as well as any type of automated access to its videos. Despite these concerns, the project proceeded with notable involvement from OpenAI's president, Greg Brockman. The resulting dataset proved instrumental in training GPT-4. In February 2024, The Intercept as well as Raw Story and Alternate Media Inc. filed lawsuit against OpenAI on copyright litigation ground. The lawsuit is said to have charted a new legal strategy for digital-only publishers to sue OpenAI. On April 30, 2024, eight newspapers filed a lawsuit in the Southern District of New York against OpenAI and Microsoft, claiming illegal harvesting of their copyrighted articles. The suing publications included The Mercury News, The Denver Post, The Orange County Register, St. Paul Pioneer Press, Chicago Tribune, Orlando Sentinel, Sun Sentinel, and New York Daily News. In June 2023, a lawsuit claimed that OpenAI scraped 300 billion words online without consent and without registering as a data broker. It was filed in San Francisco, California, by sixteen anonymous plaintiffs. They also claimed that OpenAI and its partner as well as customer Microsoft continued to unlawfully collect and use personal data from millions of consumers worldwide to train artificial intelligence models. On May 22, 2024, OpenAI entered into an agreement with News Corp to integrate news content from The Wall Street Journal, the New York Post, The Times, and The Sunday Times into its AI platform. Meanwhile, other publications like The New York Times chose to sue OpenAI and Microsoft for copyright infringement over the use of their content to train AI models. In November 2024, a coalition of Canadian news outlets, including the Toronto Star, Metroland Media, Postmedia, The Globe and Mail, The Canadian Press and CBC, sued OpenAI for using their news articles to train its software without permission. In October 2024 during a New York Times interview, Suchir Balaji accused OpenAI of violating copyright law in developing its commercial LLMs which he had helped engineer. He was a likely witness in a major copyright trial against the AI company, and was one of several of its current or former employees named in court filings as potentially having documents relevant to the case. On November 26, 2024, Balaji died by suicide. His death prompted the circulation of conspiracy theories alleging that he had been deliberately silenced. California Congressman Ro Khanna endorsed calls for an investigation. On April 24, 2025, Ziff Davis sued OpenAI in Delaware federal court for copyright infringement. Ziff Davis is known for publications such as ZDNet, PCMag, CNET, IGN and Lifehacker. In April 2023, the EU's European Data Protection Board (EDPB) formed a dedicated task force on ChatGPT "to foster cooperation and to exchange information on possible enforcement actions conducted by data protection authorities" based on the "enforcement action undertaken by the Italian data protection authority against OpenAI about the ChatGPT service". In late April 2024 NOYB filed a complaint with the Austrian Datenschutzbehörde against OpenAI for violating the European General Data Protection Regulation. A text created with ChatGPT gave a false date of birth for a living person without giving the individual the option to see the personal data used in the process. A request to correct the mistake was denied. Additionally, neither the recipients of ChatGPT's work nor the sources used, could be made available, OpenAI claimed. OpenAI was criticized for lifting its ban on using ChatGPT for "military and warfare". Up until January 10, 2024, its "usage policies" included a ban on "activity that has high risk of physical harm, including", specifically, "weapons development" and "military and warfare". Its new policies prohibit "[using] our service to harm yourself or others" and to "develop or use weapons". In August 2025, the parents of a 16-year-old boy who died by suicide filed a wrongful death lawsuit against OpenAI (and CEO Sam Altman), alleging that months of conversations with ChatGPT about mental health and methods of self-harm contributed to their son's death and that safeguards were inadequate for minors. OpenAI expressed condolences and said it was strengthening protections (including updated crisis response behavior and parental controls). Coverage described it as a first-of-its-kind wrongful death case targeting the company's chatbot. The complaint was filed in California state court in San Francisco. In November 2025, the Social Media Victims Law Center and Tech Justice Law Project filed seven lawsuits against OpenAI, of which four lawsuits alleged wrongful death. The suits were filed on behalf of Zane Shamblin, 23, of Texas; Amaurie Lacey, 17, of Georgia; Joshua Enneking, 26, of Florida; and Joe Ceccanti, 48, of Oregon, who each committed suicide after prolonged ChatGPT usage. In December 2025, Stein-Erik Soelberg, who was 56 years old at the time, allegedly murdered his mother Suzanne Adams. In the months prior the paranoid, delusional man often discussed his ideas with ChatGPT. Adam's estate then sued OpenAI claiming that the company shared responsibility due to the risk of chatbot psychosis despite the fact that chatbot psychosis is not a real medical diagnosis. OpenAI responded saying they will make ChatGPT safer for users disconnected from reality. See also References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-:1_141-0] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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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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[SOURCE: https://he.wikipedia.org/wiki/1997] | [TOKENS: 591] |
תוכן עניינים 1997 שנת 1997 היא השנה ה-97 במאה ה-20. זוהי שנה רגילה, שאורכה 365 ימים. 1 בינואר 1997 לפי הלוח הגרגוריאני מקדים את 1 בינואר לפי הלוח היוליאני ב-13 ימים. כל התאריכים שלהלן הם לפי הלוח הגרגוריאני. אירועים בולטים בעולם ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר נולדו ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר נפטרו ינואר פברואר מרץ אפריל מאי יוני יולי אוגוסט ספטמבר אוקטובר נובמבר דצמבר לוח שנה להלן לוח שנה גרגוריאני – עברי משולב עם ימים בינלאומיים. חגים ומועדים עבריים: Nothing. ראו גם קישורים חיצוניים 1992 • 1993 • 1994 • 1995 • 1996 • 1997 • 1998 • 1999 • 2000 • 2001 • 2002 |
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[SOURCE: https://en.wikipedia.org/wiki/Social_equality] | [TOKENS: 2970] |
Contents Social equality Social equality is a state of affairs in which all individuals within society have equal rights, liberties, and status; possibly including civil rights, freedom of expression, autonomy, and equal access to certain public goods and social services. Social equality requires the absence of legally enforced social class or caste boundaries, along with an absence of discrimination motivated by an inalienable part of an individual's identity. Advocates of social equality believe in equality before the law for all individuals regardless of many aspects. These aspects include but are not limited to, sex, gender, ethnicity, age, sexual orientation, origin, caste or class, income or property, language, religion, convictions, opinions, health, disability, trade union membership, political views, parental status, mores, family or marital status, and any other grounds. These are some different types of social equality: Definition Social equality is variously defined and measured by different schools of thought. These include equality of power, rights, goods, opportunities, capabilities, or some combination of these things. It may also be defined in comparison to distributive equality, power structures between individuals, or justice and political egalitarianism. Societies that promote social equality generally do not make distinctions of rank or social class, and interpersonal relationships under a system of social equality are generally based on the idea of mutual respect and equal value rather than hierarchy or honour. Many different ideologies draw from ideas of social equality, including communism, anarchism, multiculturalism, republicanism, democracy, socialism, and social democracy. The advocacy of social equality is egalitarianism. Social equality is distinct from alleviating suffering of the unfortunate in society. It is an expression of the ideal that any two individuals in society should be treated with equal respect and have an equal right to participate in society without regard for social status or hierarchy. Social equality often pertains to how individuals relate to one another within a society, though it can also be considered in interactions between societies. Social hierarchies may form between states or their citizens when power disparities exist between them, particularly in the context of globalization. These disparities are often distinct in type as well as scope, as citizens in different states do not share a common community or social environment. As advances are made in social equality, both internationally and within a society, the scope of social equality expands as new forms of social inequality become apparent and new solutions become possible. Illustrating the combat fought in favor of this application on many fronts are the following episodes: Philosophical history Early conceptions of social equality appear in Ancient Greek philosophy. The Stoic philosophers believed that human reason is universal. Plato considered the natures of equality when building society in the Republic, including both a monastic equality and equality in depravity. Aristotle also developed a conception of equality, particularly regarding citizenship, though he rejected the concept of total social equality in favour of social hierarchy. Social equality developed as a practicable element of society in Europe during the Reformation in which traditional religious hierarchies were challenged. The development of post-Reformation political philosophy provided a secular foundation for social equality and political science created empirical systems to analyze social equality in practice. Social equality was further redefined through the secular and rational philosophies that emerged during The Enlightenment in the 17th and 18th century. Philosophers such as Locke and Rousseau argued that legitimate political authority must rest on the equal rights of citizens, while Montesquieu and Voltaire emphasized equality in governance and freedom of thought. Kant's moral philosophy reinforced the universal dignity of individuals, and Wollstonecraft extended these principles to women, challenging gender hierarchies. These Enlightenment ideas provided the intellectual foundation for modern democratic societies and the expansion of human rights. The contemporary notion of social equality was developed in the 20th century by political philosophers such as John Rawls, Ronald Dworkin, and Amartya Sen. Rawls defined equality through primary goods like liberty, opportunity, respect, and wealth. Dworkin incorporated a concept of responsibility into Rawls' approach, saying that individuals are personally responsible for voluntary decisions but not natural talents or pre-dispositions. Sen rejected Rawls' measurement of resources in favour of the capability to function. Robert Nozick is known for rejecting Rawls' conception of social equality, arguing that the individual who produced a resource is entitled to it, even if this produces unequal results. Types Social equality is a major element of equality for any group in society. Gender equality includes social equality between men, women, and intersex people, whether transgender or cisgender. Historically, women are harmed significantly more by a lack of gender equality, resulting in a higher risk of poverty along with violence, where women across all different countries face abuse or sexual assault. According to the World Health Organization, about every one in every three women face hardships with this. Racial equality and ethnic equality include social equality between people of different races and ethnic origins. Social equality can also be applied to belief and ideology, including equal social status for people of all political or religious beliefs. The rights of people with disabilities pertain to social equality. Both physical and mental disabilities can prevent individuals from participating in society at an equal level, due to environmental factors as well as stigmas associated with disability. Social equality includes both the treatment of people with disabilities and the accommodation of those to facilitate equal participation in society. Laws are put in place to protect the rights of disabled people such as ADA (Americans with Disabilities Act), which prohibits discrimination in government services, employment, and any public accommodations. Political and economic equality are commonly overlooked. The ability to participate in the political process is a right that any citizen holds. Movements such as the Voting Rights Act of 1965, and the publications of the 14th and 19th amendment expanded legal protections to insure political equality for all people. While these legal milestones strengthened political rights, true economic equality remains far more complicated. Economic systems often produce unequal access to resources, education, and opportunity, creating gaps that legislation alone cannot fully close. Because of this, the promise of equal participation can feel incomplete when economic barriers still limit many people's ability to thrive or to engage in civic life. Means Economic development and industrialization are correlated with increased social equality, along with the idea of an evenly distribution of resources within societies. The industrialization process in which a developing country becomes a developed country corresponds to a significant increase in social equality, and further economic development and growth in developed countries corresponds with further increases in social equality. Education and social equality are also correlated, and increased access to education promotes social equality among individuals. Other factors have also been correlated with increases in social equality. Access to healthcare and social protection systems is associated with reduced disparities in health and living standards. Democratic participation and civil rights protections are correlated with greater equality in political representation and legal status. Welfare policies and redistributive taxation have been linked to moderation of economic inequality. Together, these correlations suggest that economic development, education, healthcare, and democratic institutions are interconnected with the advancement of social equality Standards The standard of equality that states everyone is created equal at birth is called ontological equality. This type of equality can be seen in many places like within Venezuela's Independence day, a day focused on celebrating their adopted Declaration of Independence. Inspired by The United States Declaration of Independence. This early document, which states many of the values of the United States of America, has this idea of equality embedded in it. It says "all men are created equal, that they are endowed by their Creator with certain unalienable Rights". The statement reflects the philosophy of John Locke and his idea that all are equal in terms of certain natural rights. Another standard of equality is equality of opportunity, "the idea that everyone has an equal chance to achieve wealth, social prestige, and power because the rules of the game, so to speak, are the same for everyone". This concept can be applied to society by assuming that no one has a head start. This views society almost as a game and any of the differences in equality standards are due to luck and playing the "game" to one's best ability. Formal equality refers to equal opportunity for individuals based on merit while substantive equality reforms to equality of outcomes for groups. Lesley A. Jacobs, the author of Pursuing Equal Opportunities: The Theory and Practice of Egalitarian Justice, talks about equality of opportunity and its importance relating to egalitarian justice. Jacobs states that: "at the core of equality of opportunity... is the concept that, in competitive procedures designed for the allocation of scarce resources and the distribution of the benefits and burdens of social life, those procedures should be governed by criteria that are relevant to the particular goods at stake in the competition and not by irrelevant considerations such as race, religion, class, gender, disability, sexual orientation, ethnicity, or other factors that may hinder some of the competitors' opportunities at success." This concept points out factors like race, gender, class, etc. that should not be considered when talking about equality through this notion. Conley also mentions that this standard of equality is at the heart of a bourgeois society, such as a modern capitalist society, or "a society of commerce in which the maximization of profit is the primary business incentive". It was the equal opportunity ideology that civil rights activists adopted in the era of the civil rights movement in the 1960s. This ideology was used by them to argue that Jim Crow laws were incompatible with the standard of equality of opportunity. Another notion of equality introduced by Conley is equality of condition. Through this framework is the idea that everyone should have an equal starting point. Conley goes back to his example of a game of Monopoly to explain this standard. If the game of four started with two players both having an advantage of $5,000 to start with and both already owning hotels and other property while the other two players both did not own any property and both started with a $5,000 deficit, then from a perspective of the standard of equality of condition, one can argue that the rules of the game "need to be altered to compensate for inequalities in the relative starting positions". From this policies are formed to even equality which in result bring an efficient way to create fairer competition in society. Here is where social engineering comes into play where society is altered to give an equality of condition to everyone based on race, gender, class, religion, etc. when it is made justifiable that the proponents of the society make it unfair for them. Sharon E. Kahn, the author of Academic Freedom and the Inclusive University, talks about equality of condition in their work as well and how it correlates to freedom of individuals. Kahn claims that in order to have individual freedom there needs to be equality of condition "which requires much more than the elimination of legal barriers: it requires the creation of a level playing field that eliminates structural barriers to opportunity". Her work refers to academic structure and its problem with equalities and claims that to "ensure equity... we need to recognize that the university structure and its organizational culture have traditionally privileged some and marginalized other; we need to go beyond theoretical concepts of equality by eliminating systemic barriers that hinder the equal participation of members of all groups; we need to create and equality of condition, not merely an equality of opportunity". "Notions of equity, diversity, and inclusiveness begin with a set of premises about individualism, freedom and rights that take as given the existence of deeply rooted inequalities in social structure," therefore in order to have a culture of the inclusive university, it would have to "be based on values of equity; that is, equality of condition" eliminating all systemic barriers that go against equality. The fourth standard of equality is equality of outcome, which is "a position that argues each player must end up with the same amount regardless of the fairness". In this standard of equality, the idea is that "everyone contributes to society and the economy according to what they do best". Under this notion of equality, Conley states that "nobody will earn more power, prestige, and wealth by working harder". Equality of outcome is often falsely conflated with communism or Marxist philosophy, even though these ideologies promote the distribution of resources based on need or contribution (depending on the level of development of a society's productive forces), rather than equality. Vladimir Lenin stated that the "abolition of classes means placing all citizens on an equal footing about the means of production belonging to society as a whole. It means giving all citizens equal opportunities of working on the publicly-owned means of production, on the publicly-owned land, at the publicly-owned factories, and so forth". When defining equality of outcome in education, "the goals should not be the liberal one of equality of access but equality of outcome for the median number of each identifiable non-educationally defined group, i.e. the average women, negro, or proletarian or rural dweller should have the same level of educational attainment as the average male, white, suburbanite". The outcome and the benefits from equality from education from this notion of equality promotes that all should have the same outcomes and benefits regardless of race, gender, religion etc. The equality of outcome in Hewitt's point of view is supposed to result in "a comparable range of achievements between a specific disadvantaged group – such as an ethnic minority, women, lone parents and the disabled – and society as a whole". Information ethics is impartial and universal because it brings to ultimate completion the process of enlargement of the concept of what may count as a centre of a (no matter how minimal) moral claim. This now includes every instance of being understood informationally, no matter whether physically implemented or not. In this respect, information ethics holds that every entity, as an expression of being, has a dignity constituted by its mode of existence and essence (the collection of all the elementary properties that constitute it for what it is), which deserve to be respected (at least in a minimal and overridable sense), and hence place moral claims on the interacting agent and ought to contribute to the constraint and guidance of his ethical decisions and behaviour. Floridi goes on to claim that this "ontological equality principle means that any form of reality (any instance of information/being), simply for the fact of being what it is, enjoys a minimal, initial, overridable, equal right to exist and develop in a way which is appropriate to its nature." Values in his claims correlate to those shown in the sociological textbook You May Ask Yourself by Dalton Conley. The notion of "ontological equality" describes equality by saying everything is equal by nature. Everyone is created equal at birth. Everything has an equal right to exist and develop by its nature. References Further reading External links |
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[SOURCE: https://en.wikipedia.org/wiki/Vivian_Wilson] | [TOKENS: 1526] |
Contents Vivian Wilson Vivian Jenna Wilson (born April 17, 2004) is an American social media personality and model. She is the eldest daughter of Elon Musk and his first wife, Justine Wilson. In 2020, Wilson came out as a transgender woman, began her treatment for gender dysphoria, and became estranged from Musk; changing her legal name two years later. In March 2025, she featured on the cover of Teen Vogue. Later that year she signed with the talent agency CAA, having returned to Los Angeles for modelling after dropping out from Temple University in Japan. Wilson has been described in her Teen Vogue portrait as chronically online and politically outspoken. She identifies as a leftist and supports universal basic income, health care, reducing wealth inequality, and human rights. Wilson has been critical of Musk's actions and views on transgender rights, as well as her portrayal in the biography by Walter Isaacson. Musk has blamed his estranged relationship with Wilson on "neo-Marxist" influences, a characterization that Wilson rejects. Early life and gender identity Vivian Jenna Wilson was born on April 17, 2004, in Los Angeles, California, to South African–born businessman Elon Musk and his first wife, Canadian author Justine Musk (née Wilson). Through her mother, Wilson is a Canadian citizen. She was conceived through in vitro fertilization (IVF); her father reportedly used sex-selective IVF to ensure she would be a boy. Wilson stated that her father was often absent, "cold", "quick to anger", "uncaring", and "narcissistic." Additionally, he often harassed her for displaying "femininity and queerness". Musk, separately, shared anecdotes of her as a child, stating that Wilson was "born gay and slightly autistic" and used to "pick out clothes for me to wear like a jacket and tell me it was 'fabulous!'" Wilson rejects her father's anecdotes, describing them as an untrue attempt to characterize her as a camp gay man. Wilson's parents divorced in 2008, and agreed to share custody of her and her siblings. She attended the Crossroads School in Santa Monica. Wilson came out as transgender via a publicly posted Instagram story in 2020. In an interview with Teen Vogue in 2025, she expressed regret for not telling her mother first. Reportedly, her mother was very supportive of her transition and was not surprised when Wilson came out. Her father was not as supportive, and according to Wilson, she had not spoken to him in months, but required his permission for her to begin testosterone blockers and hormone replacement therapy. Wilson began her treatment for gender dysphoria in 2020, which she states her father did not initially support. However, she was already distancing herself from him at this time. In June 2022, at the age of 18, a California judge approved her request to change her legal name (taking her mother's maiden name) and gender on her birth certificate after she applied in the Los Angeles County Superior Court. In her petition, Wilson stated that she no longer wished to be related to Musk "in any way, shape, or form". Wilson has also stated she is bisexual. Public image In 2025, Wilson was featured on the cover of Teen Vogue. Teen Vogue described Wilson as "extremely online" and "really good at it"; she is outspoken about transgender issues, which she has noted she feels "obligated to talk about", and has described the state of American politics in 2025 as "terrifying". Wilson has spoken at length about her political views, describing herself as a leftist while rejecting characterization as a Marxist. She has expressed support for universal basic income and health care, reducing wealth inequality, and food, water, and shelter as human rights. When asked if her upbringing influenced her politics, she said "Seeing that kind of wealth – extravagant wealth – firsthand, while living in Los Angeles and seeing the [huge] homelessness problem, the wealth gap ... You start to wonder, how is this fair?" Wilson has been vocally critical of Musk's actions and views on transgender rights. Following the result of the 2024 United States presidential election, Wilson voiced her intention to emigrate from the United States in the future. After Musk's controversial salute at Donald Trump's inauguration that has been described as a Nazi salute, she proclaimed "let's call a spade a fucking spade". In September 2025, Wilson made her New York Fashion Week debut as a runway model. Personal life Wilson studied for a year and a half at the Temple University campus in Tokyo, Japan, before dropping out and returning to Los Angeles for modeling in May 2025, and by September she had signed with CAA. Prior to achieving prominence, Wilson had hoped to work as a translator, and had been studying French, Spanish, and Japanese to that end. Since then she has considered other possibilities, including Twitch streaming. She and her mother are on good terms. Wilson has four full siblings: a twin brother, Griffin, and three younger brothers who are triplets, named Kai, Saxon, and Damian. Wilson has criticized the biography Elon Musk by Walter Isaacson as inaccurate and unfair to her. Her portrayal has been described as that of "an angry, rebellious child, blinded by radical anti-capitalist ideology and hurting her father with her rash decisions". The book also notably referred to her as "Jenna". Isaacson sourced his claims to Christiana Musk, the wife of Elon Musk's brother Kimbal Musk, but never contacted Wilson before printing the claims. Isaacson claims to have reached out to her through family members. Disputing this particular claim, Wilson described the book as "genuinely defamatory", saying that it deliberately avoided including any testimony by her to frame her existence as "a villain-origin backstory" for her father's rightward political shift. Wilson alleged that "[Isaacson] had an agenda when writing his book, which was to make Elon look good, or look more complex than he is. In order to do that, he needed to villainize the trans teenager and make it seem like there were two reasonable sides to the story". Wilson has described her father as "a pathetic man-child", and has been financially independent from him since she first came out as transgender in 2020. In October 2022, Musk blamed his estranged relationship with Wilson on "neo-Marxist" influences due to the unspecified "elite university" she attended. In a July 2024 interview conducted by Jordan Peterson, Musk spoke negatively of Wilson's transition and deadnamed her. He said he was "tricked" into granting her request for gender-affirming treatment, as California law required both parents' permission since Wilson was under 18 at the time. Musk ultimately described her as having been "killed by the woke mind virus" in conjunction with her transition. Musk has said that Wilson's gender transition is primarily what sparked his drive to "destroy the woke mind virus". Isaacson's biography of Musk argued that his shift towards more right-wing politics was "partly triggered by [Wilson]'s transition, her embrace of radical socialist politics, and her decision to break off relations with him." Wilson disputes this account and has described it as "a convenient narrative." Grimes, Musk's former partner, has defended Wilson and supported her transition. She stated that she is proud of Wilson for speaking out. See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Python_(programming_language)#cite_note-13] | [TOKENS: 4314] |
Contents Python (programming language) Python is a high-level, general-purpose programming language. Its design philosophy emphasizes code readability with the use of significant indentation. Python is dynamically type-checked and garbage-collected. It supports multiple programming paradigms, including structured (particularly procedural), object-oriented and functional programming. Guido van Rossum began working on Python in the late 1980s as a successor to the ABC programming language. Python 3.0, released in 2008, was a major revision and not completely backward-compatible with earlier versions. Beginning with Python 3.5, capabilities and keywords for typing were added to the language, allowing optional static typing. As of 2026[update], the Python Software Foundation supports Python 3.10, 3.11, 3.12, 3.13, and 3.14, following the project's annual release cycle and five-year support policy. Python 3.15 is currently in the alpha development phase, and the stable release is expected to come out in October 2026. Earlier versions in the 3.x series have reached end-of-life and no longer receive security updates. Python has gained widespread use in the machine learning community. It is widely taught as an introductory programming language. Since 2003, Python has consistently ranked in the top ten of the most popular programming languages in the TIOBE Programming Community Index, which ranks based on searches in 24 platforms. History Python was conceived in the late 1980s by Guido van Rossum at Centrum Wiskunde & Informatica (CWI) in the Netherlands. It was designed as a successor to the ABC programming language, which was inspired by SETL, capable of exception handling and interfacing with the Amoeba operating system. Python implementation began in December 1989. Van Rossum first released it in 1991 as Python 0.9.0. Van Rossum assumed sole responsibility for the project, as the lead developer, until 12 July 2018, when he announced his "permanent vacation" from responsibilities as Python's "benevolent dictator for life" (BDFL); this title was bestowed on him by the Python community to reflect his long-term commitment as the project's chief decision-maker. (He has since come out of retirement and is self-titled "BDFL-emeritus".) In January 2019, active Python core developers elected a five-member Steering Council to lead the project. The name Python derives from the British comedy series Monty Python's Flying Circus. (See § Naming.) Python 2.0 was released on 16 October 2000, featuring many new features such as list comprehensions, cycle-detecting garbage collection, reference counting, and Unicode support. Python 2.7's end-of-life was initially set for 2015, and then postponed to 2020 out of concern that a large body of existing code could not easily be forward-ported to Python 3. It no longer receives security patches or updates. While Python 2.7 and older versions are officially unsupported, a different unofficial Python implementation, PyPy, continues to support Python 2, i.e., "2.7.18+" (plus 3.11), with the plus signifying (at least some) "backported security updates". Python 3.0 was released on 3 December 2008, and was a major revision and not completely backward-compatible with earlier versions, with some new semantics and changed syntax. Python 2.7.18, released in 2020, was the last release of Python 2. Several releases in the Python 3.x series have added new syntax to the language, and made a few (considered very minor) backward-incompatible changes. As of January 2026[update], Python 3.14.3 is the latest stable release. All older 3.x versions had a security update down to Python 3.9.24 then again with 3.9.25, the final version in 3.9 series. Python 3.10 is, since November 2025, the oldest supported branch. Python 3.15 has an alpha released, and Android has an official downloadable executable available for Python 3.14. Releases receive two years of full support followed by three years of security support. Design philosophy and features Python is a multi-paradigm programming language. Object-oriented programming and structured programming are fully supported, and many of their features support functional programming and aspect-oriented programming – including metaprogramming and metaobjects. Many other paradigms are supported via extensions, including design by contract and logic programming. Python is often referred to as a 'glue language' because it is purposely designed to be able to integrate components written in other languages. Python uses dynamic typing and a combination of reference counting and a cycle-detecting garbage collector for memory management. It uses dynamic name resolution (late binding), which binds method and variable names during program execution. Python's design offers some support for functional programming in the "Lisp tradition". It has filter, map, and reduce functions; list comprehensions, dictionaries, sets, and generator expressions. The standard library has two modules (itertools and functools) that implement functional tools borrowed from Haskell and Standard ML. Python's core philosophy is summarized in the Zen of Python (PEP 20) written by Tim Peters, which includes aphorisms such as these: However, Python has received criticism for violating these principles and adding unnecessary language bloat. Responses to these criticisms note that the Zen of Python is a guideline rather than a rule. The addition of some new features had been controversial: Guido van Rossum resigned as Benevolent Dictator for Life after conflict about adding the assignment expression operator in Python 3.8. Nevertheless, rather than building all functionality into its core, Python was designed to be highly extensible via modules. This compact modularity has made it particularly popular as a means of adding programmable interfaces to existing applications. Van Rossum's vision of a small core language with a large standard library and easily extensible interpreter stemmed from his frustrations with ABC, which represented the opposite approach. Python claims to strive for a simpler, less-cluttered syntax and grammar, while giving developers a choice in their coding methodology. Python lacks do .. while loops, which Rossum considered harmful. In contrast to Perl's motto "there is more than one way to do it", Python advocates an approach where "there should be one – and preferably only one – obvious way to do it". In practice, however, Python provides many ways to achieve a given goal. There are at least three ways to format a string literal, with no certainty as to which one a programmer should use. Alex Martelli is a Fellow at the Python Software Foundation and Python book author; he wrote that "To describe something as 'clever' is not considered a compliment in the Python culture." Python's developers typically prioritize readability over performance. For example, they reject patches to non-critical parts of the CPython reference implementation that would offer increases in speed that do not justify the cost of clarity and readability.[failed verification] Execution speed can be improved by moving speed-critical functions to extension modules written in languages such as C, or by using a just-in-time compiler like PyPy. Also, it is possible to transpile to other languages. However, this approach either fails to achieve the expected speed-up, since Python is a very dynamic language, or only a restricted subset of Python is compiled (with potential minor semantic changes). Python is meant to be a fun language to use. This goal is reflected in the name – a tribute to the British comedy group Monty Python – and in playful approaches to some tutorials and reference materials. For instance, some code examples use the terms "spam" and "eggs" (in reference to a Monty Python sketch), rather than the typical terms "foo" and "bar". A common neologism in the Python community is pythonic, which has a broad range of meanings related to program style: Pythonic code may use Python idioms well; be natural or show fluency in the language; or conform with Python's minimalist philosophy and emphasis on readability. Syntax and semantics Python is meant to be an easily readable language. Its formatting is visually uncluttered and often uses English keywords where other languages use punctuation. Unlike many other languages, it does not use curly brackets to delimit blocks, and semicolons after statements are allowed but rarely used. It has fewer syntactic exceptions and special cases than C or Pascal. Python uses whitespace indentation, rather than curly brackets or keywords, to delimit blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block. Thus, the program's visual structure accurately represents its semantic structure. This feature is sometimes termed the off-side rule. Some other languages use indentation this way; but in most, indentation has no semantic meaning. The recommended indent size is four spaces. Python's statements include the following: The assignment statement (=) binds a name as a reference to a separate, dynamically allocated object. Variables may subsequently be rebound at any time to any object. In Python, a variable name is a generic reference holder without a fixed data type; however, it always refers to some object with a type. This is called dynamic typing—in contrast to statically-typed languages, where each variable may contain only a value of a certain type. Python does not support tail call optimization or first-class continuations; according to Van Rossum, the language never will. However, better support for coroutine-like functionality is provided by extending Python's generators. Before 2.5, generators were lazy iterators; data was passed unidirectionally out of the generator. From Python 2.5 on, it is possible to pass data back into a generator function; and from version 3.3, data can be passed through multiple stack levels. Python's expressions include the following: In Python, a distinction between expressions and statements is rigidly enforced, in contrast to languages such as Common Lisp, Scheme, or Ruby. This distinction leads to duplicating some functionality, for example: A statement cannot be part of an expression; because of this restriction, expressions such as list and dict comprehensions (and lambda expressions) cannot contain statements. As a particular case, an assignment statement such as a = 1 cannot be part of the conditional expression of a conditional statement. Python uses duck typing, and it has typed objects but untyped variable names. Type constraints are not checked at definition time; rather, operations on an object may fail at usage time, indicating that the object is not of an appropriate type. Despite being dynamically typed, Python is strongly typed, forbidding operations that are poorly defined (e.g., adding a number and a string) rather than quietly attempting to interpret them. Python allows programmers to define their own types using classes, most often for object-oriented programming. New instances of classes are constructed by calling the class, for example, SpamClass() or EggsClass()); the classes are instances of the metaclass type (which is an instance of itself), thereby allowing metaprogramming and reflection. Before version 3.0, Python had two kinds of classes, both using the same syntax: old-style and new-style. Current Python versions support the semantics of only the new style. Python supports optional type annotations. These annotations are not enforced by the language, but may be used by external tools such as mypy to catch errors. Python includes a module typing including several type names for type annotations. Also, mypy supports a Python compiler called mypyc, which leverages type annotations for optimization. 1.33333 frozenset() Python includes conventional symbols for arithmetic operators (+, -, *, /), the floor-division operator //, and the modulo operator %. (With the modulo operator, a remainder can be negative, e.g., 4 % -3 == -2.) Also, Python offers the ** symbol for exponentiation, e.g. 5**3 == 125 and 9**0.5 == 3.0. Also, it offers the matrix‑multiplication operator @ . These operators work as in traditional mathematics; with the same precedence rules, the infix operators + and - can also be unary, to represent positive and negative numbers respectively. Division between integers produces floating-point results. The behavior of division has changed significantly over time: In Python terms, the / operator represents true division (or simply division), while the // operator represents floor division. Before version 3.0, the / operator represents classic division. Rounding towards negative infinity, though a different method than in most languages, adds consistency to Python. For instance, this rounding implies that the equation (a + b)//b == a//b + 1 is always true. Also, the rounding implies that the equation b*(a//b) + a%b == a is valid for both positive and negative values of a. As expected, the result of a%b lies in the half-open interval [0, b), where b is a positive integer; however, maintaining the validity of the equation requires that the result must lie in the interval (b, 0] when b is negative. Python provides a round function for rounding a float to the nearest integer. For tie-breaking, Python 3 uses the round to even method: round(1.5) and round(2.5) both produce 2. Python versions before 3 used the round-away-from-zero method: round(0.5) is 1.0, and round(-0.5) is −1.0. Python allows Boolean expressions that contain multiple equality relations to be consistent with general usage in mathematics. For example, the expression a < b < c tests whether a is less than b and b is less than c. C-derived languages interpret this expression differently: in C, the expression would first evaluate a < b, resulting in 0 or 1, and that result would then be compared with c. Python uses arbitrary-precision arithmetic for all integer operations. The Decimal type/class in the decimal module provides decimal floating-point numbers to a pre-defined arbitrary precision with several rounding modes. The Fraction class in the fractions module provides arbitrary precision for rational numbers. Due to Python's extensive mathematics library and the third-party library NumPy, the language is frequently used for scientific scripting in tasks such as numerical data processing and manipulation. Functions are created in Python by using the def keyword. A function is defined similarly to how it is called, by first providing the function name and then the required parameters. Here is an example of a function that prints its inputs: To assign a default value to a function parameter in case no actual value is provided at run time, variable-definition syntax can be used inside the function header. Code examples "Hello, World!" program: Program to calculate the factorial of a non-negative integer: Libraries Python's large standard library is commonly cited as one of its greatest strengths. For Internet-facing applications, many standard formats and protocols such as MIME and HTTP are supported. The language includes modules for creating graphical user interfaces, connecting to relational databases, generating pseudorandom numbers, arithmetic with arbitrary-precision decimals, manipulating regular expressions, and unit testing. Some parts of the standard library are covered by specifications—for example, the Web Server Gateway Interface (WSGI) implementation wsgiref follows PEP 333—but most parts are specified by their code, internal documentation, and test suites. However, because most of the standard library is cross-platform Python code, only a few modules must be altered or rewritten for variant implementations. As of 13 March 2025,[update] the Python Package Index (PyPI), the official repository for third-party Python software, contains over 614,339 packages. Development environments Most[which?] Python implementations (including CPython) include a read–eval–print loop (REPL); this permits the environment to function as a command line interpreter, with which users enter statements sequentially and receive results immediately. Also, CPython is bundled with an integrated development environment (IDE) called IDLE, which is oriented toward beginners.[citation needed] Other shells, including IDLE and IPython, add additional capabilities such as improved auto-completion, session-state retention, and syntax highlighting. Standard desktop IDEs include PyCharm, Spyder, and Visual Studio Code; there are web browser-based IDEs, such as the following environments: Implementations CPython is the reference implementation of Python. This implementation is written in C, meeting the C11 standard since version 3.11. Older versions use the C89 standard with several select C99 features, but third-party extensions are not limited to older C versions—e.g., they can be implemented using C11 or C++. CPython compiles Python programs into an intermediate bytecode, which is then executed by a virtual machine. CPython is distributed with a large standard library written in a combination of C and native Python. CPython is available for many platforms, including Windows and most modern Unix-like systems, including macOS (and Apple M1 Macs, since Python 3.9.1, using an experimental installer). Starting with Python 3.9, the Python installer intentionally fails to install on Windows 7 and 8; Windows XP was supported until Python 3.5, with unofficial support for VMS. Platform portability was one of Python's earliest priorities. During development of Python 1 and 2, even OS/2 and Solaris were supported; since that time, support has been dropped for many platforms. All current Python versions (since 3.7) support only operating systems that feature multithreading, by now supporting not nearly as many operating systems (dropping many outdated) than in the past. All alternative implementations have at least slightly different semantics. For example, an alternative may include unordered dictionaries, in contrast to other current Python versions. As another example in the larger Python ecosystem, PyPy does not support the full C Python API. Creating an executable with Python often is done by bundling an entire Python interpreter into the executable, which causes binary sizes to be massive for small programs, yet there exist implementations that are capable of truly compiling Python. Alternative implementations include the following: Stackless Python is a significant fork of CPython that implements microthreads. This implementation uses the call stack differently, thus allowing massively concurrent programs. PyPy also offers a stackless version. Just-in-time Python compilers have been developed, but are now unsupported: There are several compilers/transpilers to high-level object languages; the source language is unrestricted Python, a subset of Python, or a language similar to Python: There are also specialized compilers: Some older projects existed, as well as compilers not designed for use with Python 3.x and related syntax: A performance comparison among various Python implementations, using a non-numerical (combinatorial) workload, was presented at EuroSciPy '13. In addition, Python's performance relative to other programming languages is benchmarked by The Computer Language Benchmarks Game. There are several approaches to optimizing Python performance, despite the inherent slowness of an interpreted language. These approaches include the following strategies or tools: Language Development Python's development is conducted mostly through the Python Enhancement Proposal (PEP) process; this process is the primary mechanism for proposing major new features, collecting community input on issues, and documenting Python design decisions. Python coding style is covered in PEP 8. Outstanding PEPs are reviewed and commented on by the Python community and the steering council. Enhancement of the language corresponds with development of the CPython reference implementation. The mailing list python-dev is the primary forum for the language's development. Specific issues were originally discussed in the Roundup bug tracker hosted by the foundation. In 2022, all issues and discussions were migrated to GitHub. Development originally took place on a self-hosted source-code repository running Mercurial, until Python moved to GitHub in January 2017. CPython's public releases have three types, distinguished by which part of the version number is incremented: Many alpha, beta, and release-candidates are also released as previews and for testing before final releases. Although there is a rough schedule for releases, they are often delayed if the code is not ready yet. Python's development team monitors the state of the code by running a large unit test suite during development. The major academic conference on Python is PyCon. Also, there are special Python mentoring programs, such as PyLadies. Naming Python's name is inspired by the British comedy group Monty Python, whom Python creator Guido van Rossum enjoyed while developing the language. Monty Python references appear frequently in Python code and culture; for example, the metasyntactic variables often used in Python literature are spam and eggs, rather than the traditional foo and bar. Also, the official Python documentation contains various references to Monty Python routines. Python users are sometimes referred to as "Pythonistas". Languages influenced by Python See also Notes References Further reading External links |
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Contents IBM System/360 The IBM System/360 (S/360) is a family of computer systems announced by IBM on April 7, 1964, and delivered between 1965 and 1978. System/360 was the first family of computers designed to cover both commercial and scientific applications and a complete range of sizes from small, entry-level machines to large mainframes. The design distinguished between architecture and implementation, allowing IBM to release a suite of compatible designs at different prices. All but the only partially compatible Model 44 and the most expensive systems use microcode to implement the instruction set, which used 8-bit byte addressing with fixed-point binary, fixed-point decimal and hexadecimal floating-point calculations. The System/360 family introduced IBM's Solid Logic Technology (SLT), which packed more transistors onto a circuit card, allowing more powerful but smaller computers, but did not include integrated circuits, which IBM considered too immature. System/360's chief architect was Gene Amdahl and the project was managed by Fred Brooks, responsible to Chairman Thomas J. Watson Jr. The commercial release was piloted by another of Watson's lieutenants, John R. Opel, who managed the launch of IBM's System/360 mainframe family in 1964. The slowest System/360 model announced in 1964, the Model 30, could perform up to 34,500 instructions per second, with memory from 8 to 64 KB. High-performance models came later. The 1967 IBM System/360 Model 91 could execute up to 16.6 million instructions per second. The larger 360 models could have up to 8 MB of main memory, though that much memory was unusual; a large installation might have as little as 256 KB of main storage, but 512 KB, 768 KB or 1024 KB was more common. Up to 8 megabytes of slower (8 microsecond) Large Capacity Storage (LCS) was also available for some models. The IBM 360 was extremely successful, allowing customers to purchase a smaller system knowing they could expand it, if their needs grew, without reprogramming application software or replacing peripheral devices. It influenced computer design for years to come; many consider it one of history's most successful computers. Application-level compatibility (with some restrictions) for System/360 software is maintained to the present day with the IBM Z mainframe servers. System/360 history By the early 1960s, IBM was struggling with the load of supporting and upgrading five separate lines of computers. These were aimed at different market segments and were entirely different from each other. A customer who purchased a machine to handle accounting, such as the IBM 1401, that was now looking for a machine for engineering calculations, such as the IBM 7040, had no reason to select IBM – the 7040 was incompatible with the 1401 and they might as well have been from different companies. Customers were frustrated that major investments, often entirely new machines and programs, were required when seemingly small performance improvements were needed. In 1961, IBM assembled a task force to chart their developments for the 1960s, known as SPREAD, for Systems Programming, Research, Engineering and Development. In meetings at the New Englander Motor Hotel in Greenwich, Connecticut, SPREAD developed a new concept for the next generation of IBM machines. At the time, new technologies were coming into the market including the introduction of replacement of individual transistors with small-scale integrated circuits and the move to an 8-bit byte from the former 6-bit oriented words. These were going to lead to a new generation of machines, today known as the third generation, from all of the existing vendors. Where SPREAD differed significantly from previous concepts was what features would be supported. Instead of machines aimed at different market niches, the new concept was effectively the union of all of these designs. A single instruction set architecture (ISA) included instructions for binary, floating-point, and decimal arithmetic, string processing, conversion between character sets (a major issue before the widespread use of ASCII) and extensive support for file handling, among many other features. This would mean IBM would be introducing yet another line of machines, once again incompatible with their earlier machines. But the new systems would be able to run all of the programs that formerly required different machines. A concern was that there was a risk that their customers, facing the purchase of yet another new and incompatible platform, would simply choose some other vendor. Yet the concept steadily gained support, and six months after being formed, the company decided to implement the SPREAD concept. A new team was organized under the direction of Bob Evans, who personally persuaded CEO Thomas J. Watson Jr. to develop the new system. Gene Amdahl was the chief architect of the computers themselves, while Fred Brooks was the project lead for the software and Erich Bloch led the development of IBM's hybrid integrated circuit designs, Solid Logic Technology. Producing a single system design with support for all of these features, at a price acceptable to low-end customers and with a performance level acceptable to high-end customers, would border on impossible. Instead, the SPREAD concept was based on the separation of the defined feature set from its internal operation, with a family of machines with different performance and different internal designs. Specifically, depending on the machine, some components might not be directly implemented in hardware, and would instead be completed using small programs referred to as microcode or microprograms. These small programs, or subprograms, would be stored in read only memory (ROM)[NB 1] inside the machine. Some models[NB 2] use microcode in the central processing unit (CPU) to implement instructions while others[NB 3] use only hardware. Some models[NB 4] use cycle-stealing microcode in the CPU to implement I/O channels while others[NB 5] use only hardware in separate[NB 6] units. Today this approach is known as microcode. This meant that a single lineup could have machines tailored to match the price and performance niches that formerly demanded entirely separate computer systems, where software was specific to each system. This flexibility greatly lowered barriers to entry. With most other vendors customers had to choose between machines they might outgrow or machines that were potentially too powerful and thus too costly. In practice, this meant that many companies simply did not buy computers. Now, a customer could purchase a machine that solved a particular requirement, knowing they could switch models as their needs changed, without losing support for the programs they were already running. For instance, in the case of a firm that purchased an accounting system and was now looking to expand their computer support into engineering, this meant they could develop and test their engineering program on the machine they already used. If they ever needed more performance, they could purchase a machine with floating-point hardware, knowing that nothing else would change, it would simply get faster. Even the same peripherals could be used, allowing, for instance, data from the engineering system to be written to tape and then printed using a high-speed line printer already connected to their accounting system. Or they might replace the accounting system outright with a system with the performance to run both tasks. The idea that a single design could address all the myriad ways that the machines could be used gave rise to the name, "360" is a reference to 360 degrees in a circle, and circles of machines and components featured prominently in IBM's advertising. IBM initially announced a series of six computers and forty common peripherals. IBM eventually delivered fourteen models, including rare one-off models for NASA. The least expensive model was the Model 20 with as little as 4096 bytes of core memory, eight 16-bit registers instead of the sixteen 32-bit registers of other System/360 models, and an instruction set that was a subset of that used by the rest of the range. The initial announcement in 1964 included Models 30, 40, 50, 60, 62, and 70. The first three were low- to middle-range systems aimed at the IBM 1400 series market. All three first shipped in mid-1965. The last three, intended to replace the 7000 series machines, never shipped and were replaced with the 65 and 75, which were first delivered in November 1965, and January 1966, respectively. Later additions to the low-end included models 20 (1966, mentioned above), 22 (1971), and 25 (1968). The Model 20 had several sub-models; sub-model 5 was at the higher end of the model. The Model 22 was a recycled Model 30 with minor limitations: a smaller maximum memory configuration, and slower I/O channels, which limited it to slower and lower-capacity disk and tape devices than on the 30. The Model 44 (1966) was a specialized model, designed for scientific computing and for real-time computing and process control, featuring some additional instructions, and with all storage-to-storage instructions and five other complex instructions eliminated. A succession of high-end machines included the Model 67 (1966, mentioned below, briefly anticipated as the 64 and 66), 85 (1969), 91 (1967, anticipated as the 92), 95 (1968), and 195 (1971). The 85 design was intermediate between the System/360 line and the follow-on System/370 and was the basis for the 370/165. There was a System/370 version of the 195, but it did not include Dynamic Address Translation. The implementations differed substantially, using different native data path widths, presence or absence of microcode, yet were extremely compatible. Except where specifically documented, the models were architecturally compatible. The 91, for example, was designed for scientific computing and provided out-of-order instruction execution (and could yield "imprecise interrupts" if a program trap occurred while several instructions were being read), but lacked the decimal instruction set used in commercial applications. New features could be added without violating architectural definitions: the 65 had a dual-processor version (M65MP) with extensions for inter-CPU signalling; the 85 introduced cache memory. Models 44, 75, 91, 95, and 195 were implemented with hardwired logic, rather than microcoded as all other models. The Model 67, announced in August 1965, was the first production IBM system to offer dynamic address translation (virtual memory) hardware to support time-sharing. "DAT" is now more commonly referred to as an MMU. An experimental one-off unit was built based on a model 40. Before the 67, IBM had announced models 64 and 66, DAT versions of the 60 and 62, but they were almost immediately replaced with the 67 at the same time that the 60 and 62 were replaced with the 65. DAT hardware would reappear in the S/370 series in 1972, though it was initially absent from the series. Like its close relative, the 65, the 67 also offered dual CPUs. IBM stopped marketing all System/360 models by the end of 1977. IBM's existing customers had a large investment in software that ran on second-generation machines. Several System/360 models had the option of emulating the customer's existing computer using special hardware and microcode, and an emulation program that enabled existing programs to run on the new machine. Customers initially had to halt the computer and load the emulation program. IBM later added features and modified emulator programs to allow emulation of the 1401, 1440, 1460, 1410 and 7010 under the control of an operating system. The Model 85 and later System/370 maintained the precedent, retaining emulation options and allowing emulators to run under OS control alongside native programs. System/360 (excepting the Models 20, 44[NB 7] and 67[NB 8]) was replaced with the compatible System/370 range in 1970 and Model 20 users were targeted to move to the IBM System/3. (The idea of a major breakthrough with FS technology was dropped in the mid-1970s for cost-effectiveness and continuity reasons.) Later compatible IBM systems include the 4300 family, the 308x family, the 3090, the ES/9000 and 9672 families (System/390 family), and the IBM Z series. Computers that were mostly identical or compatible in terms of the machine code or architecture of the System/360 included Amdahl's 470 family (and its successors), Hitachi mainframes, the UNIVAC 9000 series, Fujitsu as the Facom, the RCA Spectra 70 series,[NB 9] and the English Electric System 4.[NB 10] The System 4 machines were built under license to RCA. RCA sold the Spectra series to what was then UNIVAC, where they became the UNIVAC Series 70. UNIVAC also developed the UNIVAC Series 90 as successors to the 9000 series and Series 70. The Soviet Union produced a System/360 clone named the ES EVM. The IBM 5100 portable computer, introduced in 1975, offered an option to execute the System/360's APL.SV programming language through a hardware emulator. IBM used this approach to avoid the costs and delay of creating a 5100-specific version of APL. Special radiation-hardened and otherwise somewhat modified System/360s, in the form of the System/4 Pi avionics computer, are used in several fighter and bomber jet aircraft. In the complete 32-bit AP-101 version, 4 Pi machines were used as the replicated computing nodes of the fault-tolerant Space Shuttle computer system (in five nodes). The U.S. Federal Aviation Administration operated the IBM 9020, a special cluster of modified System/360s for air traffic control, from 1970 until the 1990s. (Some 9020 software is apparently still used via emulation on newer hardware.[citation needed]) Table of System/360 models Technical description The System/360 introduced a number of industry standards to the marketplace, such as: The System/360 series computer architecture specification makes no assumptions on the implementation itself, but rather describes the interfaces and expected behavior of an implementation. The architecture describes mandatory interfaces that must be available on all implementations, and optional interfaces. Some aspects of this architecture are: Some of the optional features are: All models of System/360, except for the Model 20 and Model 44, implemented that specification. Binary arithmetic and logical operations are performed as register-to-register and as memory-to-register/register-to-memory as a standard feature. If the Commercial Instruction Set option was installed, packed decimal arithmetic could be performed as memory-to-memory with some memory-to-register operations. The Scientific Instruction Set feature, if installed, provided access to four floating-point registers that could be programmed for either 32-bit or 64-bit floating-point operations. The Models 85 and 195 could also operate on 128-bit extended-precision floating-point numbers stored in pairs of floating-point registers, and software provided emulation in other models. The System/360 used an 8-bit byte, 32-bit word, 64-bit double-word, and 4-bit nibble. Machine instructions had operators with operands, which could contain register numbers or memory addresses. This complex combination of instruction options resulted in a variety of instruction lengths and formats. Memory addressing was accomplished using a base-plus-displacement scheme, with registers 1 through F (15). A displacement was encoded in 12 bits, thus allowing a 4096-byte displacement (0–4095), as the offset from the address put in a base register. Register 0 could not be used as a base register nor as an index register (nor as a branch address register), as "0" was reserved to indicate an address in the first 4 KB of memory, that is, if register 0 was specified as described, the value 0x00000000 was implicitly input to the effective address calculation in place of whatever value might be contained within register 0 (or if specified as a branch address register, then no branch was taken, and the content of register 0 was ignored, but any side effect of the instruction was performed). This specific behavior permitted initial execution of an interrupt routines, since base registers would not necessarily be set to 0 during the first few instruction cycles of an interrupt routine. It isn't needed for IPL ("Initial Program Load" or boot), as one can always clear a register without the need to save it. With the exception of the Model 67, all addresses were real memory addresses. Virtual memory was not available in most IBM mainframes until the System/370 series. The Model 67 introduced a virtual memory architecture, which MTS, CP-67, and TSS/360 used—but not IBM's mainline System/360 operating systems. The System/360 machine-code instructions are 2 bytes long (no memory operands), 4 bytes long (one operand), or 6 bytes long (two operands). Instructions are always situated on 2-byte boundaries. Operations like MVC (Move-Characters) (Hex: D2) can only move at most 256 bytes of information. Moving more than 256 bytes of data required multiple MVC operations. (The System/370 series introduced a family of more powerful instructions such as the MVCL "Move-Characters-Long" instruction, which supports moving up to 16 MB as a single block.) An operand is two bytes long, typically representing an address as a 4-bit nibble denoting a base register and a 12-bit displacement relative to the contents of that register, in the range 000–FFF (shown here as hexadecimal numbers). The address corresponding to that operand is the contents of the specified general-purpose register plus the displacement. For example, an MVC instruction that moves 256 bytes (with length code 255 in hexadecimal as FF) from base register 7, plus displacement 000, to base register 8, plus displacement 001, would be coded as the 6-byte instruction "D2FF 8001 7000" (operator/length/address1/address2). The System/360 was designed to separate the supervisor state from the problem state. This provided a basic level of security and recoverability from programming errors. Problem (user) programs could not modify data or program storage associated with the supervisor state. Addressing, data, or operation exception errors made the machine enter the supervisor state through a controlled routine so the operating system could try to correct or terminate the program in error. Similarly, it could recover certain processor hardware errors through the machine check routines. Peripherals interfaced to the system via channels. A channel is a specialized processor with the instruction set optimized for transferring data between a peripheral and main memory. In modern terms, this could be compared to direct memory access (DMA). The S/360 connects channels to control units with bus and tag cables; IBM eventually replaced these with Enterprise Systems Connection (ESCON) and Fibre Connection (FICON) channels, but well after the S/360 era. There were initially two types of channels; byte-multiplexer channels (known at the time simply as "multiplexor channels"), for connecting "slow speed" devices such as card readers and punches, line printers, and communications controllers, and selector channels for connecting high speed devices, such as disk drives, tape drives, data cells and drums. Every System/360 (except for the Model 20, which was not a standard 360) has a byte-multiplexer channel and 1 or more selector channels, though the model 25 has just one channel, which can be either a byte-multiplexor or selector channel. The smaller models (up to the model 50) have integrated channels, while for the larger models (model 65 and above) the channels are large separate units in separate cabinets: the IBM 2870 is the byte-multiplexor channel with up to four selector sub-channels, and the IBM 2860 is up to three selector channels. The byte-multiplexer channel is able to handle I/O to/from several devices simultaneously at the device's highest rated speeds, hence the name, as it multiplexed I/O from those devices onto a single data path to main memory. Devices connected to a byte-multiplexer channel are configured to operate in 1-byte, 2-byte, 4-byte, or "burst" mode. The larger "blocks" of data are used to handle progressively faster devices. For example, a 2501 card reader operating at 600 cards per minute would be in 1-byte mode, while a 1403-N1 printer would be in burst mode. Also, the byte-multiplexer channels on larger models have an optional selector subchannel section that would accommodate tape drives. The byte-multiplexor's channel address was typically "0" and the selector subchannel addresses were from "C0" to "FF." Thus, tape drives on System/360 were commonly addressed at 0C0–0C7. Other common byte-multiplexer addresses are: 00A: 2501 Card Reader, 00C/00D: 2540 Reader/Punch, 00E/00F: 1403-N1 Printers, 010–013: 3211 Printers, 020–0BF: 2701/2703 Telecommunications Units. These addresses are still commonly used in z/VM virtual machines. System/360 models 40 and 50 have an integrated 1052-7 console that is usually addressed as 01F, however, this was not connected to the byte-multiplexer channel, but rather, had a direct internal connection to the mainframe. The model 30 attached a different model of 1052 through a 1051 control unit. The models 60 through 75 also use the 1052–7. Selector channels enabled I/O to high speed devices. These storage devices were attached to a control unit and then to the channel. The control unit let clusters of devices be attached to the channels. On higher speed models, multiple selector channels, which could operate simultaneously or in parallel, improved overall performance. Control units are connected to the channels with "bus and tag" cable pairs. The bus cables carried the address and data information and the tag cables identified what data was on the bus. The general configuration of a channel is to connect the devices in a chain, like this: Mainframe—Control Unit X—Control Unit Y—Control Unit Z. Each control unit is assigned a "capture range" of addresses that it services. For example, control unit X might capture addresses 40–4F, control unit Y: C0–DF, and control unit Z: 80–9F. Capture ranges had to be a multiple of 8, 16, 32, 64, or 128 devices and be aligned on appropriate boundaries. Each control unit in turn has one or more devices attached to it. For example, you could have control unit Y with 6 disks, that would be addressed as C0-C5. There are three general types of bus-and-tag cables produced by IBM. The first is the standard gray bus-and-tag cable, followed by the blue bus-and-tag cable, and finally the tan bus-and-tag cable. Generally, newer cable revisions are capable of higher speeds or longer distances, and some peripherals specified minimum cable revisions both upstream and downstream. The cable ordering of the control units on the channel is also significant. Each control unit is "strapped" as High or Low priority. When a device selection was sent out on a mainframe's channel, the selection was sent from X->Y->Z->Y->X. If the control unit was "high" then the selection was checked in the outbound direction, if "low" then the inbound direction. Thus, control unit X was either 1st or 5th, Y was either 2nd or 4th, and Z was 3rd in line. It is also possible to have multiple channels attached to a control unit from the same or multiple mainframes, thus providing a rich high-performance, multiple-access, and backup capability. Typically the total cable length of a channel is limited to 200 feet, less being preferred. Each control unit accounts for about 10 "feet" of the 200-foot limit. IBM first introduced a new type of I/O channel on the Model 85 and Model 195, the 2880 block multiplexer channel, and then made them standard on the System/370. This channel allowed a device to suspend a channel program, pending the completion of an I/O operation and thus to free the channel for use by another device. A block multiplexer channel can support either standard 1.5 MB/s connections or, with the 2-byte interface feature, 3 MB/s; the latter use one tag cable and two bus cables. On the S/370 there is an option for a 3.0 MB/s data streaming channel with one bus cable and one tag cable. The initial use for this was the 2305 fixed-head disk, which has 8 "exposures" (alias addresses) and rotational position sensing (RPS). Block multiplexer channels can operate as a selector channel to allow compatible attachment of legacy subsystems. Being uncertain of the reliability and availability of the then new monolithic integrated circuits, IBM chose instead to design and manufacture its own custom hybrid integrated circuits. These were built on 11 mm square ceramic substrates. Resistors were silk screened on and discrete glass encapsulated transistors and diodes were added. The substrate was then covered with a metal lid or encapsulated in plastic to create a "Solid Logic Technology" (SLT) module. A number of these SLT modules were then flip chip mounted onto a small multi-layer printed circuit "SLT card". Each card had one or two sockets on one edge that plugged onto pins on one of the computer's "SLT boards" (also referred to as a backplane). This was the reverse of how most other company's cards were mounted, where the cards had pins or printed contact areas and plugged into sockets on the computer's boards. Up to twenty SLT boards could be assembled side-by-side (vertically and horizontally, max 4 high by 5 wide) to form a "logic gate".[clarification needed] Several gates mounted together constituted a box-shaped "logic frame". The outer gates were generally hinged along one vertical edge so they could be swung open to provide access to the fixed inner gates. The larger machines could have more than one frame bolted together to produce the final unit, such as a multi-frame Central Processing Unit (CPU). The smaller System/360 models used the Basic Operating System/360 (BOS/360), Tape Operating System (TOS/360), or Disk Operating System/360 (DOS/360, which evolved into DOS/VS, DOS/VSE, VSE/AF, VSE/SP, VSE/ESA, and then z/VSE). The larger models used Operating System/360 (OS/360). IBM developed several levels of OS/360, with increasingly powerful features: Primary Control Program (PCP), Multiprogramming with a Fixed number of Tasks (MFT), and Multiprogramming with a Variable number of Tasks (MVT). MVT took a long time to develop into a usable system, and the less ambitious MFT was widely used. PCP was used on intermediate machines too small to run MFT well, and on larger machines before MFT was available; the final releases of OS/360 included only MFT and MVT. For the System/370 and later machines, MFT evolved into OS/VS1, while MVT evolved into OS/VS2 (SVS) (Single Virtual Storage), then various versions of MVS (Multiple Virtual Storage) culminating in the current z/OS. When it announced the Model 67 in August 1965, IBM also announced TSS/360 (Time-Sharing System) for delivery at the same time as the 67. TSS/360, a response to Multics, was an ambitious project that included many advanced features. It had performance problems, was delayed, canceled, reinstated, and finally canceled[NB 14] again in 1971. Customers migrated to CP-67, MTS (Michigan Terminal System), TSO (Time Sharing Option for OS/360), or one of several other time-sharing systems. CP-67, the original virtual machine system, was also known as CP/CMS. CP/67 was developed outside the IBM mainstream at IBM's Cambridge Scientific Center, in cooperation with MIT researchers. CP/CMS eventually won wide acceptance, and led to the development of VM/370 (Virtual Machine) which had a primary interactive "sub" operating system known as VM/CMS (Conversational Monitoring System). This evolved into today's z/VM. The Model 20 offered a simplified and rarely used tape-based system called TPS (Tape Processing System), and DPS (Disk Processing System) that provided support for the 2311 disk drive. TPS could run on a machine with 8 KB of memory; DPS required 12 KB, which was pretty hefty for a Model 20. Many customers ran quite happily with 4 KB and CPS (Card Processing System). With TPS and DPS, the card reader was used to read the Job Control Language cards that defined the stack of jobs to run and to read in transaction data such as customer payments. The operating system was held on tape or disk, and results could also be stored on the tapes or hard drives. Stacked job processing became an exciting possibility for the small but adventurous computer user. A little-known and little-used suite of 80-column punched-card utility programs known as Basic Programming Support (BPS) (jocularly: Barely Programming Support), a precursor of TOS, was available for smaller systems. Component names IBM created a new naming system for the new components created for System/360, although well-known old names, like IBM 1403 and IBM 1052, were retained. In this new naming system, components were given four-digit numbers starting with 2. The second digit described the type of component, as follows: Peripherals IBM developed a new family of peripheral equipment for System/360, carrying over a few from its older 1400 series. Interfaces were standardized, allowing greater flexibility to mix and match processors, controllers and peripherals than in the earlier product lines. In addition, System/360 computers could use certain peripherals that were originally developed for earlier computers. These earlier peripherals used a different numbering system, such as the IBM 1403 chain printer. The 1403, an extremely reliable device that had already earned a reputation as a workhorse, was sold as the 1403-N1 when adapted for the System/360. Also available were optical character recognition (OCR) readers IBM 1287 and IBM 1288 which could read Alpha Numeric (A/N) and Numeric Hand Printed (NHP/NHW) Characters from Cashier's rolls of tape to full legal size pages. At the time this was done with very large optical/logic readers. Software was too slow and expensive at that time. Models 65 and below sold with an IBM 1052–7 as the console typewriter. The 360/85 with feature 5450 uses a display console that was not compatible with anything else in the line; the later 3066 console for the 370/165 and 370/168 use the same basic display design as the 360/85. The IBM System/360 models 91 and 195 use a graphical display similar to the IBM 2250 as their primary console. Additional operator consoles were also available. Certain high-end machines could optionally be purchased with a 2250 graphical display, costing upwards of US$100,000; smaller machines could use the less expensive 2260 display or later the 3270. The first disk drives for System/360 were IBM 2302s: 60–65 and IBM 2311s.: 54–58 The first drum for System/360 was the IBM 7320.: 41 The 156 kbit/s 2302 was based on the earlier 1302 and was available as a model 3 with two 112.79 MB modules: 60 or as a model 4 with four such modules.: 60 The 2311, with a removable 1316 disk pack, was based on the IBM 1311 and had a theoretical capacity of 7.2 MB, although actual capacity varied with record design.: 31 (When used with a 360/20, the 1316 pack was formatted into fixed-length 270 byte sectors, giving a maximum capacity of 5.4MB.) In 1966, the first 2314s shipped. This device had up to eight usable disk drives with an integral control unit; there were nine drives, but one was reserved as a spare. Each drive used a removable 2316 disk pack with a capacity of nearly 28 MB. The disk packs for the 2311 and 2314 were physically large by today's standards — e.g., the 1316 disk pack was about 14 in (36 cm) in diameter and had six platters stacked on a central spindle. The top and bottom outside platters did not store data. Data were recorded on the inner sides of the top and bottom platters and both sides of the inner platters, providing 10 recording surfaces. The 10 read/write heads moved together across the surfaces of the platters, which were formatted with 203 concentric tracks. To reduce the amount of head movement (seeking), data was written in a virtual cylinder from inside top platter down to inside bottom platter. These disks were not usually formatted with fixed-sized sectors as are today's hard drives (though this was done with CP/CMS). Rather, most System/360 I/O software could customize the length of the data record (variable-length records), as was the case with magnetic tapes. Some of the most powerful early System/360s used high-speed head-per-track drum storage devices. The 3,500 RPM 2301, which replaced the 7320, was part of the original System/360 announcement, with a capacity of 4 MB. The 303.8 kbit/s IBM 2303: 74–76 was announced on January 31, 1966, with a capacity of 3.913 MB. These were the only drums announced for System/360 and System/370, and their niche was later filled by fixed-head disks. The 6,000 RPM 2305 appeared in 1970, with capacities of 5 MB (2305–1) or 11 MB (2305–2) per module. Although these devices did not have large capacity, their speed and transfer rates made them attractive for high-performance needs. A typical use was overlay linkage (e.g. for OS and application subroutines) for program sections written to alternate in the same memory regions. Fixed-head disks and drums were particularly effective as paging devices on the early virtual memory systems. The 2305, although often called a "drum" was actually a head-per-track disk device, with 12 recording surfaces and a data transfer rate up to 3 MB/s. Rarely seen was the IBM 2321 Data Cell, a mechanically complex device that contained multiple magnetic strips to hold data; strips could be randomly accessed, placed upon a cylinder-shaped drum for read/write operations; then returned to an internal storage cartridge. The IBM Data Cell [noodle picker] was among several IBM trademarked "speedy" mass online direct-access storage peripherals (reincarnated in recent years as "virtual tape" and automated tape librarian peripherals). The 2321 file had a capacity of 400 MB, at the time when the 2311 disk drive only had 7.2 MB. The IBM Data Cell was proposed to fill cost/capacity/speed gap between magnetic tapes—which had high capacity with relatively low cost per stored byte—and disks, which had higher expense per byte. Some installations also found the electromechanical operation less dependable and opted for less mechanical forms of direct-access storage. The Model 44 was unique in offering an integrated single-disk drive as a standard feature. This drive used the 2315 "ramkit" cartridge and provided 1,171,200 bytes of storage.: 11 The 2400-series of 1/2" magnetic tape units consisted of the 2401 and 2402 Models 1-6 Magnetic Tape Units, the 2403 Models 1-6 Magnetic Tape Unit and Control, the 2404 Models 1-3 Magnetic Tape Unit and Control, and the 2803/2804 Models 1 and 2 Tape Control Units. The later 2415 Magnetic Tape Unit and Control, introduced in 1967 contained two, four, or six tape drives and a control in a single unit, and was slower and cheaper. The 2415 drives and control were not marketed separately. With System/360, IBM switched from IBM 7-track to 9-track tape format. Some 2400-series drives could be purchased that read and wrote 7-track tapes for compatibility with the older IBM 729 tape drives. In 1968, the IBM 2420 tape system was released, offering much higher data rates, self-threading tape operation and 1600bpi packing density. It remained in the product line until 1979. Remaining machines Despite having been sold or leased in very large numbers for a mainframe system of its era, only a few of System/360 computers remain—mainly as non-operating property of museums or collectors. Examples of existing systems include: A running list of remaining System/360s that are more than just 'front panels' can be found at World Inventory of remaining System/360 CPUs. Gallery This gallery shows the operator's console, with register value lamps, toggle switches (middle of pictures), and "emergency pull" switch (upper right of pictures) of the various models. See also Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Programming_language_implementation] | [TOKENS: 1193] |
Contents Programming language design and implementation Programming languages are typically created by designing a form of representation of a computer program, and writing an implementation for the developed concept, usually an interpreter or compiler. Interpreters are designed to read programs, usually in some variation of a text format, and perform actions based on what it reads, whereas compilers convert code to a lower level form, such as object code. Design In programming language design, there are a wide variety of factors to consider. Some factors may be mutually exclusive (e.g. security versus speed). It may be necessary to consider whether a programming language will perform better interpreted, or compiled, if a language should be dynamically or statically typed, if inheritance will be in, and the general syntax of the language. Many factors involved with the design of a language can be decided on by the goals behind the language. It's important to consider the target audience of a language, its unique features and its purpose. It is good practice to look at what existing languages lack, or make difficult, to make sure a language serves a purpose. Various experts have suggested useful design principles: Many programming languages have design features intended to make it easier to implement at least the first initial version of the compiler or interpreter. For example, Pascal, Forth, and many assembly languages are specifically designed to support one-pass compilation. Often new programming languages are designed to fix (perceived) problems with earlier programming languages, typically by adding features that (while they may make the interpreter or compiler more complicated) make programs written in those languages simpler. For example, languages with built-in automatic memory management and garbage collection; languages with built-in associative arrays; etc. On the other hand, a few programming languages were specifically designed to make it relatively easy to write a self-hosting compiler, typically by deliberately leaving out features that make compilation difficult, such as BCPL, Pascal, and RPython. Implementation There are two general approaches to programming language implementation: In addition to these two extremes, many implementations use hybrid approaches such as just-in-time compilation and bytecode interpreters. Interpreters have some advantages over JIT compilers and ahead-of-time compilers. Typically interpreters support a read–eval–print loop that makes developing new programs much quicker; compilers force developers to use a much slower edit-compile-run-debug loop. A typical program, when compiled with an ahead-of-time compiler, will (after the program has been compiled) run faster than the same program processed and run with a JIT compiler; which in turn may run faster than that same program partially compiled into a p-code intermediate language such as a bytecode and interpreted by an application virtual machine; which in turn runs much faster than a pure interpreter. In theory, a programming language can first be specified and then later an interpreter or compiler for it can be implemented (waterfall model). In practice, often things learned while trying to implement a language can effect later versions of the language specification, leading to combined programming language design and implementation. Both interpreters and compilers usually implement some sort of symbol table. An interpreter is a program that reads another program, typically as text, as seen in languages like Python. Interpreters read code, and produce the result directly. Interpreters typically read code line by line, and parse it to convert and execute the code as operations and actions. An interpreter is composed of two parts: a parser and an evaluator. After a program is read as input by an interpreter, it is processed by the parser. The parser breaks the program into language components to form a parse tree. The evaluator then uses the parse tree to execute the program. A virtual machine is a special type of interpreter that interprets bytecode. Bytecode is a portable low-level code similar to machine code, though it is generally executed on a virtual machine instead of a physical machine. To improve their efficiencies, many programming languages such as Java, Python, and C# are compiled to bytecode before being interpreted. Some virtual machines include a just-in-time (JIT) compiler to improve the efficiency of bytecode execution. While the bytecode is being executed by the virtual machine, if the JIT compiler determines that a portion of the bytecode will be used repeatedly, it compiles that particular portion to machine code. The JIT compiler then stores the machine code in memory so that it can be used by the virtual machine. JIT compilers try to strike a balance between longer compilation time and faster execution time. A compiler translates programs written in one language into another language. Most compilers are organized into three stages: a front end, an optimizer, and a back end. The front end is responsible for understanding the program. It makes sure a program is valid and transforms it into an intermediate representation, a data structure used by the compiler to represent the program. The optimizer improves the intermediate representation to increase the speed or reduce the size of the executable which is ultimately produced by the compiler. The back end converts the optimized intermediate representation into the output language of the compiler. If a compiler of a given high level language produces another high level language, it is called a transpiler. Transpilers can be used to extend existing languages or to simplify compiler development by exploiting portable and well-optimized implementations of other languages (such as C). Many combinations of interpretation and compilation are possible, and many modern programming language implementations include elements of both. For example, the Smalltalk programming language is conventionally implemented by compilation into bytecode, which is then either interpreted or compiled by a virtual machine. Since Smalltalk bytecode is run on a virtual machine, it is portable across different hardware platforms. Programming languages can have multiple implementations. Different implementations can be written in different languages and can use different methods to compile or interpret code. For example, implementations of Python include: Process Processes of making a programming language may differ from developer to developer; however, here is a general process of how one might create a programming language, which includes common concepts: References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Precognition] | [TOKENS: 2412] |
Contents Precognition Precognition (from the Latin prae- 'before', and cognitio 'acquiring knowledge') is the purported psychic phenomenon of seeing, or otherwise becoming directly aware of, events in the future. There is no accepted scientific evidence that precognition is a real effect, and it is widely considered to be pseudoscience. Precognition violates the principle of causality, that an effect cannot occur before its cause. Precognition has been widely believed in throughout history. Despite the lack of scientific evidence, many people believe it to be real; it is still widely reported and remains a topic of research and discussion within the parapsychology community. Precognitive phenomena Precognition is sometimes treated as an example of the wider phenomenon of prescience or foreknowledge, to understand by any means what is likely to happen in the future. It is distinct from premonition, which is a vaguer feeling of some impending disaster. Related activities such as predictive prophecy and fortune telling have been practised throughout history. Precognitive dreams are the most widely reported occurrences of precognition. Usually, a dream or vision can only be identified as precognitive after the putative event has taken place. When such an event occurs after a dream, it is said to have "broken the dream". In Judaism it is believed that dreams are mostly insignificant while others "have the potential to contain prophetic messages". Others hold that dreams have meaning, and bad dreams require amelioration. According to the Book of Genesis, God granted Joseph precognition through prophetic dreams and the ability to interpret the dreams of others. Precognition has a role in Buddhism with dreams believed to be 'mind-created phenomena'. Those dreams which 'warn of impending danger or even prepare us for overwhelming good news" are considered the most important. History Throughout history it has been believed that certain individuals have precognitive abilities, or that certain practices can induce such experiences, and these visions have sometimes been associated with important historical events. Despite the lack of scientific evidence, many people still believe in precognition. A poll in 2005 showed 73% of Americans believe in at least one type of paranormal experience, with 41% believing in extrasensory perception. Since ancient times precognition has been associated with dreams and trance states as well as waking premonitions, giving rise to acts of prophecy and fortune telling. Oracles, originally seen as sources of wisdom, became progressively associated with previsions of the future. Such claims of seeing the future have never been without their sceptical critics. Aristotle carried out an inquiry into allegedly prophetic dreams in his On Divination in Sleep. He accepted that "it is quite conceivable that some dreams may be tokens and causes [of future events]" but also believed that "most [so-called prophetic] dreams are, however, to be classed as mere coincidences...". Where Democritus had suggested that emanations from future events could be sent back to the dreamer, Aristotle proposed that it was, rather, the dreamer's sense impressions which reached forward to the event. The term "precognition" first appeared in the 17th century but did not come into common use among investigators until much later. An early investigation into claims of precognition was published by the missionary Fr. P. Boilat in 1883. He claimed to have put an unspoken question to an African witch-doctor whom he mistrusted. Contrary to his expectations, the witch-doctor gave him the correct answer without ever having heard the question. In the early 20th century J. W. Dunne, a British soldier and aeronautics engineer, experienced several dreams which he regarded as precognitive. He developed techniques to record and analyse them, identifying any correspondences between his future experiences and his recorded dreams. He reported his findings in his 1927 book An Experiment with Time. In it he alleges that 10% of his dreams appeared to include some element of future experience. He also persuaded some friends to try the experiment on themselves, with mixed results. He noted a strong cognitive bias in which subjects, including himself, were reluctant to ascribe their dream correspondences to precognition and determinedly sought alternative explanations. Dunne concluded that precognitive elements in dreams are common and that many people unknowingly have them. He suggested also that dream precognition did not reference future events of all kinds, but specifically the future experiences of the dreamer. He was led to this idea when he found that a dream of a volcanic eruption appeared to foresee not the disaster itself but his subsequent misreading of an inaccurate account in a newspaper. Edith Lyttelton, who became President of the Society for Psychical Research (SPR), regarded his theory as consistent with her own idea of the superconscious. In 1932 he helped the SPR to conduct a more formal experiment, but he and the Society's lead researcher Theodore Besterman failed to agree on the significance of the results. Nevertheless, the Philosopher C. D. Broad remarked that, "The only theory known to me which seems worth consideration is that proposed by Mr. Dunne in his Experiment with Time." An Experiment with Time was widely read and "undoubtedly helped to form something of the imaginative climate of [the interwar] years", influencing many writers of both fact and fiction both then and since. According to Flieger, "Dunne's theory was so current and popular a topic that not to understand it was a mark of singularity." Major writers whose work was significantly influenced by his ideas on precognition in dreams and visions include H. G. Wells, J. B. Priestley and Olaf Stapledon. Vladimir Nabokov was also later influenced by Dunne. In 1932 Charles Lindbergh's infant son was kidnapped, murdered and buried among trees. Psychologists Henry Murray and D. R. Wheeler used the event to test for dream precognition, by inviting the public to report any dreams of the child. A total of 1,300 dreams were reported. Only five per cent envisioned the child dead and only 4 of the 1,300 envisioned the location of the grave as amongst trees. The first ongoing and organised research program on precognition was instituted by husband-and-wife team Joseph Banks Rhine and Louisa E. Rhine in the 1930s at Duke University's Parapsychology Laboratory. J. B. Rhine used a method of forced-choice matching in which participants guessed the order of a deck of 25 cards, each five of which bore one of five geometrical symbols. Although his results were positive and gained some academic acceptance, his methods were later shown to be badly flawed and subsequent researchers using more rigorous procedures were unable to reproduce his results. His mathematics was sometimes flawed, the experiments were not double-blinded or even necessarily single-blinded and some of the cards to be guessed were so thin that the symbol could be seen through the backing. Samuel G. Soal, another leading member of the SPR, was described by Rhine as one of his harshest critics, running many similar experiments with wholly negative results. However, from around 1940 he ran forced-choice ESP experiments in which a subject attempted to identify which of five animal pictures a subject in another room was looking at. Their performance on this task was at chance, but when the scores were matched with the card that came after the target card, three of the thirteen subjects showed a very high hit rate; Rhine now described Soal's work as "a milestone in the field". However analyses of Soal's findings, conducted several years later, concluded that the positive results were more likely the result of deliberate fraud. The controversy continued for many years more. In 1978 the statistician and parapsychology researcher Betty Markwick, while seeking to vindicate Soal, discovered that he had tampered with his data. The untainted experimental results showed no evidence of precognition. As more modern technology became available, more automated techniques of experimentation were developed that did not rely on hand-scoring of equivalence between targets and guesses, and in which the targets could be more reliably and readily tested at random. In 1969 Helmut Schmidt introduced the use of high-speed random event generators (REG) for precognition testing, and experiments were also conducted at the Princeton Engineering Anomalies Research Lab. Once again, flaws were found in all of Schmidt's experiments, when the psychologist C. E. M. Hansel found that several necessary precautions were not taken. Science fiction writer Philip K Dick believed that he had precognitive experiences and used the idea in some of his novels, especially as a central plot element in his 1956 science fiction short story "The Minority Report" and in his 1956 novel The World Jones Made. In 1963 the BBC television programme Monitor broadcast an appeal by the writer J.B. Priestley for experiences which challenged our understanding of Time. He received hundreds of letters in reply and believed that many of them described genuine precognitive dreams. In 2014 the BBC Radio 4 broadcaster Francis Spufford revisited Priestley's work and its relation to the ideas of J.W. Dunne. In 1965 G. W. Lambert, a former Council member of the SPR, proposed five criteria that needed to be met before an account of a precognitive dream could be regarded as credible: David Ryback, a psychologist in Atlanta, used a questionnaire survey approach to investigate precognitive dreaming in college students during the 1980s. His survey of over 433 participants showed that 290 or 66.9 per cent reported some form of paranormal dream. He rejected many of these reports, but claimed that 8.8 per cent of the population was having actual precognitive dreams. In 2011 the psychologist Daryl Bem, a Professor Emeritus at Cornell University, published findings showing statistical evidence for precognition in the Journal of Personality and Social Psychology. The paper was heavily criticised, and the criticism widened to include the journal itself and the validity of the peer-review process. In 2012, an independent attempt to reproduce Bem's results was published, but it failed to do so. The widespread controversy led to calls for improvements in practice and for more research. Scientific reception Claims of precognition are, like any other claims, open to scientific criticism. However, the nature of the criticism must adapt to the nature of the claim. Claims of precognition are criticised on three main grounds: Consequently, precognition is widely considered to be pseudoscience. Precognition would violate the principle of antecedence (causality); that is, that an effect does not happen before its cause. Information passing backwards in time (retrocausality) would need to be carried by physical particles doing the same. Experimental evidence from high-energy physics suggests that this cannot happen. There is therefore no direct justification for precognition from a physics-based approach. Precognition would also contradict "most of the neuroscience and psychology literature, from electrophysiology and neuroimaging to temporal effects found in psychophysical research." A great deal of evidence for precognition has been put forward, both as witnessed anecdotes and as experimental results, but none has been accepted as rigorous scientific proof of the phenomenon. Even the most prominent pieces of evidence have been repeatedly rejected due to errors in those experiments as well as follow-on studies contradicting the original evidence. This suggests that the evidence was not valid in the first place. Various known psychological processes have been put forward to explain experiences of apparent precognition. These include: Psychological explanations have also been proposed for belief in precognition. Psychologists have conducted experiments which are claimed to show that people who feel loss of control in their lives will turn to belief in precognition, because it gives them a sense of regaining control. See also References Further reading |
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[SOURCE: https://en.wikipedia.org/wiki/Errol_Musk] | [TOKENS: 1656] |
Contents Errol Musk Errol Graham Musk (born 25 May 1946) is a South African businessman, politician, and the patriarch of the Musk family. He was an Independent member of Pretoria City Council from 1972 to 1980 and then as a member of Progressive Federal Party from 1980 to 1983. As a businessman, he has worked as a mechanical engineering consultant, developed properties, and invested in various ventures including emerald trading. Musk married Maye Haldeman in 1970, and they had three children: Elon, Kimbal and Tosca. Haldeman divorced him in 1979, saying he was abusive. He has since had two other marriages and four other children. His son Elon is the wealthiest person in the world. Early life Errol Graham Musk was born on 25 May 1946 in Pretoria, in the Transvaal province of the Union of South Africa, to Walter Henry James Musk and Cora Amelia Musk (née Robinson). His father was an English-speaking white South African and his mother was English from Liverpool. He is primarily of British ancestry. Musk attended Clapham High School in Queenswood, where he began a relationship with Maye Haldeman, whom he married in 1970. The family lived in Pretoria, where Maye worked as a dietitian and a model. Their first child, Elon Reeve Musk, was born on 28 June 1971, named after Maye's grandfather J. Elon Haldeman, with Reeve being her maternal grandmother's maiden name. Musk served in the Burgermag for 11 years, where he claimed to reached the rank of officer before retiring in 1975. Career On 9 March 1972, Musk was elected as an independent to represent Sunnyside on Pretoria City Council. In 1980 he became a member of the Progressive Federal Party, the new official opposition formed in 1977, and ran as their Sunnyside nominee in the 1981 election. In 1983 his resignation from the PFP over its stance towards the constitutional referendum was front-page news for the ruling National Party's organ Die Burger, which portrayed the opposition as divided. Musk rebelled against the PFP's call for rejecting the new constitution and cited his agreement with the New Republic Party's position that the Tricameral Parliament was a step in the right direction. Musk studied electromechanics at the University of Pretoria, worked as an electrical and mechanical engineering consultant, and developed properties, especially retail and office property development. His lucrative engineering business took on "large projects such as office buildings, retail complexes, residential subdivisions, and an air force base." He also owned an auto parts store, at least half a share in an emerald mine, and even "one of the biggest houses in Pretoria." His ex-wife Maye's book recalls that at the time of their divorce in 1979, he owned two homes, a yacht, a plane, five luxury cars, and a truck. In the early 1980s, Errol built a lodge in the Timbavati Game Reserve to rent to tourists. In 1986, he acquired rights to the output of three Zambian emerald mines, though he did not own the mines themselves. In interviews with Walter Isaacson he explained, "If you registered it, you would wind up with nothing, because the Blacks would take everything from you", He later referred to his wealth during Elon's teen years in an interview with Business Insider South Africa, saying he had "so much money we couldn't even close our safe" and mentioned his emerald dealings. Snopes confirmed that at some point he owned "a stake in an emerald mine near Lake Tanganyika in Zambia." He once described his emerald mine as an "under the table" operation. According to the 2015 biography of Elon Musk, Elon Musk: Tesla, SpaceX, and the Quest for a Fantastic Future, in 1995 Errol Musk gave US$28,000 to Elon and Kimbal as they were starting up the software company Zip2. Elon has denied receiving the money from his father. In 1998, Errol Musk shot and killed three armed intruders at one of his properties in Johannesburg. In a January 2025 video interview, Errol Musk stated that governance in South Africa has deteriorated. In January 2025, Musk endorsed a meme coin called "Musk It" and revealed that he planned to raise $200 million for the Musk Institute via this project. In February 2025, Musk arranged a phone call between his son Elon and the president of South Africa, Cyril Ramaphosa, during which the two discussed the impact of Donald Trump's policies on South Africa. In April 2025, Musk praised Vladimir Putin, the president of Russia, in an interview with BBC News Russian. He said, "it would be foolish not to admire Putin." He also implied Russia was not responsible for the war in Ukraine, and claimed his entire family supported Putin. In June 2025, Errol Musk visited the Ram Mandir in Ayodhya, India, with his daughter Alexandra, calling it "one of the best things I’ve ever done." He was also named Global Advisor to the Indian company Servotech Power Systems and took part in green energy initiatives during his visit. Also in June 2025, Musk participated as a speaker at the Forum of the Future 2050 in Moscow, a conference organised by the Russian television channel Tsargrad and its chairman Konstantin Malofeev; the guests also included the Russian foreign minister Sergey Lavrov, the economist Jeffrey Sachs and the conspiracy theorist Alex Jones. In November 2025, during an interview on CNN with Donie O'Sullivan in a documentary about a supposed white genocide in South Africa, Musk expressed his opinion that the United States is "doomed" because it will have a majority non-white population within the next 20 years, proclaiming "You want to go back to the jungle?". Musk also denied that blacks were oppressed during the apartheid era in South Africa and credited whites with "feeding" the black population and giving them work. Family life In 1979, Musk and his wife Maye divorced. In her memoir, Maye characterised her marriage as abusive and alleged Errol had been violent. She recounts a time during their divorce when she sought refuge at a neighbour's home after Errol showed up with a knife looking for her. After the divorce, Musk repeatedly sued his ex-wife for custody of their children. He was briefly married to a woman named Sue. In the early 1990s, Errol, then aged 45, married Heide Bezuidenhout, a 25-year-old he described as "one of the best-looking women I've ever seen in my life." He had two daughters with Bezuidenhout. In March 2018, it was reported that Musk had fathered a child with his adult step-daughter, Heide's daughter Jana Bezuidenhout. In July 2022, he gave an interview to the tabloid newspaper The Sun, announcing that he and Bezuidenhout had another child. Musk has a total of seven children, according to People magazine in November 2022. He once commented, "The only thing we are on Earth for is to reproduce." In 2022, Musk stated he was "not proud" of Elon. In 2024, he defended Elon after the latter said that the United Kingdom was heading towards a civil war. In January 2025, he defended his son's remarks but also urged people to ignore them. In September 2025, The New York Times published an article alleging that "a significant factor in Elon Musk's rupture with his father stems from accusations against Errol Musk of child sexual abuse." The earliest accusation of abuse came in 1993, when Musk's stepdaughter told relatives that he had touched her inappropriately. References External links Media related to Errol Musk at Wikimedia Commons |
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#cite_ref-142] | [TOKENS: 12858] |
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Animal#cite_note-4] | [TOKENS: 6011] |
Contents Animal Animals are multicellular, eukaryotic organisms belonging to the biological kingdom Animalia (/ˌænɪˈmeɪliə/). With few exceptions, animals consume organic material, breathe oxygen, have myocytes and are able to move, can reproduce sexually, and grow from a hollow sphere of cells, the blastula, during embryonic development. Animals form a clade, meaning that they arose from a single common ancestor. Over 1.5 million living animal species have been described, of which around 1.05 million are insects, over 85,000 are molluscs, and around 65,000 are vertebrates. It has been estimated there are as many as 7.77 million animal species on Earth. Animal body lengths range from 8.5 μm (0.00033 in) to 33.6 m (110 ft). They have complex ecologies and interactions with each other and their environments, forming intricate food webs. The scientific study of animals is known as zoology, and the study of animal behaviour is known as ethology. The animal kingdom is divided into five major clades, namely Porifera, Ctenophora, Placozoa, Cnidaria and Bilateria. Most living animal species belong to the clade Bilateria, a highly proliferative clade whose members have a bilaterally symmetric and significantly cephalised body plan, and the vast majority of bilaterians belong to two large clades: the protostomes, which includes organisms such as arthropods, molluscs, flatworms, annelids and nematodes; and the deuterostomes, which include echinoderms, hemichordates and chordates, the latter of which contains the vertebrates. The much smaller basal phylum Xenacoelomorpha have an uncertain position within Bilateria. Animals first appeared in the fossil record in the late Cryogenian period and diversified in the subsequent Ediacaran period in what is known as the Avalon explosion. Nearly all modern animal phyla first appeared in the fossil record as marine species during the Cambrian explosion, which began around 539 million years ago (Mya), and most classes during the Ordovician radiation 485.4 Mya. Common to all living animals, 6,331 groups of genes have been identified that may have arisen from a single common ancestor that lived about 650 Mya during the Cryogenian period. Historically, Aristotle divided animals into those with blood and those without. Carl Linnaeus created the first hierarchical biological classification for animals in 1758 with his Systema Naturae, which Jean-Baptiste Lamarck expanded into 14 phyla by 1809. In 1874, Ernst Haeckel divided the animal kingdom into the multicellular Metazoa (now synonymous with Animalia) and the Protozoa, single-celled organisms no longer considered animals. In modern times, the biological classification of animals relies on advanced techniques, such as molecular phylogenetics, which are effective at demonstrating the evolutionary relationships between taxa. Humans make use of many other animal species for food (including meat, eggs, and dairy products), for materials (such as leather, fur, and wool), as pets and as working animals for transportation, and services. Dogs, the first domesticated animal, have been used in hunting, in security and in warfare, as have horses, pigeons and birds of prey; while other terrestrial and aquatic animals are hunted for sports, trophies or profits. Non-human animals are also an important cultural element of human evolution, having appeared in cave arts and totems since the earliest times, and are frequently featured in mythology, religion, arts, literature, heraldry, politics, and sports. Etymology The word animal comes from the Latin noun animal of the same meaning, which is itself derived from Latin animalis 'having breath or soul'. The biological definition includes all members of the kingdom Animalia. In colloquial usage, the term animal is often used to refer only to nonhuman animals. The term metazoa is derived from Ancient Greek μετα meta 'after' (in biology, the prefix meta- stands for 'later') and ζῷᾰ zōia 'animals', plural of ζῷον zōion 'animal'. A metazoan is any member of the group Metazoa. Characteristics Animals have several characteristics that they share with other living things. Animals are eukaryotic, multicellular, and aerobic, as are plants and fungi. Unlike plants and algae, which produce their own food, animals cannot produce their own food, a feature they share with fungi. Animals ingest organic material and digest it internally. Animals have structural characteristics that set them apart from all other living things: Typically, there is an internal digestive chamber with either one opening (in Ctenophora, Cnidaria, and flatworms) or two openings (in most bilaterians). Animal development is controlled by Hox genes, which signal the times and places to develop structures such as body segments and limbs. During development, the animal extracellular matrix forms a relatively flexible framework upon which cells can move about and be reorganised into specialised tissues and organs, making the formation of complex structures possible, and allowing cells to be differentiated. The extracellular matrix may be calcified, forming structures such as shells, bones, and spicules. In contrast, the cells of other multicellular organisms (primarily algae, plants, and fungi) are held in place by cell walls, and so develop by progressive growth. Nearly all animals make use of some form of sexual reproduction. They produce haploid gametes by meiosis; the smaller, motile gametes are spermatozoa and the larger, non-motile gametes are ova. These fuse to form zygotes, which develop via mitosis into a hollow sphere, called a blastula. In sponges, blastula larvae swim to a new location, attach to the seabed, and develop into a new sponge. In most other groups, the blastula undergoes more complicated rearrangement. It first invaginates to form a gastrula with a digestive chamber and two separate germ layers, an external ectoderm and an internal endoderm. In most cases, a third germ layer, the mesoderm, also develops between them. These germ layers then differentiate to form tissues and organs. Repeated instances of mating with a close relative during sexual reproduction generally leads to inbreeding depression within a population due to the increased prevalence of harmful recessive traits. Animals have evolved numerous mechanisms for avoiding close inbreeding. Some animals are capable of asexual reproduction, which often results in a genetic clone of the parent. This may take place through fragmentation; budding, such as in Hydra and other cnidarians; or parthenogenesis, where fertile eggs are produced without mating, such as in aphids. Ecology Animals are categorised into ecological groups depending on their trophic levels and how they consume organic material. Such groupings include carnivores (further divided into subcategories such as piscivores, insectivores, ovivores, etc.), herbivores (subcategorised into folivores, graminivores, frugivores, granivores, nectarivores, algivores, etc.), omnivores, fungivores, scavengers/detritivores, and parasites. Interactions between animals of each biome form complex food webs within that ecosystem. In carnivorous or omnivorous species, predation is a consumer–resource interaction where the predator feeds on another organism, its prey, who often evolves anti-predator adaptations to avoid being fed upon. Selective pressures imposed on one another lead to an evolutionary arms race between predator and prey, resulting in various antagonistic/competitive coevolutions. Almost all multicellular predators are animals. Some consumers use multiple methods; for example, in parasitoid wasps, the larvae feed on the hosts' living tissues, killing them in the process, but the adults primarily consume nectar from flowers. Other animals may have very specific feeding behaviours, such as hawksbill sea turtles which mainly eat sponges. Most animals rely on biomass and bioenergy produced by plants and phytoplanktons (collectively called producers) through photosynthesis. Herbivores, as primary consumers, eat the plant material directly to digest and absorb the nutrients, while carnivores and other animals on higher trophic levels indirectly acquire the nutrients by eating the herbivores or other animals that have eaten the herbivores. Animals oxidise carbohydrates, lipids, proteins and other biomolecules in cellular respiration, which allows the animal to grow and to sustain basal metabolism and fuel other biological processes such as locomotion. Some benthic animals living close to hydrothermal vents and cold seeps on the dark sea floor consume organic matter produced through chemosynthesis (via oxidising inorganic compounds such as hydrogen sulfide) by archaea and bacteria. Animals originated in the ocean; all extant animal phyla, except for Micrognathozoa and Onychophora, feature at least some marine species. However, several lineages of arthropods begun to colonise land around the same time as land plants, probably between 510 and 471 million years ago, during the Late Cambrian or Early Ordovician. Vertebrates such as the lobe-finned fish Tiktaalik started to move on to land in the late Devonian, about 375 million years ago. Other notable animal groups that colonized land environments are Mollusca, Platyhelmintha, Annelida, Tardigrada, Onychophora, Rotifera, Nematoda. Animals occupy virtually all of earth's habitats and microhabitats, with faunas adapted to salt water, hydrothermal vents, fresh water, hot springs, swamps, forests, pastures, deserts, air, and the interiors of other organisms. Animals are however not particularly heat tolerant; very few of them can survive at constant temperatures above 50 °C (122 °F) or in the most extreme cold deserts of continental Antarctica. The collective global geomorphic influence of animals on the processes shaping the Earth's surface remains largely understudied, with most studies limited to individual species and well-known exemplars. Diversity The blue whale (Balaenoptera musculus) is the largest animal that has ever lived, weighing up to 190 tonnes and measuring up to 33.6 metres (110 ft) long. The largest extant terrestrial animal is the African bush elephant (Loxodonta africana), weighing up to 12.25 tonnes and measuring up to 10.67 metres (35.0 ft) long. The largest terrestrial animals that ever lived were titanosaur sauropod dinosaurs such as Argentinosaurus, which may have weighed as much as 73 tonnes, and Supersaurus which may have reached 39 metres. Several animals are microscopic; some Myxozoa (obligate parasites within the Cnidaria) never grow larger than 20 μm, and one of the smallest species (Myxobolus shekel) is no more than 8.5 μm when fully grown. The following table lists estimated numbers of described extant species for the major animal phyla, along with their principal habitats (terrestrial, fresh water, and marine), and free-living or parasitic ways of life. Species estimates shown here are based on numbers described scientifically; much larger estimates have been calculated based on various means of prediction, and these can vary wildly. For instance, around 25,000–27,000 species of nematodes have been described, while published estimates of the total number of nematode species include 10,000–20,000; 500,000; 10 million; and 100 million. Using patterns within the taxonomic hierarchy, the total number of animal species—including those not yet described—was calculated to be about 7.77 million in 2011.[a] 3,000–6,500 4,000–25,000 Evolutionary origin Evidence of animals is found as long ago as the Cryogenian period. 24-Isopropylcholestane (24-ipc) has been found in rocks from roughly 650 million years ago; it is only produced by sponges and pelagophyte algae. Its likely origin is from sponges based on molecular clock estimates for the origin of 24-ipc production in both groups. Analyses of pelagophyte algae consistently recover a Phanerozoic origin, while analyses of sponges recover a Neoproterozoic origin, consistent with the appearance of 24-ipc in the fossil record. The first body fossils of animals appear in the Ediacaran, represented by forms such as Charnia and Spriggina. It had long been doubted whether these fossils truly represented animals, but the discovery of the animal lipid cholesterol in fossils of Dickinsonia establishes their nature. Animals are thought to have originated under low-oxygen conditions, suggesting that they were capable of living entirely by anaerobic respiration, but as they became specialised for aerobic metabolism they became fully dependent on oxygen in their environments. Many animal phyla first appear in the fossil record during the Cambrian explosion, starting about 539 million years ago, in beds such as the Burgess Shale. Extant phyla in these rocks include molluscs, brachiopods, onychophorans, tardigrades, arthropods, echinoderms and hemichordates, along with numerous now-extinct forms such as the predatory Anomalocaris. The apparent suddenness of the event may however be an artefact of the fossil record, rather than showing that all these animals appeared simultaneously. That view is supported by the discovery of Auroralumina attenboroughii, the earliest known Ediacaran crown-group cnidarian (557–562 mya, some 20 million years before the Cambrian explosion) from Charnwood Forest, England. It is thought to be one of the earliest predators, catching small prey with its nematocysts as modern cnidarians do. Some palaeontologists have suggested that animals appeared much earlier than the Cambrian explosion, possibly as early as 1 billion years ago. Early fossils that might represent animals appear for example in the 665-million-year-old rocks of the Trezona Formation of South Australia. These fossils are interpreted as most probably being early sponges. Trace fossils such as tracks and burrows found in the Tonian period (from 1 gya) may indicate the presence of triploblastic worm-like animals, roughly as large (about 5 mm wide) and complex as earthworms. However, similar tracks are produced by the giant single-celled protist Gromia sphaerica, so the Tonian trace fossils may not indicate early animal evolution. Around the same time, the layered mats of microorganisms called stromatolites decreased in diversity, perhaps due to grazing by newly evolved animals. Objects such as sediment-filled tubes that resemble trace fossils of the burrows of wormlike animals have been found in 1.2 gya rocks in North America, in 1.5 gya rocks in Australia and North America, and in 1.7 gya rocks in Australia. Their interpretation as having an animal origin is disputed, as they might be water-escape or other structures. Phylogeny Animals are monophyletic, meaning they are derived from a common ancestor. Animals are the sister group to the choanoflagellates, with which they form the Choanozoa. Ros-Rocher and colleagues (2021) trace the origins of animals to unicellular ancestors, providing the external phylogeny shown in the cladogram. Uncertainty of relationships is indicated with dashed lines. The animal clade had certainly originated by 650 mya, and may have come into being as much as 800 mya, based on molecular clock evidence for different phyla. Holomycota (inc. fungi) Ichthyosporea Pluriformea Filasterea The relationships at the base of the animal tree have been debated. Other than Ctenophora, the Bilateria and Cnidaria are the only groups with symmetry, and other evidence shows they are closely related. In addition to sponges, Placozoa has no symmetry and was often considered a "missing link" between protists and multicellular animals. The presence of hox genes in Placozoa shows that they were once more complex. The Porifera (sponges) have long been assumed to be sister to the rest of the animals, but there is evidence that the Ctenophora may be in that position. Molecular phylogenetics has supported both the sponge-sister and ctenophore-sister hypotheses. In 2017, Roberto Feuda and colleagues, using amino acid differences, presented both, with the following cladogram for the sponge-sister view that they supported (their ctenophore-sister tree simply interchanging the places of ctenophores and sponges): Porifera Ctenophora Placozoa Cnidaria Bilateria Conversely, a 2023 study by Darrin Schultz and colleagues uses ancient gene linkages to construct the following ctenophore-sister phylogeny: Ctenophora Porifera Placozoa Cnidaria Bilateria Sponges are physically very distinct from other animals, and were long thought to have diverged first, representing the oldest animal phylum and forming a sister clade to all other animals. Despite their morphological dissimilarity with all other animals, genetic evidence suggests sponges may be more closely related to other animals than the comb jellies are. Sponges lack the complex organisation found in most other animal phyla; their cells are differentiated, but in most cases not organised into distinct tissues, unlike all other animals. They typically feed by drawing in water through pores, filtering out small particles of food. The Ctenophora and Cnidaria are radially symmetric and have digestive chambers with a single opening, which serves as both mouth and anus. Animals in both phyla have distinct tissues, but these are not organised into discrete organs. They are diploblastic, having only two main germ layers, ectoderm and endoderm. The tiny placozoans have no permanent digestive chamber and no symmetry; they superficially resemble amoebae. Their phylogeny is poorly defined, and under active research. The remaining animals, the great majority—comprising some 29 phyla and over a million species—form the Bilateria clade, which have a bilaterally symmetric body plan. The Bilateria are triploblastic, with three well-developed germ layers, and their tissues form distinct organs. The digestive chamber has two openings, a mouth and an anus, and in the Nephrozoa there is an internal body cavity, a coelom or pseudocoelom. These animals have a head end (anterior) and a tail end (posterior), a back (dorsal) surface and a belly (ventral) surface, and a left and a right side. A modern consensus phylogenetic tree for the Bilateria is shown below. Xenacoelomorpha Ambulacraria Chordata Ecdysozoa Spiralia Having a front end means that this part of the body encounters stimuli, such as food, favouring cephalisation, the development of a head with sense organs and a mouth. Many bilaterians have a combination of circular muscles that constrict the body, making it longer, and an opposing set of longitudinal muscles, that shorten the body; these enable soft-bodied animals with a hydrostatic skeleton to move by peristalsis. They also have a gut that extends through the basically cylindrical body from mouth to anus. Many bilaterian phyla have primary larvae which swim with cilia and have an apical organ containing sensory cells. However, over evolutionary time, descendant spaces have evolved which have lost one or more of each of these characteristics. For example, adult echinoderms are radially symmetric (unlike their larvae), while some parasitic worms have extremely simplified body structures. Genetic studies have considerably changed zoologists' understanding of the relationships within the Bilateria. Most appear to belong to two major lineages, the protostomes and the deuterostomes. It is often suggested that the basalmost bilaterians are the Xenacoelomorpha, with all other bilaterians belonging to the subclade Nephrozoa. However, this suggestion has been contested, with other studies finding that xenacoelomorphs are more closely related to Ambulacraria than to other bilaterians. Protostomes and deuterostomes differ in several ways. Early in development, deuterostome embryos undergo radial cleavage during cell division, while many protostomes (the Spiralia) undergo spiral cleavage. Animals from both groups possess a complete digestive tract, but in protostomes the first opening of the embryonic gut develops into the mouth, and the anus forms secondarily. In deuterostomes, the anus forms first while the mouth develops secondarily. Most protostomes have schizocoelous development, where cells simply fill in the interior of the gastrula to form the mesoderm. In deuterostomes, the mesoderm forms by enterocoelic pouching, through invagination of the endoderm. The main deuterostome taxa are the Ambulacraria and the Chordata. Ambulacraria are exclusively marine and include acorn worms, starfish, sea urchins, and sea cucumbers. The chordates are dominated by the vertebrates (animals with backbones), which consist of fishes, amphibians, reptiles, birds, and mammals. The protostomes include the Ecdysozoa, named after their shared trait of ecdysis, growth by moulting, Among the largest ecdysozoan phyla are the arthropods and the nematodes. The rest of the protostomes are in the Spiralia, named for their pattern of developing by spiral cleavage in the early embryo. Major spiralian phyla include the annelids and molluscs. History of classification In the classical era, Aristotle divided animals,[d] based on his own observations, into those with blood (roughly, the vertebrates) and those without. The animals were then arranged on a scale from man (with blood, two legs, rational soul) down through the live-bearing tetrapods (with blood, four legs, sensitive soul) and other groups such as crustaceans (no blood, many legs, sensitive soul) down to spontaneously generating creatures like sponges (no blood, no legs, vegetable soul). Aristotle was uncertain whether sponges were animals, which in his system ought to have sensation, appetite, and locomotion, or plants, which did not: he knew that sponges could sense touch and would contract if about to be pulled off their rocks, but that they were rooted like plants and never moved about. In 1758, Carl Linnaeus created the first hierarchical classification in his Systema Naturae. In his original scheme, the animals were one of three kingdoms, divided into the classes of Vermes, Insecta, Pisces, Amphibia, Aves, and Mammalia. Since then, the last four have all been subsumed into a single phylum, the Chordata, while his Insecta (which included the crustaceans and arachnids) and Vermes have been renamed or broken up. The process was begun in 1793 by Jean-Baptiste de Lamarck, who called the Vermes une espèce de chaos ('a chaotic mess')[e] and split the group into three new phyla: worms, echinoderms, and polyps (which contained corals and jellyfish). By 1809, in his Philosophie Zoologique, Lamarck had created nine phyla apart from vertebrates (where he still had four phyla: mammals, birds, reptiles, and fish) and molluscs, namely cirripedes, annelids, crustaceans, arachnids, insects, worms, radiates, polyps, and infusorians. In his 1817 Le Règne Animal, Georges Cuvier used comparative anatomy to group the animals into four embranchements ('branches' with different body plans, roughly corresponding to phyla), namely vertebrates, molluscs, articulated animals (arthropods and annelids), and zoophytes (radiata) (echinoderms, cnidaria and other forms). This division into four was followed by the embryologist Karl Ernst von Baer in 1828, the zoologist Louis Agassiz in 1857, and the comparative anatomist Richard Owen in 1860. In 1874, Ernst Haeckel divided the animal kingdom into two subkingdoms: Metazoa (multicellular animals, with five phyla: coelenterates, echinoderms, articulates, molluscs, and vertebrates) and Protozoa (single-celled animals), including a sixth animal phylum, sponges. The protozoa were later moved to the former kingdom Protista, leaving only the Metazoa as a synonym of Animalia. In human culture The human population exploits a large number of other animal species for food, both of domesticated livestock species in animal husbandry and, mainly at sea, by hunting wild species. Marine fish of many species are caught commercially for food. A smaller number of species are farmed commercially. Humans and their livestock make up more than 90% of the biomass of all terrestrial vertebrates, and almost as much as all insects combined. Invertebrates including cephalopods, crustaceans, insects—principally bees and silkworms—and bivalve or gastropod molluscs are hunted or farmed for food, fibres. Chickens, cattle, sheep, pigs, and other animals are raised as livestock for meat across the world. Animal fibres such as wool and silk are used to make textiles, while animal sinews have been used as lashings and bindings, and leather is widely used to make shoes and other items. Animals have been hunted and farmed for their fur to make items such as coats and hats. Dyestuffs including carmine (cochineal), shellac, and kermes have been made from the bodies of insects. Working animals including cattle and horses have been used for work and transport from the first days of agriculture. Animals such as the fruit fly Drosophila melanogaster serve a major role in science as experimental models. Animals have been used to create vaccines since their discovery in the 18th century. Some medicines such as the cancer drug trabectedin are based on toxins or other molecules of animal origin. People have used hunting dogs to help chase down and retrieve animals, and birds of prey to catch birds and mammals, while tethered cormorants have been used to catch fish. Poison dart frogs have been used to poison the tips of blowpipe darts. A wide variety of animals are kept as pets, from invertebrates such as tarantulas, octopuses, and praying mantises, reptiles such as snakes and chameleons, and birds including canaries, parakeets, and parrots all finding a place. However, the most kept pet species are mammals, namely dogs, cats, and rabbits. There is a tension between the role of animals as companions to humans, and their existence as individuals with rights of their own. A wide variety of terrestrial and aquatic animals are hunted for sport. The signs of the Western and Chinese zodiacs are based on animals. In China and Japan, the butterfly has been seen as the personification of a person's soul, and in classical representation the butterfly is also the symbol of the soul. Animals have been the subjects of art from the earliest times, both historical, as in ancient Egypt, and prehistoric, as in the cave paintings at Lascaux. Major animal paintings include Albrecht Dürer's 1515 The Rhinoceros, and George Stubbs's c. 1762 horse portrait Whistlejacket. Insects, birds and mammals play roles in literature and film, such as in giant bug movies. Animals including insects and mammals feature in mythology and religion. The scarab beetle was sacred in ancient Egypt, and the cow is sacred in Hinduism. Among other mammals, deer, horses, lions, bats, bears, and wolves are the subjects of myths and worship. See also Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Smartphone] | [TOKENS: 9509] |
Contents Smartphone A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps. Smartphones are distinguished from older-design feature phones by their more advanced hardware capabilities and extensive mobile operating systems, access to the internet, business applications, mobile payments, and multimedia functionality, including music, video, gaming, radio, and television. Smartphones typically feature metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, various sensors, and support for multiple wireless communication protocols. Examples of smartphone sensors include accelerometers, barometers, gyroscopes, and magnetometers; they can be used by both pre-installed and third-party software to enhance functionality. Wireless communication standards supported by smartphones include LTE, 5G NR, Wi-Fi, Bluetooth, and satellite navigation. By the mid-2020s, manufacturers began integrating satellite messaging and emergency services, expanding their utility in remote areas without reliable cellular coverage. Smartphones have largely replaced personal digital assistant (PDA) devices, handheld/palm-sized PCs, portable media players (PMP), point-and-shoot cameras, camcorders, and, to a lesser extent, handheld video game consoles, e-reader devices, pocket calculators, and GPS tracking units. Following the rising popularity of the iPhone in the late 2000s, the majority of smartphones have featured thin, slate-like form factors with large, capacitive touch screens with support for multi-touch gestures rather than physical keyboards. Most modern smartphones have the ability for users to download or purchase additional applications from a centralized app store. They often have support for cloud storage and cloud synchronization, and virtual assistants. Since the early 2010s, improved hardware and faster wireless communication have bolstered the growth of the smartphone industry. As of 2014[update], over a billion smartphones are sold globally every year. In 2019 alone, 1.54 billion smartphone units were shipped worldwide. As of 2020[update], 75.05 percent of the world population were smartphone users. History Hardware A typical smartphone contains a number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, which in turn contain billions of tiny MOS field-effect transistors (MOSFETs). A typical smartphone contains the following MOS IC chips: Some are also equipped with an FM radio receiver, a hardware notification LED, and an infrared transmitter for use as remote control. A few models have additional sensors such as thermometer for measuring ambient temperature, hygrometer for humidity, and a sensor for ultraviolet ray measurement. A few smartphones designed around specific purposes are equipped with uncommon hardware such as a projector (Samsung Beam i8520 and Samsung Galaxy Beam i8530), optical zoom lenses (Samsung Galaxy S4 Zoom and Samsung Galaxy K Zoom), thermal camera, and even PMR446 (walkie-talkie radio) transceiver. Smartphones have central processing units (CPUs), similar to those in computers, but optimised to operate in low power environments. In smartphones, the CPU is typically integrated in a CMOS (complementary metal–oxide–semiconductor) system-on-a-chip (SoC) application processor. The performance of mobile CPU depends not only on the clock rate (generally given in multiples of hertz) but also on the memory hierarchy. Because of these challenges, the performance of mobile phone CPUs is often more appropriately given by scores derived from various standardized tests to measure the real effective performance in commonly used applications. Smartphones are typically equipped with a power button and volume buttons. Some pairs of volume buttons are unified. Some are equipped with a dedicated camera shutter button. Units for outdoor use may be equipped with an "SOS" emergency call and "PTT" (push-to-talk button). The presence of physical front-side buttons such as the home and navigation buttons has decreased throughout the 2010s, increasingly becoming replaced by capacitive touch sensors and simulated (on-screen) buttons. As with classic mobile phones, early smartphones such as the Samsung Omnia II were equipped with buttons for accepting and declining phone calls. Due to the advancements of functionality besides phone calls, these have increasingly been replaced by navigation buttons such as "menu" (also known as "options"), "back", and "tasks". Some early 2010s smartphones such as the HTC Desire were additionally equipped with a "Search" button (🔍) for quick access to a web search engine or apps' internal search feature. Since 2013, smartphones' home buttons started integrating fingerprint scanners, starting with the iPhone 5s and Samsung Galaxy S5. Functions may be assigned to button combinations. For example, screenshots can usually be taken using the home and power buttons, with a short press on iOS and one-second holding Android OS, the two most popular mobile operating systems. On smartphones with no physical home button, usually the volume-down button is instead pressed with the power button. Some smartphones have a screenshot and possibly screencast shortcuts in the navigation button bar or the power button menu. One of the main characteristics of smartphones is the screen. Depending on the device's design, the screen fills most or nearly all of the space on a device's front surface. Many smartphone displays have an aspect ratio of 16:9, but taller aspect ratios became more common in 2017, as well as the aim to eliminate bezels by extending the display surface to as close to the edges as possible. Screen sizes are measured in diagonal inches. Phones with screens larger than 5.2 inches are often called "phablets". Smartphones with screens over 4.5 inches in size are commonly difficult to use with only a single hand, since most thumbs cannot reach the entire screen surface; they may need to be shifted around in the hand, held in one hand and manipulated by the other, or used in place with both hands. Due to design advances, some modern smartphones with large screen sizes and "edge-to-edge" designs have compact builds that improve their ergonomics, while the shift to taller aspect ratios have resulted in phones that have larger screen sizes whilst maintaining the ergonomics associated with smaller 16:9 displays. Liquid-crystal displays (LCDs) and organic light-emitting diode (OLED) displays are the most common. Some displays are integrated with pressure-sensitive digitizers, such as those developed by Wacom and Samsung, and Apple's Force Touch system. A few phones, such as the YotaPhone prototype, are equipped with a low-power electronic paper rear display, as used in e-book readers. Some devices are equipped with additional input methods such as a stylus for higher precision input and hovering detection or a self-capacitive touch screens layer for floating finger detection. The latter has been implemented on few phones such as the Samsung Galaxy S4, Note 3, S5, Alpha, and Sony Xperia Sola, making the Galaxy Note 3 the only smartphone with both so far. Hovering can enable preview tooltips such as on the video player's seek bar, in text messages, and quick contacts on the dial pad, as well as lock screen animations, and the simulation of a hovering mouse cursor on web sites. Some styluses support hovering as well and are equipped with a button for quick access to relevant tools such as digital post-it notes and highlighting of text and elements when dragging while pressed, resembling drag selection using a computer mouse. Some series such as the Samsung Galaxy Note series and LG G Stylus series have an integrated tray to store the stylus in. Few devices such as the iPhone 6s until iPhone Xs and Huawei Mate S are equipped with a pressure-sensitive touch screen, where the pressure may be used to simulate a gas pedal in video games, access to preview windows and shortcut menus, controlling the typing cursor, and a weight scale, the latest of which has been rejected by Apple from the App Store. Some early 2010s HTC smartphones such as the HTC Desire (Bravo) and HTC Legend are equipped with an optical track pad for scrolling and selection. Many smartphones except Apple iPhones are equipped with low-power light-emitting diodes besides the screen that are able to notify the user about incoming messages, missed calls, low battery levels, and facilitate locating the mobile phone in darkness, with marginial power consumption. To distinguish between the sources of notifications, the colour combination and blinking pattern can vary. Usually three diodes in red, green, and blue (RGB) are able to create a multitude of colour combinations. Smartphones are equipped with a multitude of sensors to enable system features and third-party applications. Accelerometers and gyroscopes enable automatic control of screen rotation. Uses by third-party software include bubble level simulation. An ambient light sensor allows for automatic screen brightness and contrast adjustment, and an RGB sensor enables the adaption of screen colour. Many mobile phones are also equipped with a barometer sensor to measure air pressure, such as Samsung since 2012 with the Galaxy S3, and Apple since 2014 with the iPhone 6. It allows estimating and detecting changes in altitude. A magnetometer can act as a digital compass by measuring Earth's magnetic field. Samsung equips their flagship smartphones since the 2014 Galaxy S5 and Galaxy Note 4 with a heart rate sensor to assist in fitness-related uses and act as a shutter key for the front-facing camera. So far, only the 2013 Samsung Galaxy S4 and Note 3 are equipped with an ambient temperature sensor and a humidity sensor, and only the Note 4 with an ultraviolet radiation sensor which could warn the user about excessive exposure. A rear infrared laser beam for distance measurement can enable time-of-flight camera functionality with accelerated autofocus, as implemented on select LG mobile phones starting with LG G3 and LG V10. Due to their currently rare occurrence among smartphones, not much software to utilize these sensors has been developed yet. While eMMC (embedded multi media card) flash storage was most commonly used in mobile phones, its successor, UFS (Universal Flash Storage) with higher transfer rates emerged throughout the 2010s for upper-class devices. While the internal storage capacity of mobile phones has been near-stagnant during the first half of the 2010s, it has increased steeper during its second half, with Samsung for example increasing the available internal storage options of their flagship class units from 32 GB to 512 GB within only 21⁄2 years between 2016 and 2018. The space for data storage of some mobile phones can be expanded using MicroSD memory cards, whose capacity has multiplied throughout the 2010s (→ SD card § 2009–2019: SDXC). Benefits over USB on the go storage and cloud storage include offline availability and privacy, not reserving and protruding from the charging port, no connection instability or latency, no dependence on voluminous data plans, and preservation of the limited rewriting cycles of the device's permanent internal storage. Large amounts of data can be moved immediately between devices by changing memory cards, large-scale data backups can be created offline, and data can be read externally should the smartphone be inoperable. In case of technical defects which make the device unusable or unbootable as a result of liquid damage, fall damage, screen damage, bending damage, malware, or bogus system updates, etc., data stored on the memory card is likely rescueable externally, while data on the inaccessible internal storage would be lost. A memory card can usually[a] immediately be re-used in a different memory-card-enabled device with no necessity for prior file transfers. Some dual-SIM mobile phones are equipped with a hybrid slot, where one of the two slots can be occupied by either a SIM card or a memory card. Some models, typically of higher end, are equipped with three slots including one dedicated memory card slot, for simultaneous dual-SIM and memory card usage. The location of both SIM and memory card slots vary among devices, where they might be located accessibly behind the back cover or else behind the battery, the latter of which denies hot swapping. Mobile phones with non-removable rear cover typically house SIM and memory cards in a small tray on the handset's frame, ejected by inserting a needle tool into a pinhole. Some earlier mid-range phones such as the 2011 Samsung Galaxy Fit and Ace have a sideways memory card slot on the frame covered by a cap that can be opened without tool. Originally, mass storage access was commonly enabled to computers through USB. Over time, mass storage access was removed, leaving the Media Transfer Protocol as protocol for USB file transfer, due to its non-exclusive access ability where the computer is able to access the storage without it being locked away from the mobile phone's software for the duration of the connection, and no necessity for common file system support, as communication is done through an abstraction layer. However, unlike mass storage, Media Transfer Protocol lacks parallelism, meaning that only a single transfer can run at a time, for which other transfer requests need to wait to finish. This, for example, denies browsing photos and playing back videos from the device during an active file transfer. Some programs and devices lack support for MTP. In addition, the direct access and random access of files through MTP is not supported. Any file is wholly downloaded from the device before opened. Some audio quality enhancing features, such as Voice over LTE and HD Voice have appeared and are often available on newer smartphones. Sound quality can remain a problem due to the design of the phone, the quality of the cellular network and compression algorithms used in long-distance calls. Audio quality can be improved using a VoIP application over Wi-Fi. Cellphones have small speakers so that the user can use a speakerphone feature and talk to a person on the phone without holding it to their ear. The small speakers can also be used to listen to digital audio files of music or speech or watch videos with an audio component, without holding the phone close to the ear. However, integrated speakers may be small and of restricted sound quality to conserve space. Some mobile phones such as the HTC One M8 and the Sony Xperia Z2 are equipped with stereophonic speakers to create spacial sound when in horizontal orientation. The 3.5mm headphone receptible (coll. "headphone jack") allows the immediate operation of passive headphones, as well as connection to other external auxiliary audio appliances. Among devices equipped with the connector, it is more commonly located at the bottom (charging port side) than on the top of the device. The decline of the connector's availability among newly released mobile phones among all major vendors commenced in 2016 with its lack on the Apple iPhone 7. An adapter reserving the charging port can retrofit the plug. Battery-powered, wireless Bluetooth headphones are an alternative. Those tend to be costlier however due to their need for internal hardware such as a Bluetooth transceiver and a battery with a charging controller, and a Bluetooth coupling is required ahead of each operation. Smartphones typically feature lithium-ion or lithium-polymer batteries due to their high energy densities. Batteries chemically wear down as a result of repeated charging and discharging throughout ordinary usage, losing both energy capacity and output power, which results in loss of processing speeds followed by system outages. Battery capacity may be reduced to 80% after few hundred recharges, and the drop in performance accelerates with time. Some mobile phones are designed with batteries that can be interchanged upon expiration by the end user, usually by opening the back cover. While such a design had initially been used in most mobile phones, including those with touch screen that were not Apple iPhones, it has largely been usurped throughout the 2010s by permanently built-in, non-replaceable batteries; a design practice criticized for planned obsolescence. Due to limitations of electrical currents that existing USB cables' copper wires could handle, charging protocols which make use of elevated voltages such as Qualcomm Quick Charge and MediaTek Pump Express have been developed to increase the power throughput for faster charging, to maximize the usage time without restricted ergonomy and to minimize the time a device needs to be attached to a power source. The smartphone's integrated charge controller (IC) requests the elevated voltage from a supported charger. "VOOC" by Oppo, also marketed as "dash charge", took the counter approach and increased current to cut out some heat produced from internally regulating the arriving voltage in the end device down to the battery's charging terminal voltage, but is incompatible with existing USB cables, as it requires the thicker copper wires of high-current USB cables. Later, USB Power Delivery (USB-PD) was developed with the aim to standardize the negotiation of charging parameters across devices of up to 100 Watts, but is only supported on cables with USB-C on both endings due to the connector's dedicated PD channels. While charging rates have been increasing, with 15 watts in 2014, 20 Watts in 2016, and 45 watts in 2018, the power throughput may be throttled down significantly during operation of the device.[b] Wireless charging has been widely adapted, allowing for intermittent recharging without wearing down the charging port through frequent reconnection, with Qi being the most common standard, followed by Powermat. Due to the lower efficiency of wireless power transmission, charging rates are below that of wired charging, and more heat is produced at similar charging rates. By the end of 2017, smartphone battery life has become generally adequate; however, earlier smartphone battery life was poor due to the weak batteries that could not handle the significant power requirements of the smartphones' computer systems and color screens. Smartphone users purchase additional chargers for use outside the home, at work, and in cars and by buying portable external "battery packs". External battery packs include generic models which are connected to the smartphone with a cable, and custom-made models that "piggyback" onto a smartphone's case. In 2016, Samsung had to recall millions of the Galaxy Note 7 smartphones due to an explosive battery issue. For consumer convenience, wireless charging stations have been introduced in some hotels, bars, and other public spaces. A technique to minimize power consumption is the panel self-refresh, whereby the image to be shown on the display is not sent at all times from the processor to the integrated controller (IC) of the display component, but only if the information on screen is changed. The display's integrated controller instead memorizes the last screen contents and refreshes the screen by itself. This technology was introduced around 2014 and has reduced power consumption by a few hundred milliwatts. Cameras have become standard features of smartphones. As of 2019[update] phone cameras are now a highly competitive area of differentiation between models, with advertising campaigns commonly based on a focus on the quality or capabilities of a device's main cameras. Images are usually saved in the JPEG file format; some high-end phones since the mid-2010s also have RAW imaging capability. Typically smartphones have at least one main rear-facing camera and a lower-resolution front-facing camera for "selfies" and video chat. Owing to the limited depth available in smartphones for image sensors and optics, rear-facing cameras are often housed in a "bump" that is thicker than the rest of the phone. Since increasingly thin mobile phones have more abundant horizontal space than the depth that is necessary and used in dedicated cameras for better lenses, there is additionally a trend for phone manufacturers to include multiple cameras, with each optimized for a different purpose (telephoto, wide angle, etc.). Viewed from back, rear cameras are commonly located at the top center or top left corner. A cornered location benefits by not requiring other hardware to be packed around the camera module while increasing ergonomy, as the lens is less likely to be covered when held horizontally. Modern advanced smartphones have cameras with optical image stabilisation (OIS), larger sensors, bright lenses, and even optical zoom plus RAW images. HDR, "Bokeh mode" with multi lenses and multi-shot night modes are now also familiar. Many new smartphone camera features are being enabled via computational photography image processing and multiple specialized lenses rather than larger sensors and lenses, due to the constrained space available inside phones that are being made as slim as possible. Some mobile phones such as the Samsung i8000 Omnia 2, some Nokia Lumias and some Sony Xperias are equipped with a physical camera shutter button. Those with two pressure levels resemble the point-and-shoot intuition of dedicated compact cameras. The camera button may be used as a shortcut to quickly and ergonomically launch the camera software, as it is located more accessibly inside a pocket than the power button. Back covers of smartphones are typically made of polycarbonate, aluminium, or glass. Polycarbonate back covers may be glossy or matte, and possibly textured, like dotted on the Galaxy S5 or leathered on the Galaxy Note 3 and Note 4. While polycarbonate back covers may be perceived as less "premium" among fashion- and trend-oriented users, its utilitarian strengths and technical benefits include durability and shock absorption, greater elasticity against permanent bending like metal, inability to shatter like glass, which facilitates designing it removable; better manufacturing cost efficiency, and no blockage of radio signals or wireless power like metal. A wide range of accessories are sold for smartphones, including cases, memory cards, screen protectors, chargers, wireless power stations, USB On-The-Go adapters (for connecting USB drives and or, in some cases, a HDMI cable to an external monitor), MHL adapters, add-on batteries, power banks, headphones, combined headphone-microphones (which, for example, allow a person to privately conduct calls on the device without holding it to the ear), and Bluetooth-enabled powered speakers that enable users to listen to media from their smartphones wirelessly. Cases range from relatively inexpensive rubber or soft plastic cases which provide moderate protection from bumps and good protection from scratches to more expensive, heavy-duty cases that combine a rubber padding with a hard outer shell. Some cases have a "book"-like form, with a cover that the user opens to use the device; when the cover is closed, it protects the screen. Some "book"-like cases have additional pockets for credit cards, thus enabling people to use them as wallets. Accessories include products sold by the manufacturer of the smartphone and compatible products made by other manufacturers. However, some companies, like Apple, stopped including chargers with smartphones in order to "reduce carbon footprint", etc., causing many customers to pay extra for charging adapters. Software A mobile operating system (or mobile OS) is an operating system for phones, tablets, smartwatches, or other mobile devices. Globally, Android and IOS are the two most used mobile operating systems based on usage share, with the former having been the best selling OS globally on all devices since 2013. Mobile operating systems combine features of a personal computer operating system with other features useful for mobile or handheld use; usually including, and most of the following considered essential in modern mobile systems; a touchscreen, cellular, Bluetooth, Wi-Fi Protected Access, Wi-Fi, Global Positioning System (GPS) mobile navigation, video- and single-frame picture cameras, speech recognition, voice recorder, music player, near-field communication, and infrared blaster. By Q1 2018, over 383 million smartphones were sold with 85.9 percent running Android, 14.1 percent running iOS and a negligible number of smartphones running other OSes. Android alone is more popular than the popular desktop operating system Windows, and in general, smartphone use (even without tablets) exceeds desktop use. Other well-known mobile operating systems are Flyme OS and Harmony OS. Mobile devices with mobile communications abilities (e.g., smartphones) contain two mobile operating systems—the main user-facing software platform is supplemented by a second low-level proprietary real-time operating system which operates the radio and other hardware. Research has shown that these low-level systems may contain a range of security vulnerabilities permitting malicious base stations to gain high levels of control over the mobile device. A mobile app is a computer program designed to run on a mobile device, such as a smartphone. The term "app" is a short-form of the term "software application". The introduction of Apple's App Store for the iPhone and iPod Touch in July 2008 popularized manufacturer-hosted online distribution for third-party applications (software and computer programs) focused on a single platform. There are a huge variety of apps, including video games, music products and business tools. Up until that point, smartphone application distribution depended on third-party sources providing applications for multiple platforms, such as GetJar, Handango, Handmark, and PocketGear. Following the success of the App Store, other smartphone manufacturers launched application stores, such as Google's Android Market (later renamed to the Google Play Store) and RIM's BlackBerry App World, Android-related app stores like Aptoide, Cafe Bazaar, F-Droid, GetJar, and Opera Mobile Store. In February 2014, 93% of mobile developers were targeting smartphones first for mobile app development. List of current smartphone brands Sales Since 1996, smartphone shipments have had positive growth. In November 2011, 27% of all photographs created were taken with camera-equipped smartphones. In September 2012, a study concluded that 4 out of 5 smartphone owners use the device to shop online. Global smartphone sales surpassed the sales figures for feature phones in early 2013. Worldwide shipments of smartphones topped 1 billion units in 2013, up 38% from 2012's 725 million, while comprising a 55% share of the mobile phone market in 2013, up from 42% in 2012. In 2013, smartphone sales began to decline for the first time. In Q1 2016 for the first time the shipments dropped by 3 percent year on year. The situation was caused by the maturing China market. A report by NPD shows that fewer than 10% of US citizens have spent $1,000 or more on smartphones, as they are too expensive for most people, without introducing particularly innovative features, and amid Huawei, Oppo and Xiaomi introducing products with similar feature sets for lower prices. In 2019, smartphone sales declined by 3.2%, the largest in smartphone history, while China and India were credited with driving most smartphone sales worldwide. It is predicted that widespread adoption of 5G will help drive new smartphone sales. It is also predicted that prices of smartphones may go higher due to global AI Chip shortage which may effect the sales also. In 2011, Samsung had the highest shipment market share worldwide, followed by Apple. In 2013, Samsung had 31.3% market share, a slight increase from 30.3% in 2012, while Apple was at 15.3%, a decrease from 18.7% in 2012. Huawei, LG and Lenovo were at about 5% each, significantly better than 2012 figures, while others had about 40%, the same as the previous years figure. Only Apple lost market share, although their shipment volume still increased by 12.9%; the rest had significant increases in shipment volumes of 36 to 92%. In Q1 2014, Samsung had a 31% share and Apple had 16%. In Q4 2014, Apple had a 20.4% share and Samsung had 19.9%. In Q2 2016, Samsung had a 22.3% share and Apple had 12.9%. In Q1 2017, IDC reported that Samsung was first placed, with 80 million units, followed by Apple with 50.8 million, Huawei with 34.6 million, Oppo with 25.5 million and Vivo with 22.7 million. Samsung's mobile business is half the size of Apple's, by revenue. Apple business increased very rapidly in the years 2013 to 2017. Realme, a brand owned by Oppo, is the fastest-growing phone brand worldwide since Q2 2019. In China, Huawei and Honor, a brand owned by Huawei, have 46% of market share combined and posted 66% annual growth as of 2019[update], amid growing Chinese nationalism. In 2019, Samsung had a 74% market share of 5G smartphones in South Korea. In the first quarter of 2024, global smartphone shipments rose by 7.8% to 289.4 million units. Samsung, with a 20.8% market share, overtook Apple to become the leading smartphone manufacturer. Apple's smartphone shipments dropped 10%. Xiaomi secured the third spot with a 14.1% market share. Use The rise in popularity of touchscreen smartphones and mobile apps distributed via app stores along with rapidly advancing network, mobile processor, and storage technologies led to a convergence where separate mobile phones, organizers, and portable media players were replaced by a smartphone as the single device most people carried. Advances in digital camera sensors and on-device image processing software more gradually led to smartphones replacing simpler cameras for photographs and video recording. The built-in GPS capabilities and mapping apps on smartphones largely replaced stand-alone satellite navigation devices, and paper maps became less common. Mobile gaming on smartphones greatly grew in popularity, allowing many people to use them in place of handheld game consoles, and some companies tried creating game console/phone hybrids based on phone hardware and software. People frequently have chosen not to get fixed-line telephone service in favor of smartphones. Music streaming apps and services have grown rapidly in popularity, serving the same use as listening to music stations on a terrestrial or satellite radio. Streaming video services are easily accessed via smartphone apps and can be used in place of watching television. People have often stopped wearing wristwatches in favor of checking the time on their smartphones, and many use the clock features on their phones in place of alarm clocks. Mobile phones can also be used as a digital note taking, text editing and memorandum device whose computerization facilitates searching of entries. Additionally, in many lesser technologically developed regions smartphones are people's first and only means of Internet access due to their portability,[failed verification] with personal computers being relatively uncommon outside of business use. The cameras on smartphones can be used to photograph documents and send them via email or messaging in place of using fax (facsimile) machines. Payment apps and services on smartphones allow people to make less use of wallets, purses, credit and debit cards, and cash. Mobile banking apps can allow people to deposit checks simply by photographing them, eliminating the need to take the physical check to an ATM or teller. Guide book apps can take the place of paper travel and restaurant/business guides, museum brochures, and dedicated audio guide equipment. In many countries, mobile phones are used to provide mobile banking services, which may include the ability to transfer cash payments by secure SMS text message. Kenya's M-PESA mobile banking service, for example, allows customers of the mobile phone operator Safaricom to hold cash balances which are recorded on their SIM cards. Cash can be deposited or withdrawn from M-PESA accounts at Safaricom retail outlets located throughout the country and can be transferred electronically from person to person and used to pay bills to companies. Branchless banking has been successful in South Africa and the Philippines. A pilot project in Bali was launched in 2011 by the International Finance Corporation and an Indonesian bank, Bank Mandiri. Another application of mobile banking technology is Zidisha, a US-based nonprofit micro-lending platform that allows residents of developing countries to raise small business loans from Web users worldwide. Zidisha uses mobile banking for loan disbursements and repayments, transferring funds from lenders in the United States to borrowers in rural Africa who have mobile phones and can use the Internet. Mobile payments were first trialled in Finland in 1998 when two Coca-Cola vending machines in Espoo were enabled to work with SMS payments. Eventually, the idea spread and in 1999, the Philippines launched the country's first commercial mobile payments systems with mobile operators Globe and Smart. Some mobile phones can make mobile payments via direct mobile billing schemes, or through contactless payments if the phone and the point of sale support near-field communication (NFC). Enabling contactless payments through NFC-equipped mobile phones requires the co-operation of manufacturers, network operators, and retail merchants. Some apps allows for sending and receiving facsimile (fax), over a smartphone, including facsimile data (composed of raster bi-level graphics) generated directly and digitally from document and image file formats. Films are increasingly made using smartphones and tablets, leading to the rise of dedicated film festivals for such films, including the SmartFone Flick Fest in Sydney, Australia; Dublin Smartphone Film Festival; the International Mobil Film Festival based in San Diego; the Spanish festival Cinephone – Festival Internacional de Cine con Smartphone; the African Smartphone International Film Festival; Toronto Smartphone Film Festival; New York Mobile Film Festival; and others. Criticism and issues Cobalt and lithium are needed in order to manufacture smartphones' rechargeable batteries. Workers in cobalt and lithium mining, including children, suffer injuries, amputations, and death as the result of the hazardous working conditions and mine tunnel collapses in the Democratic Republic of the Congo during artisanal mining of cobalt. Reports indicate that thousands of artisanal lithium diggers are working in unsafe conditions, with reports of child labour and miners being buried by a mine collapse, also in Zimbabwe; and suspected corruption cases in Namibia and the Democratic Republic of the Congo. In 2019 a lawsuit was filed against Apple and other tech companies for the use of child labor in mining cobalt; in 2024 the court ruled that the companies were not liable. Apple announced it would convert to using recycled cobalt by 2025. In 2012, University of Southern California study found that unprotected adolescent sexual activity was more common among owners of smartphones. A study conducted by the Rensselaer Polytechnic Institute's (RPI) Lighting Research Center (LRC) concluded that smartphones, or any backlit devices, can seriously affect sleep cycles. Some persons might become psychologically attached to smartphones, resulting in anxiety when separated from the devices. A "smombie" (a combination of "smartphone" and "zombie") is a walking person using a smartphone and not paying attention as they walk, possibly risking an accident in the process, an increasing social phenomenon. The issue of slow-moving smartphone users led to the temporary creation of a "mobile lane" for walking in Chongqing, China. The issue of distracted smartphone users led the city of Augsburg, Germany, to embed pedestrian traffic lights in the pavement. Mobile phone use while driving—including calling, text messaging, playing media, web browsing, gaming, using mapping apps or operating other phone features—is common but controversial, since it is widely considered dangerous due to what is known as distracted driving. Being distracted while operating a motor vehicle has been shown to increase the risk of accidents. In September 2010, the US National Highway Traffic Safety Administration (NHTSA) reported that 995 people were killed by drivers distracted by phones. In March 2011 a US insurance company, State Farm Insurance, announced the results of a study which showed 19% of drivers surveyed accessed the Internet on a smartphone while driving. Many jurisdictions prohibit the use of mobile phones while driving. In Egypt, Israel, Japan, Portugal and Singapore, both handheld and hands-free calling on a mobile phone (which uses a speakerphone) is banned. In other countries, including the UK and France, and in many US states, calling is only banned on handheld phones, while hands-free calling is permitted. A 2011 study reported that over 90% of college students surveyed text (initiate, reply or read) while driving. The scientific literature on the danger of driving while sending a text message from a mobile phone, or texting while driving, is limited. A simulation study at the University of Utah found a sixfold increase in distraction-related accidents when texting. Due to the complexity of smartphones that began to grow more after, this has introduced additional difficulties for law enforcement officials when attempting to distinguish one usage from another in drivers using their devices. This is more apparent in countries which ban both handheld and hands-free usage, rather than those which ban handheld use only, as officials cannot easily tell which function of the phone is being used simply by looking at the driver. This can lead to drivers being stopped for using their device illegally for a call when, in fact, they were using the device legally, for example, when using the phone's incorporated controls for car stereo, GPS or satnav. A 2010 study reviewed the incidence of phone use while cycling and its effects on behavior and safety. In 2013 a national survey in the US reported the number of drivers who reported using their phones to access the Internet while driving had risen to nearly one of four. A study conducted by the University of Vienna examined approaches for reducing inappropriate and problematic use of mobile phones, such as using phones while driving. Accidents involving a driver being distracted by being in a call on a phone have begun to be prosecuted as negligence similar to speeding. In the United Kingdom, from 27 February 2007, motorists who are caught using a handheld phone while driving will have three penalty points added to their license in addition to the fine of £60. This increase was introduced to try to stem the increase in drivers ignoring the law. Japan prohibits all use of phones while driving, including use of hands-free devices. New Zealand has banned handheld phone use since 1 November 2009. Many states in the United States have banned text messaging on phones while driving. Illinois became the 17th American state to enforce this law. As of July 2010[update], 30 states had banned texting while driving, with Kentucky becoming the most recent addition on July 15. Public Health Law Research maintains a list of distracted driving laws in the United States. This database of laws provides a comprehensive view of the provisions of laws that restrict the use of mobile devices while driving for all 50 states and the District of Columbia between 1992, when first law was passed through December 1, 2010. The dataset contains information on 22 dichotomous, continuous or categorical variables including, for example, activities regulated (e.g., texting versus talking, hands-free versus handheld calls, web browsing, gaming), targeted populations, and exemptions. A "patent war" between Samsung and Apple started when the latter claimed that the original Galaxy S Android phone copied the interface—and possibly the hardware—of Apple's iOS for the iPhone 3GS. There was also smartphone patents licensing and litigation involving Sony Mobile, Google, Apple Inc., Samsung, Microsoft, Nokia, Motorola, HTC, Huawei and ZTE, among others. The conflict is part of the wider "patent wars" between multinational technology and software corporations. To secure and increase market share, companies granted a patent can sue to prevent competitors from using the methods the patent covers. Since the 2010s the number of lawsuits, counter-suits, and trade complaints based on patents and designs in the market for smartphones, and devices based on smartphone operating systems such as Android and iOS, has increased significantly. Initial suits, countersuits, rulings, license agreements, and other major events began in 2009 as the smartphone market stated to grow more rapidly by 2012. With the rise in number of mobile medical apps in the market place, government regulatory agencies raised concerns on the safety of the use of such applications. These concerns were transformed into regulation initiatives worldwide with the aim of safeguarding users from untrusted medical advice. According to the findings of these medical experts in recent years, excessive smartphone use in society may lead to headaches, sleep disorders and insufficient sleep, while severe smartphone addiction may lead to physical health problems, such as hunchback, muscle relaxation and uneven nutrition. There is a debate about beneficial and detrimental impacts of smartphones or smartphone-uses on cognition and mental health. Smartphone malware is easily distributed through an insecure app store. Often, malware is hidden in pirated versions of legitimate apps, which are then distributed through third-party app stores. Malware risk also comes from what is known as an "update attack", where a legitimate application is later changed to include a malware component, which users then install when they are notified that the app has been updated. As well, one out of three robberies in 2012 in the United States involved the theft of a mobile phone. An online petition has urged smartphone makers to install kill switches in their devices. In 2014, Apple's "Find my iPhone" and Google's "Android Device Manager" can locate, disable, and wipe the data from phones that have been lost or stolen. With BlackBerry Protect in OS version 10.3.2, devices can be rendered unrecoverable to even BlackBerry's own Operating System recovery tools if incorrectly authenticated or dissociated from their account. Leaked documents from 2013 to 2016 codenamed Vault 7 detail the capabilities of the United States Central Intelligence Agency (CIA) to perform electronic surveillance and cyber warfare, including the ability to compromise the operating systems of most smartphones (including iOS and Android). In 2021, journalists and researchers reported the discovery of spyware, called Pegasus, developed and distributed by a private company which can and has been used to infect iOS and Android smartphones often—partly via use of 0-day exploits—without the need for any user-interaction or significant clues to the user and then be used to exfiltrate data, track user locations, capture film through its camera, and activate the microphone at any time. Analysis of data traffic by popular smartphones running variants of Android found substantial by-default data collection and sharing with no opt-out by this pre-installed software. Guidelines for mobile device security were issued by NIST and many other organizations. For conducting a private, in-person meeting, at least one site recommends that the user switch the smartphone off and disconnect the battery. Using smartphones late at night can disturb sleep, due to the blue light and brightly lit screen, which affects melatonin levels and sleep cycles. In an effort to alleviate these issues, "Night Mode" functionality to change the color temperature of a screen to a warmer hue based on the time of day to reduce the amount of blue light generated became available through several apps for Android and the f.lux software for jailbroken iPhones. iOS 9.3 integrated a similar, system-level feature known as "Night Shift." Several Android device manufacturers bypassed Google's initial reluctance to make Night Mode a standard feature in Android and included software for it on their hardware under varying names, before Android Oreo added it to the OS for compatible devices. It has also been theorized that for some users, addiction to use of their phones, especially before they go to bed, can result in "ego depletion." Many people also use their phones as alarm clocks, which can also lead to loss of sleep. Restrictions and bans In some countries authorities make efforts to reduce digital device use, including smartphones among students. "There is significant scientific and medical proof that smartphone addiction has extremely harmful effects on students’ brain development and emotional growth," Cho Jung-hun, who introduced the bill in South Korea told the BBC. Not all students agree this will solve the problem. "Rather than simply taking phones away, I think the first step should be teaching students what they can do without them," said Seo Min-joon, an 18-year-old high schooler. Another student, aged 13, said that he doesn’t have time to be addicted to his phone due to an overloaded schedule. In 2024–2025 Australia and France began to advance legislation which prohibits entirely the use of social media by children under the age of 15–16. In Australia the law will come into effect from 2026. Replacement of dedicated digital cameras As the 2010s decade commenced, the sale figures of dedicated compact cameras decreased sharply since mobile phone cameras were increasingly perceived as serving as a sufficient surrogate camera. Increases in computing power in mobile phones enabled fast image processing and high-resolution filming, with 1080p Full HD being achieved in 2011 and the barrier to 2160p 4K being breached in 2013. However, due to design and space limitations, smartphones lack several features found even on low-budget compact cameras, including a hot-swappable memory card and battery for nearly uninterrupted operation, physical buttons and knobs for focusing and capturing and zooming, a bolt thread tripod mount, a capacitor-charged xenon flash that exceeds the brightness of smartphones' LED flashlights, and an ergonomic grip for steadier holding during handheld shooting, which enables longer exposure times. Since dedicated cameras can be more spacious, they can house larger image sensors and feature optical zooming. Since the late 2010s, smartphone manufacturers have bypassed the lack of optical zoom to a limited extent by incorporating additional rear cameras with fixed magnification levels. Lifespan In mobile phones released since the second half of the 2010s, operational life span commonly is limited by built-in batteries which are not designed to be interchangeable. The life expectancy of batteries depends on usage intensity of the powered device, where activity (longer usage) and tasks demanding more energy expire the battery earlier. Lithium-ion and lithium-polymer batteries, those commonly powering portable electronics, additionally wear down more from fuller charge and deeper discharge cycles, and when unused for an extended amount of time while depleted, where self-discharging may lead to a harmful depth of discharge. Manufacturers have prevented some smartphones from operating after repairs, by associating components' unique serial numbers to the device so it will refuse to operate or disable some functionality in case of a mismatch that would occur after a replacement. Locking of the serial number was first documented in 2015 on the iPhone 6, which would become inoperable from a detected replacement of the "home" button. Later, some functionality was restricted on Apple and Samsung smartphones when a battery replacement not authorized by the vendor was detected. See also Notes References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Digital_Trends] | [TOKENS: 821] |
Contents Digital Trends Digital Trends is a Portland, Oregon-based tech news, lifestyle, and information website that publishes news, reviews, guides, how-to articles, descriptive videos and podcasts about technology and consumer electronics products. With offices in Portland, Oregon, New York City, Chicago, and other locations, Digital Trends is operated by Digital Trends Media Group, a media company that also publishes Digital Trends Español, focusing on Spanish speakers worldwide, and a men's lifestyle site The Manual.[citation needed] The site offers reviews and information on a wide array of products that have been shaped by technology. That includes consumer electronics products such as smartphones, video games and systems, laptops, PCs and peripherals, televisions, home theater systems, digital cameras, video cameras, tablets, and more. According to third-party web analytics provider SimilarWeb, the site received over 40 million visits per month As of June 2018[update]. From 2014 to 2021, Digital Trends' editorial team was led by Editor-in-chief Jeremy Kaplan and guided by Co-founders Ian Bell and Dan Gaul. Kaplan left the site in May of 2021. The website's About Us page lists former Mobile Section Editor Andrew Martonik as "interim editor in chief." History Ian Bell and Dan Gaul founded Digital Trends in June 2006 in Lake Oswego, Oregon. In May 2009, Digital Trends moved its headquarters from Lake Oswego into the US Bancorp Tower in Downtown Portland, Oregon. The company opened a second office in New York City in 2012. Digital Trends is a privately funded and owned corporation. Digital Trends en Español, a Spanish-language version of the site that offers original reporting focusing on the spanish speaking consumers worldwide, was launched in December 2014. Editor-in-Chief Juan Garcia leads an international team, among them Milenka Pena, an Emmy Award nominee and Silver Done Award recipient, who works as the News Editor for the Spanish site.[citation needed] Digital Trends saw a surge in popularity in recent years; the site claimed a 100-percent increase in traffic in September 2015, reaching over 24 million unique readers globally and more than 13 million U.S. readers. It currently reaches approximately 30 million readers per month, who view over 100 million pages.[citation needed] In addition to growth, 2015 saw a series of changes for Digital Trends. The site expanded its awards program to include several international trade shows, including Mobile World Congress in Barcelona and IFA in Berlin. It also launched its first car of the year awards and Smart Home awards, underscoring the site's growing investment in these areas. The company also launched DT Design, an in-house creative ad agency, to focus on branded content and high-impact advertising units. In late summer of 2016, Re/Code reported on a deal with Conde Nast to acquire Digital Trends for $120 million, noting that the site is expected to generate $30 million in revenue this year and around $6 million in profit. Bell denied that his company was in talks, but acknowledged that the company "is periodically approached by would-be buyers." Digiday wrote about the deal as well, comparing the site's traffic to "such properties as the Purch network, CNET and The Verge, and ahead of USA Today Tech, Yahoo! Tech, and Business Insider's Tech Insider." In June 2020, as Digital Trends posted Black Lives Matter support statements, employees observed racial bias at a "Gin and Juice" party in 2018 and harassment at a 2017 holiday party. CEO Ian Bell noted "I'm not a proponent of cancel culture." In 2020, Gresham, Oregon Mayor Travis Stovall joined Digital Trends' board of directors. As of 2021, Digital Trends built its advertising business around data, including intent-based audience segmentation. The company partnered with Valnet, the parent of Screen Rant, to pool resources and target larger news audiences. See also References External links • Official website |
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[SOURCE: https://en.wikipedia.org/wiki/Maye_Musk] | [TOKENS: 1439] |
Contents Maye Musk Maye Musk (née Haldeman; born April 19, 1948) is a model and dietitian. She has been a model for 50 years, appearing on the covers of magazines, including a Time magazine health edition, Women's Day, international editions of Vogue, and Sports Illustrated Swimsuit Issue. She is the mother of Elon Musk, Kimbal Musk and Tosca Musk. She holds Canadian, South African and American citizenship. She is a registered dietitian and earned two master's degrees in diet and nutrition. Early life and career Maye Haldeman was born on April 19, 1948, in Regina, Saskatchewan, Canada, a twin and one of five children. Her grandfather, John Elon Haldeman, a Minnesota man, descended from Swiss Anabaptists who immigrated to English America in the 1720s. Her parents were Winnifred Josephine "Wyn" (Fletcher) and Joshua Norman Haldeman, also born in Minnesota, and who was a former director of Technocracy Incorporated, a former Regina chiropractor and amateur archaeologist, were adventurous and moved the family to Pretoria, South Africa, in 1950, and flew the family around the world in a prop plane in 1952. She has an older brother Scott who was born around 1942 in Canada, a twin sister Kaye, who is the mother of Russ Rive, who co-founded both SuperViz in 2018 and the Brazilian interactive media design company SuperUber in 2002, and the co-founders of SolarCity, Lyndon Rive and Peter Rive, and a younger brother Angkor Lee who was born in 1955. For over 10 years, the family spent time roaming the Kalahari Desert in search of its fabled Lost City of the Kalahari. Their parents gave slide shows and talks about their journeys. "My parents were very famous, but they were never snobs," she said. Joshua Haldeman was a political activist who ran for the Canadian Parliament for the Social Credit Party of Canada, and headed the Canadian branch of the Technocracy movement. As her parents were entrepreneurs, Haldeman started working at about 8 years of age, when she would "prepare her parents monthly bulletins and photocopy newsletters, and then put the stamps on the envelopes". By the age of 12, before and then after school, Haldeman worked as a receptionist alongside her twin sister for their father. As a young woman, Haldeman was a finalist in the 1969 Miss South Africa beauty competition. In 1970, she married Errol Musk, a South African engineer she met in high school. They had three children: Elon Musk, Kimbal Musk, and Tosca Musk. She named Elon after her American grandfather, John Elon Haldeman (born in Illinois). In 1979, she divorced Errol Musk. Two years later, Elon, who was about 10 at the time, decided to live with his father, as he had the Encyclopaedia Britannica and a computer, things which Maye could not afford to give the children as a single parent. Kimbal joined Elon four years later. After graduating from high school, Elon decided to move to Canada; in 1989, six months later, Maye moved to Canada with her daughter Tosca. Maye earned a master's degree in dietetics from the University of the Orange Free State (now University of the Free State) in South Africa. Her major was taught in Afrikaans, one of the four languages Musk now speaks. She later earned another master's degree in nutritional science from the University of Toronto. In 2023, she was given an honorary degree, a doctorate of dietetics, from the University of the Free State, where she earned her master's degree. Later life Her modelling career continued in Canada and the United States. She has appeared on boxes of Special K cereal, in Revlon ads, and in a Beyoncé video ("Haunted"). She appeared nude on both the cover of Time magazine for a health issue and the cover of New York magazine in 2011, the latter with a fake pregnant belly. She was on the cover of Elle Canada in 2012, and starred in advertisement campaigns for Target and Virgin America. In September 2017, she became CoverGirl's oldest spokesmodel at age 69, which one news story reported as "making history". In 2022, at age 74, she was the oldest Sports Illustrated swimsuit model to date, appearing on the cover of the annual issue. In addition to modelling, she has a business as a dietitian and gives presentations worldwide. She wrote a memoir titled A Woman Makes a Plan: Advice for a Lifetime of Adventure, Beauty, and Success (2019). Maye had written Feel Fantastic – Maye Musk's Good Health Clinic, which was published in 1996. It enumerated healthy habits and lifestyle changes for healthy ageing. In an interview with Forbes magazine, Musk said her greatest achievement was "having three great kids and surviving". In 2021, she was one of the guests at Lady Kitty Spencer's wedding. Maye Musk appeared alongside her son Elon on Saturday Night Live on May 8, 2021, the day before Mother's Day. In April 2023, Musk received an honorary doctorate from the University of the Free State in South Africa for her work as a dietitian. Since at least 2023, Maye Musk has developed a large following in China, where she has "star status" and is seen as a role model. She is on billboards, magazine covers, speaking events, and she represents at least five major Chinese brands in advertising. Her image "carries an element of successful parenting, attracting a significant number of mothers among her followers". Concerns have been raised in the US that she is so close to President Trump, through her son Elon, that she may be a security risk. The FBI normally scrutinizes the foreign contacts of presidential advisers and their family members before granting security clearances, but no such clearances are known to exist for Maye. There is no evidence that she has sought to influence US Government policy, according to a New York Times article from March 2025. Politics When Maye Musk became an American citizen, she registered as Democrat. However, she said that after unnamed Democrats spoke poorly of her son, Elon Musk, she changed her party affiliation to Republican, calling the Democratic Party "malicious and dishonest". In October 2024, Maye Musk made a post on X recommending Republican voters should be voting multiple times under false names in the 2024 presidential election, purporting that Democrats were already doing so using "illegals". She was cautioned by lawyers that her post constituted a criminal act, and that she could be legally prosecuted for criminal conspiracy if anyone followed her recommendation. She then said readers should "ignore" the post. References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Preternatural] | [TOKENS: 1006] |
Contents Preternatural The preternatural (or praeternatural) is that which appears outside, beside or beyond (Latin: præter) the natural. It is "suspended between the mundane and the miraculous". In theology, the term is often used to distinguish marvels or deceptive trickery, often attributed to witchcraft or demons, from purely divine power of genuinely supernatural origin that transcends the laws of nature. Preternatural is also used to describe gifts such as immortality, possessed by Adam and Eve before the fall of man into original sin, and the power of flight that angels are thought to have. In the early modern period, the term was used by scientists to refer to abnormalities and strange phenomena of various kinds that seemed to depart from the norms of nature. Theology Medieval theologians made a clear distinction between the natural, the preternatural and the supernatural. Thomas Aquinas argued that the supernatural consists in "God’s unmediated actions"; the natural is "what happens always or most of the time"; and the preternatural is "what happens rarely, but nonetheless by the agency of created beings...Marvels belong, properly speaking, to the realm of the preternatural." Theologians, following Aquinas, argued that only God had the power to disregard the laws of nature that He has created, but that demons could manipulate the laws of nature by a form of trickery, to deceive the unwary into believing they had experienced real miracles. According to historian Lorraine Daston, Although demons, astral intelligences, and other spirits might manipulate natural causes with superhuman dexterity and thereby work marvels, as mere creatures they could never transcend from the preternatural to the supernatural and work genuine miracles. By the 16th century, the term "preternatural" was increasingly used to refer to demonic activity comparable to the use of magic by human adepts: The Devil, "being a natural Magician ... may perform many acts in ways above our knowledge, though not transcending our natural power." According to the philosophy of the time, preternatural phenomena were not contrary to divine law, but used hidden, or occult powers that violated the normal pattern of natural phenomena. Orestes Brownson, in his nineteenth-century autobiographical novel The Spirit-Rapper, has the Christian apologist Mr. Merton say "Man has a double nature, is composed of body and soul ... A supernatural power assists him to rise; a preternatural power assists him, so to speak, to descend". Science With the emergence of early modern science, the concept of the preternatural increasingly came to be used to refer to strange or abnormal phenomena that seemed to violate the normal working of nature, but which were not associated with magic and witchcraft. This was a development of the idea that preternatural phenomena were fake miracles. As Daston puts it, "To simplify the historical sequence somewhat: first, preternatural phenomena were demonized and thereby incidentally naturalized; then the demons were deleted, leaving only the natural causes." The use of the term was especially common in medicine, for example in John Brown's A Compleat Treatise of Preternatural Tumours (1678), or William Smellie's A Collection of Preternatural Cases and Observations in Midwifery (1754). In the 19th century the term was appropriated in anthropology to refer to folk beliefs about fairies, trolls and other such creatures which were not thought of as demonic, but which were perceived to affect the natural world in unpredictable ways. According to Thorstein Veblen, such preternatural agents were often thought of as forces somewhere between supernatural beings and material processes. "The preternatural agency is not necessarily conceived to be a personal agent in the full sense, but it is an agency which partakes of the attributes of personality to the extent of somewhat arbitrarily influencing the outcome of any enterprise, and especially of any contest." The linguistic association between individual agents and unexplained or unfortunate circumstances remains. Many people attribute occurrences that are known to be material processes, such as "gremlins in the engine", a "bug in the machine", or attributing motives to objects: "the clouds are threatening". The anthropomorphism in our daily life is a combination of the above cultural stems, as well as the manifestation of our pattern-projecting minds.[original research?] Scholarship In 2011, Penn State Press began publishing a learned journal titled Preternature: Critical and Historical Studies on the Preternatural. Edited by Kirsten Uszkalo and Richard Raiswell, the journal is dedicated to publishing articles, reviews and short editions of original texts that deal with conceptions and perceptions of the preternatural in any culture and in any historical period. The journal covers "magics, witchcraft, spiritualism, occultism, prophecy, monstrophy, demonology, and folklore." See also References External links |
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[SOURCE: https://en.wikipedia.org/wiki/Sneferu] | [TOKENS: 2459] |
Contents Sneferu Sneferu or Soris (c. 2600 BC) was an ancient Egyptian monarch and the first pharaoh of the Fourth Dynasty of Egypt, during the earlier half of the Old Kingdom period (26th century BC). He introduced major innovations in the design and construction of pyramids, and at least three of his pyramids survive to this day. Estimates of his reign vary, with for instance The Oxford History of Ancient Egypt suggesting a reign from around 2613 to 2589 BC, a reign of 24 years, while Rolf Krauss suggests a 30-year reign, and Rainer Stadelmann a 48-year reign. Sneferu's name His name means "He has perfected me", from Ḥr-nb-mꜣꜥt-snfr-wj "Horus, Lord of Maat, has perfected me", and is sometimes read Snefru or Snofru. He is also known under his Hellenized name Soris (Koine Greek: Σῶρις by Manetho). Reign length The 24-year Turin Canon figure for Sneferu's reign is considered today to be an underestimate since this king's highest-known date is an inscription discovered at the Red Pyramid of Dahshur and mentioning Sneferu's 24th cattle count, corresponding to at least 24 full years. Sneferu, however, was known to have a minimum of at least three years after the cattle count dates: his years after the 10th, the 13th and the 18th count are attested at his Meidum pyramid. This would mean that Sneferu ruled Egypt a minimum of 27 full years. However, in the Palermo Stone, recto 6 at the bottom of the fragment shows the year of the 7th count of Sneferu while recto 7 on the same following row shows the year of the 8th count of Sneferu. Significantly, there is a previous mostly intact column for Sneferu in recto 5 which also mentions events in this king's reign in a specific year but does not mention the previous (6th) year. This column must, therefore, be dated to the year after the 6th count of Sneferu. Hence, Sneferu's reign would be a minimum of 28 years. Since there are many periods in Sneferu's reigns for which Egyptologists have few dates—only the years of the 2nd, 7th, 8th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 23rd and 24th count are known for Sneferu before one considers the years after his cattle counts—this pharaoh is most likely to have had a reign in excess of 30 years to manage to build three pyramids in his long rule but not 48 years since the cattle count was not regularly biannual during his kingship. (There are fewer years after the count dates known for Sneferu compared to year of the count or census dates.) Family and succession Sneferu was the first king of the Fourth Dynasty of ancient Egypt, who according to Manetho reigned for 24 years (2613–2589 BC). Manetho was an Egyptian priest, living in the third century BC, who categorized the pharaohs of dynastic Egypt into thirty-one dynasties. Though his schematic has its flaws, modern scholars conventionally follow his method of grouping. The Papyrus Prisse, a Middle Kingdom source, supports the fact that King Huni was indeed Sneferu's predecessor. It states that "the majesty of the king of Upper and Lower Egypt, Huni, came to the landing place (i.e., died), and the majesty of the king of Upper and Lower Egypt, Sneferu, was raised up as a beneficent king in this entire land..." Aside from Sneferu's succession, we learn from this text that later generations considered him to be a "beneficent" ruler. This idea may stem from the etymology of the king's name, for it can be interpreted as the infinitive "to make beautiful". It is uncertain whether Huni was Sneferu's father; however, the Cairo Annals Stone denotes that his mother may have been a woman named Meresankh. Hetepheres I was Sneferu's main wife and the mother of Khufu, the builder of the Great Pyramid on the Giza Plateau. Sons of Sneferu: Daughters of Sneferu: Building projects The most well known monuments from Sneferu's reign are the three pyramids he is considered to have built. In Dahshur: the Bent Pyramid and the Red Pyramid and in Meidum the Meidum pyramid. Under Sneferu, there was a major evolution in monumental pyramid structures, which would lead to Khufu's Great Pyramid, which would be seen as the pinnacle of the Egyptian Old Kingdom's majesty and splendour, and as one of the Seven Wonders of the Ancient World. The first of Sneferu's massive undertakings is the Pyramid at Meidum. There is some debate among scholars as to Sneferu's claim to the Meidum pyramid, and many used to credit its origin to King Huni. Nonetheless, the pyramid is a remarkable example of the progression of technology and ideology surrounding the king's burial site. The immense stone structure serves as physical testimony to the transition from the stepped pyramid structure to that of a "true" pyramid structure. Archaeological investigations of the pyramid show that it was first conceived as a seven-stepped structure, built in a similar manner to the Djoser complex at Saqqara. Modifications later were made to add another platform, and at an even later stage limestone facing was added to create the smooth, angled finish characteristic of a "true" pyramid. Complete with a descending northern passage, two underground chambers, and a burial vault, the pyramid mainly follows the conventions of previous tombs in most aspects other than one: instead of being situated underneath the colossal structure, the burial chamber is built directly within the main body albeit very near ground level. The Bent Pyramid, also known as the Rhomboidal or Blunted Pyramid, attests to an even greater increase in architectural innovations. As the name suggests, the angle of the inclination changes from 55° to about 43° in the upper levels of the pyramid. It is likely that the pyramid initially was not designed to be built this way, but was modified during construction due to unstable accretion layers. This took three construction phases to stabilize the pyramid. As a means of stabilising the structure, the top layers were laid horizontally, marking the abandonment of the step pyramid concept. The internal components of the Rhomboidal pyramid have also evolved. There are two entrances, one from the north and another from the west. The subterranean chambers are much larger, and distinguished by corbel walls and ceilings with more complex diagonal portcullis systems in place. J.P Lepre asserts: It is apparent that with the interior design of the Bent Pyramid the architect was groping and experimenting, taking maximum advantage of the huge volume of the monument (1.5 million m³), the largest pyramid constructed to that date. The satellite pyramid adjacent to Sneferu's Bent Pyramid introduces more change in the architecture of the time, when the passageway is built ascending westward (as opposed to the conventionally descending northward direction of the passages of previously built pyramids) towards the burial chambers. Egypt decided to open the Bent Pyramid for tourism in July 2019 for the first time since 1965. Tourists will be able to reach two 4600-year-old chambers through a 79-meter narrow tunnel built from the northern entrance of the pyramid. 18-meter-high "side pyramid", which is assumed that have been built for Sneferu's wife Hetepheres will also be accessible. It is the first time for this adjacent pyramid opened to the public after its excavation in 1956. Despite being Sneferu's final pyramid, the Red Pyramid has a more simple design compared to its predecessor, with some of the earlier internal innovations missing. Although the chambers and burial vaults are all present in the monument's main body, no ascending passageway has been excavated, nor is there evidence of a western entrance or diagonal portcullis. Although the absence of these features have dissuaded many archaeologists from further studying the Red Pyramid, Lepre is convinced that there are secret chambers waiting to be uncovered within the stone superstructure. In 1950, fragments of human remains were found in the passage way of the Red Pyramid and examined by Dr. Ahmed Mahmud el Batrawi. The remains and wrappings were found to be consistent with 4th dynasty mummification techniques. Whether these humain remains belong to Sneferu is uncertain.[citation needed] Considering that the remains of King Sneferu have not yet been found or positively identified, it still may be possible that his sarcophagus and actual mummy lie hidden in his Red Pyramid in a hidden chamber. Lepre claims: "the Red pyramid remains one of the chief pyramids that may possibly contain secret chambers, not the least of which may be the true burial chamber of King Sneferu himself." Sneferu's architectural innovations served as a catalyst for later pyramid builders to build on. The first king of the fourth dynasty set a challenging precedent for his successors to match, and only Khufu's Great Pyramid can rival Sneferu's accomplishments. As time progressed and ideology changed in Ancient Egypt, the monuments of the kings decreased greatly in size. As the Pyramid of Menkaure is only a fraction of the size of the previous pyramids, the focus of Egyptian ideology might have shifted from the worship of the king to the direct worship of the sun god, Ra. Foreign relations To enable Sneferu to undertake such massive building projects, he would have had to secure an extensive store of labour and materials. According to Guillemette Andreu, this is where the king's foreign policy played a large part. Sneferu's conquests into Libya and Nubia served two purposes: the first goal was to establish an extensive labour force, and the second goal was to gain access to the raw materials and special products that were available in these countries. This is alluded to in the Palermo Stone: building a 100-cubit 'adoring the two lands' boat and 60 'sixteener' royal boats (of) cedar; smiting Nubia, bringing (in tribute) 7000 male and female live captives, 200,000 sheep and goats; building the wall of the south and north-land called 'the mansions of Sneferu'; bringing 40 ships laden? (with) pine-wood 2 cubits, two fingers According to this inscription, Sneferu was able to capture large numbers of people from other nations, make them his prisoners and then add them into his labour force. During his raids into Nubia and Libya, he also captured cattle for the sustenance of his massive labour force. Such incursions must have been incredibly devastating to the populations of the raided countries, and it is suggested that the campaigns into Nubia may have contributed to the dissemination of the A-Group culture of that region. Sneferu's military efforts in ancient Libya led to the capture of 11,000 prisoners and 13,100 head of cattle. Aside from the extensive import of cedar (most likely from Lebanon) described above, there is evidence of activity in the turquoise mines on the Sinai Peninsula. There would also have been large-scale quarrying projects to provide Sneferu with the stone he needed for his pyramids. See also References Further reading |
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[SOURCE: https://en.wikipedia.org/wiki/Routing] | [TOKENS: 3121] |
Contents Routing Routing is the process of selecting a path for traffic in a network or between or across multiple networks. Broadly, routing is performed in many types of networks, including circuit-switched networks, such as the public switched telephone network (PSTN), and computer networks, such as the Internet. In packet switching networks, routing is the higher-level decision-making that directs network packets from their source toward their destination through intermediate network nodes by specific packet forwarding mechanisms. Packet forwarding is the transit of network packets from one network interface to another. Intermediate nodes are typically network hardware devices such as routers, gateways, firewalls, or switches. General-purpose computers also forward packets and perform routing, although they have no specially optimized hardware for the task. The routing process usually directs forwarding on the basis of routing tables. Routing tables maintain a record of the routes to various network destinations. Routing tables may be specified by an administrator, learned by observing network traffic or built with the assistance of routing protocols. Routing, in a narrower sense of the term, often refers to IP routing and is contrasted with bridging. IP routing assumes that network addresses are structured and that similar addresses imply proximity within the network. Structured addresses allow a single routing table entry to represent the route to a group of devices. In large networks, structured addressing (routing, in the narrow sense) outperforms unstructured addressing (bridging). Routing has become the dominant form of addressing on the Internet. Bridging is still widely used within local area networks. Delivery schemes Routing schemes differ in how they deliver messages: Unicast is the dominant form of message delivery on the Internet. This article focuses on unicast routing algorithms. Topology distribution With static routing, small networks may use manually configured routing tables. Larger networks have complex topologies that can change rapidly, making the manual construction of routing tables unfeasible. Nevertheless, most of the public switched telephone network (PSTN) uses pre-computed routing tables, with fallback routes if the most direct route becomes blocked (see routing in the PSTN). Dynamic routing attempts to solve this problem by constructing routing tables automatically, based on information carried by routing protocols, allowing the network to act nearly autonomously in avoiding network failures and blockages. Dynamic routing dominates the Internet. Examples of dynamic-routing protocols and algorithms include Routing Information Protocol (RIP), Open Shortest Path First (OSPF) and Enhanced Interior Gateway Routing Protocol (EIGRP). Distance vector algorithms use the Bellman–Ford algorithm. This approach assigns a cost number to each of the links between each node in the network. Nodes send information from point A to point B via the path that results in the lowest total cost (i.e., the sum of the costs of the links between the nodes used). When a node first starts, it only knows of its immediate neighbors and the direct cost involved in reaching them. (This information — the list of destinations, the total cost to each, and the next hop to send data to get there — makes up the routing table, or distance table.) Each node, on a regular basis, sends to each neighbor node its own current assessment of the total cost to get to all the destinations it knows of. The neighboring nodes examine this information and compare it to what they already know; anything that represents an improvement on what they already have, they insert in their own table. Over time, all the nodes in the network discover the best next hop and total cost for all destinations. When a network node goes down, any nodes that used it as their next hop discard the entry and convey the updated routing information to all adjacent nodes, which in turn repeat the process. Eventually, all the nodes in the network receive the updates and discover new paths to all the destinations that do not involve the down node. When applying link-state algorithms, a graphical map of the network is the fundamental data used for each node. To produce its map, each node floods the entire network with information about the other nodes it can connect to. Each node then independently assembles this information into a map. Using this map, each router independently determines the least-cost path from itself to every other node using a standard shortest paths algorithm such as Dijkstra's algorithm. The result is a tree graph rooted at the current node, such that the path through the tree from the root to any other node is the least-cost path to that node. This tree then serves to construct the routing table, which specifies the best next hop to get from the current node to any other node. A link-state routing algorithm optimized for mobile ad hoc networks is the optimized Link State Routing Protocol (OLSR). OLSR is proactive; it uses Hello and Topology Control (TC) messages to discover and disseminate link-state information through the mobile ad hoc network. Using Hello messages, each node discovers 2-hop neighbor information and elects a set of multipoint relays (MPRs). MPRs distinguish OLSR from other link-state routing protocols. Distance vector and link-state routing are both intra-domain routing protocols. They are used inside an autonomous system, but not between autonomous systems. Both of these routing protocols become intractable in large networks and cannot be used in inter-domain routing. Distance vector routing is subject to instability if there are more than a few hops in the domain. Link-state routing needs significant resources to calculate routing tables. It also creates heavy traffic due to flooding. Path-vector routing is used for inter-domain routing. It is similar to distance vector routing. Path-vector routing assumes that one node (there can be many) in each autonomous system acts on behalf of the entire autonomous system. This node is called the speaker node. The speaker node creates a routing table and advertises it to neighboring speaker nodes in neighboring autonomous systems. The idea is the same as distance vector routing except that only speaker nodes in each autonomous system can communicate with each other. The speaker node advertises the path, not the metric, of the nodes in its autonomous system or other autonomous systems. The path-vector routing algorithm is similar to the distance vector algorithm in the sense that each border router advertises the destinations it can reach to its neighboring router. However, instead of advertising networks in terms of a destination and the distance to that destination, networks are advertised as destination addresses and path descriptions to reach those destinations. The path, expressed in terms of the domains (or confederations) traversed so far, is carried in a special path attribute that records the sequence of routing domains through which the reachability information has passed. A route is defined as a pairing between a destination and the attributes of the path to that destination, thus the name, path-vector routing; The routers receive a vector that contains paths to a set of destinations. Path selection Path selection involves applying a routing metric to multiple routes to select (or predict) the best route. Most routing algorithms use only one network path at a time. Multipath routing and specifically equal-cost multi-path routing techniques enable the use of multiple alternative paths. In computer networking, the metric is computed by a routing algorithm, and can cover information such as bandwidth, network delay, hop count, path cost, load, maximum transmission unit, reliability, and communication cost. The routing table stores only the best possible routes, while link-state or topological databases may store all other information as well. In case of overlapping or equal routes, algorithms consider the following elements in priority order to decide which routes to install into the routing table: Because a routing metric is specific to a given routing protocol, multi-protocol routers must use some external heuristic to select between routes learned from different routing protocols. Cisco routers, for example, attribute a value known as the administrative distance to each route, where smaller administrative distances indicate routes learned from a protocol assumed to be more reliable. A local administrator can set up host-specific routes that provide more control over network usage, permit testing, and better overall security. This is useful for debugging network connections or routing tables. In some small systems, a single central device decides ahead of time the complete path of every packet. In some other small systems, whichever edge device injects a packet into the network decides ahead of time the complete path of that particular packet. In either case, the route-planning device needs to know a lot of information about what devices are connected to the network and how they are connected to each other. Once it has this information, it can use an algorithm such as A* search algorithm to find the best path. In high-speed systems, there are so many packets transmitted every second that it is infeasible for a single device to calculate the complete path for each and every packet. Early high-speed systems dealt with this with circuit switching by setting up a path once for the first packet between some source and some destination; later packets between that same source and that same destination continue to follow the same path without recalculating until the circuit teardown. Later high-speed systems inject packets into the network without any one device ever calculating a complete path for packets. In large systems, there are so many connections between devices, and those connections change so frequently, that it is infeasible for any one device to even know how all the devices are connected to each other, much less calculate a complete path through them. Such systems generally use next-hop routing. Most systems use a deterministic dynamic routing algorithm. When a device chooses a path to a particular final destination, that device always chooses the same path to that destination until it receives information that makes it think some other path is better. A few routing algorithms do not use a deterministic algorithm to find the best link for a packet to get from its original source to its final destination. Instead, to avoid congestion hot spots in packet systems, a few algorithms use a randomized algorithm—Valiant's paradigm—that routes a path to a randomly picked intermediate destination, and from there to its true final destination. In many early telephone switches, a randomizer was often used to select the start of a path through a multistage switching fabric. Depending on the application for which path selection is performed, different metrics can be used. For example, for web requests, one can use minimum latency paths to minimize web page load time, or for bulk data transfers, one can choose the least utilized path to balance load across the network and increase throughput. A popular path selection objective is to reduce the average completion times of traffic flows and the total network bandwidth consumption. Recently, a path selection metric was proposed that computes the total number of bytes scheduled on the edges per path as a selection metric. An empirical analysis of several path selection metrics, including this new proposal, has been made available. Multiple agents In some networks, routing is complicated by the fact that no single entity is responsible for selecting paths; instead, multiple entities are involved in selecting paths or even parts of a single path. Complications or inefficiency can result if these entities choose paths to optimize their own objectives, which may conflict with the objectives of other participants. A classic example involves traffic in a road system, in which each driver picks a path that minimizes their travel time. With such routing, the equilibrium routes can be longer than optimal for all drivers. In particular, Braess's paradox shows that adding a new road can lengthen travel times for all drivers. In a single-agent model used, for example, for routing automated guided vehicles (AGVs) on a terminal, reservations are made for each vehicle to prevent simultaneous use of the same part of an infrastructure. This approach is also referred to as context-aware routing. The Internet is partitioned into autonomous systems (ASs) such as internet service providers (ISPs), each of which controls routes involving its network. Routing occurs at multiple levels. First, AS-level paths are selected via the BGP protocol that produces a sequence of ASs through which packets flow. Each AS may have multiple paths, offered by neighboring ASs, from which to choose. These routing decisions often correlate with business relationships with these neighboring ASs, which may be unrelated to path quality or latency. Second, once an AS-level path has been selected, there are often multiple corresponding router-level paths to choose from. This is due, in part, because two ISPs may be connected through multiple connections. In choosing the single router-level path, it is common practice for each ISP to employ hot-potato routing: sending traffic along the path that minimizes the distance through the ISP's own network—even if that path lengthens the total distance to the destination. For example, consider two ISPs, A and B. Each has a presence in New York, connected by a fast link with latency 5 ms—and each has a presence in London connected by a 5 ms link. Suppose both ISPs have trans-Atlantic links that connect their two networks, but A's link has latency 100 ms and B's has latency 120 ms. When routing a message from a source in A's London network to a destination in B's New York network, A may choose to immediately send the message to B in London. This saves A the work of sending it along an expensive trans-Atlantic link, but causes the message to experience latency 125 ms when the other route would have been 20 ms faster. Additionally, a similar routing challenge can be observed in cellular networks, where different packets are destined for various endpoints, and each link exhibits varying spectral efficiency. In this context, the selection of the optimal path involves considering latency and packet error rate. To address this, multiple independent entities, one for each base station, play a crucial role in path selection while striving to optimize overall network performance. A 2003 measurement study of Internet routes found that, between pairs of neighboring ISPs, more than 30% of paths have inflated latency due to hot-potato routing, with 5% of paths being delayed by at least 12 ms. Inflation due to AS-level path selection, while substantial, was attributed primarily to BGP's lack of a mechanism to directly optimize for latency, rather than to selfish routing policies. It was also suggested that, were an appropriate mechanism in place, ISPs would be willing to cooperate to reduce latency rather than use hot-potato routing. Such a mechanism was later published by the same authors, first for the case of two ISPs and then for the global case. Route analytics As the Internet and IP networks have become mission critical business tools, there has been increased interest in techniques and methods to monitor the routing posture of networks. Incorrect routing or routing issues cause undesirable performance degradation, flapping or downtime. Monitoring routing in a network is achieved using route analytics tools and techniques. Centralized routing In networks where a logically centralized control is available over the forwarding state, for example, using software-defined networking, routing techniques can be used that aim to optimize global and network-wide performance metrics. This has been used by large internet companies that operate many data centers in different geographical locations attached using private optical links, examples of which include Microsoft's Global WAN, Facebook's Express Backbone, and Google's B4. Global performance metrics to optimize include maximizing network utilization, minimizing traffic flow completion times, maximizing the traffic delivered prior to specific deadlines and reducing the completion times of flows. Work on the later over private WAN discusses modeling routing as a graph optimization problem by pushing all the queuing to the end-points. The authors also propose a heuristic to solve the problem efficiently while sacrificing negligible performance. See also References Further reading External links |
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[SOURCE: https://techcrunch.com/2026/02/20/tesla-loses-bid-to-overturn-243m-autopilot-verdict/] | [TOKENS: 489] |
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 Posted: Tesla loses bid to overturn $243M Autopilot verdict A judge has denied Tesla’s request to overturn a $243 million jury verdict that held the automaker partially responsible for a fatal crash involving its Autopilot driver assistance system. “The grounds for relief that Tesla relies upon are virtually the same as those Tesla put forth previously during the course of trial and in their briefings on summary judgment — arguments that were already considered and rejected,” Hon. Judge Beth Bloom’s decision reads. “Furthermore, Tesla does not present additional arguments or controlling law that persuades this Court to alter its earlier decisions or the jury verdict.” Last August, a jury awarded a $243 million verdict against Tesla over its culpability in a 2019 fatal crash in Florida that killed Naibel Benavides and critically injured Dillon Angulo. The jury assigned the driver two-thirds of the blame, and attributed one-third to Tesla. Notably, the jury assessed punitive damages only against Tesla. Tesla’s lawyers argued, in its request to reverse the ruling, that the blame rested on the driver, who helped cause the crash. Topics 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. Subscribe for the industry’s biggest tech news Every weekday and Sunday, you can get the best of TechCrunch’s coverage. TechCrunch Mobility is your destination for transportation news and insight. Startups are the core of TechCrunch, so get our best coverage delivered weekly. Provides movers and shakers with the info they need to start their day. By submitting your email, you agree to our Terms and Privacy Notice. Related Latest in Transportation © 2025 TechCrunch Media LLC. |
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