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History of video games/Platforms/TinyDuino

Background
TinyCircuits was founded in 2011 as AkroSense, and began attracting media attention under the TinyCircuits name by 2012 with the development of the TinyDuino platform. By 2013 the company had shifted from handmade production to mass production in the fifth floor of a former B.F.Goodrich factory in Akron, Ohio. By 2014 the TinyDuino was being integrated in gaming applications by third parties. This was the origin of the company and the platform which would form the basis for TinyDuino Arcade and TinyDuino Pocket game consoles.

Development
A similar concept to the Tiny Pocket was seen in the TinyScreen Video Game Kit promoted during a 2014 Kickstarter.

Following a well received prototype demo at the bay area Maker Faire in May 2015 the Tiny Arcade kickstarter launched in November 2015.

Launch
The Tiny Arcade saw a full retail release in August 2018.

The TinyPocket was later suplemented with the Thumby.

Compute
The Tiny Arcade is powered by a 32-bit SAMD21 ARM processor clocked at 48 megahertz.

The SAMD21 processor includes 32 kilobytes of SRAM and 256 kilobytes of storage.

Hardware
The Tiny Arcade uses an 0.96" OLED screen with a resolution of 96 by 64 pixels and 16 bit color depth.

A rechargeable lithium battery powers the Tiny Arcade.

All Tiny Circuits products and made in Akron, Ohio, with the company based out of a former rubber factory.

Games
Games for the TinyArcade are typically open source and free. A number of TinyArcade games can be seen on the official GitHub repository for the system.

The developer Neo Retro made a number of indie games for the platform.

Many early games for the system incorporated the word tiny in their titles, becoming a sort of unofficial naming theme, despite coming from different developers.

2016

 * Tiny Run - Platformer
 * Tiny Shooter - 2D horizontal space shooter
 * Tiny Invaders - Fixed axis shooter similar to Space Invaders.
 * Tinytris - Falling block puzzle game.
 * Tiny Asteroids - Arcade shooter similar to the classic game Asteroids.
 * Flappy Birdz - Clone of the mobile phone arcade style game Flappy Bird.

2019

 * Rayne the Rogue Part 2 - Arcade maze game

2020

 * Mutant Road

External Resources

 * GitHub - Pocket Arcade Repo


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History of video games/Platforms/Game Gadget

History
"Go Anywhere - Play Everything"

The Game Gadget was a product of Blaze Europe, and spearheaded by Jason Cooper. The system was envisioned as an easy way for game developers to legally sell and distribute discontinued ROMs from back catalogues. Development on the system began in 2010.

The Game Gadget launched on April 5th of 2012 at a cost of 99 British pounds following a delayed launch. 30 Sega games were available at launch. By April 27th, 2012 the price dropped to 59.99 British pounds. It was announced that customers who had previously paid the old price would receive a refund for the difference. The system was primarily aimed at the UK, with the system being avalible to customers in the United States of America the rest of the European Union for a fee of 9.99 British pounds.

By October 30th, 2012 only 20,000 Game Gadget handhelds had been sold. By December 2012 some were calling the console an abandoned product.

By December 2014 the Game Gadget website had gone offline.

Some have suggested that the Game Gadget was succeeded by the Evercade, though this is unclear, as Blaze Entertainment and the now defunct Blaze Europe are different entities.

Compute
The Game Gadget has a Ingenic JZ4750 processor clocked at 433 megahertz. This processor was based on the MIPS32 architecture using the Xburst microarchitecture, and fabricated on a 180nm process. The system was marketed as being dual core, a claim which is in dispute as the listed processor contains only a single primary processor core. The system had no 3D acceleration hardware.

The system has 64 megabytes of RAM.

The Game Gadget has 2 gigabytes of onboard flash storage. Up to 32 gigabytes of removable storage could be added through use of an SDHC card.

Hardware
The Game Gadget uses a 16-bit 3.5" Liquid Crystal Display (LCD) with a resolution of 320 by 240 pixels. The system was shipped with an AV output cable.

The console is powered by a 5V DC rechargeable lithium ion chemistry battery with a capacity of 500mAh.

The console contained holes for attaching a wriststrap.

Software
The system ran an operating system based on Linux. Unusually for a handheld game console at the time, the Game Gadget required online registration to operate. Materials suggest registration was also required to download its software development kit. The system used Digital Rights Management (DRM).

The marketing for the device extensively referred to it as "Open Source". However exact nature of what made the console "Open Source" is unclear. Materials suggest that this was a mode for the console, distinct from its normal operating state. The system did make use of a number of open source software libraries, as well as SDL and popular open languages.

Other
The console was packaged in a fold out box protected by a sleeve.

Developers were recommended to use an X86 based Linux desktop and SDL.

Games
Individual games retailed for 2.99 British pounds.

The Game Gadget was primarily used to play licensed Sega Genesis games. However the system is noted to have severe issues playing certain Genesis games, reportedly to causing the device to become bricked.

External Resources

 * Official website - Archived in 2012.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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History of video games/Book Development

Milestones

 * Minimum Viable Product achieved on November 27th, 2020.

Fact Checking
While every attempt was made to use high quality sources and care taken to note things that were in dispute or otherwise unclear, extra fact checking can't hurt. As academic and journalistic interest in this topic grows, higher quality sources will appear that can be used to verify or rework existing content.

Furthermore, especially for obscure topics, new information can surface which upends previously held beliefs about a product or event.

As a side note, when long held existing beliefs about something are upended, the upending of common knowledge itself can become a historic event of note.

Improving Prose
This book should be easy and enjoyable to read. Improving prose and fleshing things out helps that goal.

Local Manual of Style

 * Italicize game titles. Spell out general acronyms at least once, use numbers like 1,2,3 instead of writing them out one, two, three.
 * Naturally for history book, keeping dates straight is a good idea. Spell out the entire month IE: The 2nd of January, 1980. This avoids confusion between American and International readers and editors as to the meaning of shorthand such as 02/01/1980, which Americans would say means January 2nd, 1980 and the rest of the world would say is February 1st, 1980.
 * Use when appropriate.

Console Information
When reading about video game history it is quite useful to have console information on hand. As such special care has been given to writing about consoles.
 * This book treats console generations as chapters, and the pages within as simple pages. Consider how the featured book Muggles' Guide to Harry Potter does chapter or character analysis when making these pages.
 * While this is a history book, and not a users manual, occasionally it benefits the reader to bring up how a system is used. This is typically done for a few reasons.
 * Readers may actually own the device in question, or seek one out after reading about it.
 * The operation of the device is unusual, and of historic interest.
 * Some devices are flawed or have safety issues (Typically fire hazards, some devices have other odd problems). If the reader acquires or uses the device, they should be aware of these concerns.
 * For header images of consoles, place one or two of the highest quality images you can find on commons of the most common models.

Printable Version
Once things are more in stone, Creative Commons and other license info for images should be included for printable versions. This is handled automatically for the web version of articles. This is hard to achieve because pages are always going to be in flux, ensuring license compliance when others edit will be difficult. Yet eliminating image use would vastly harm the educational value of this book.

Slideshows galleries are used for the web version as they allow a large picture without wasting bandwidth downloading large thumbnails of everything. A print version should convert these galleries to packed mode.

Expansion
While the scope of the current minimum viable product (MVP) is OK, there are more topics that may be covered within the scope of gaming history.

Care must be taken to not overextend scope, while still including useful information. At the same time, history not written about is eventually doomed to be lost.

Developing Topics

 * Game conventions
 * Game marketing
 * Cheating
 * Journalism

 * Mobile game evolution, including interesting period of early smartphone ports of console games.
 * Gaming Displays

Topics to consider

 * Gaming on Devices not intended for Gaming
 * Tetris on Soldering Iron - 2017
 * Doom on Pregnancy Test - 2020
 * Biographies
 * Difficult work, and a good number of pioneers are still alive.
 * Would be important info for the reader though.
 * May be better as separate WikiBooks.
 * Adoption of Video Games in Education
 * Oregon Trail
 * Minecraft Redstone
 * In 2021 the University of Tennessee at Knoxville announced they would begin using Red Dead Redemption 2 as a tool for teaching American history.

Devices

 * Ritmix RZX-50 - Russian Handheld Console?
 * Digital Monster (virtual pet)

Games

 * Hunt Down the Freeman

Consolidation
I'm considering unifying the different platform subsections under a /platforms/ group, as the current categories are often blurred and subjective, and a general group would provide greater organizational flexibility and coherence.

Pages to consolidate

 * First generation of video game consoles
 * Second generation of video game consoles
 * Third generation of video game consoles
 * Fourth generation of video game consoles
 * Fifth generation of video game consoles
 * Sixth generation of video game consoles
 * Seventh generation of video game consoles
 * Eighth generation of video game consoles
 * Ninth generation of video game consoles
 * Cloud gaming
 * Microconsoles
 * Open consoles

Book Subcategories
Instead of making stub chapters containing simple lists, which often overlap with each other, it is advantageous to categorize topics instead of creating niche lists. This automates work, and follows the style used by featured wikibooks such as the Muggles' Guide to Harry Potter.

Example Template:

Category:Book:History of video games/Open platforms

/Platforms/Open platforms

Categories
 * Geography
 * Gaming in the United States
 * Gaming in the United Kingdom
 * Gaming in France
 * Gaming in Japan
 * Gaming in South Korea
 * Gaming in North Korea
 * Gaming in the Soviet Union
 * Gaming in the Russian Federation
 * Gaming in Germany
 * Gaming in India
 * Gaming in Brazil
 * Gaming in space (This comes up a few times as milestones in astronaut leisure.)

Obscure

 * Fate of the MoMA Eve.
 * Number of Red Bull Uzebox consoles made.
 * Technical info on the Etch-A-Sketch Animator 2000.
 * NES & SNES Classic CPU Frequency
 * Swinxs specs

Korean
Someone with a knowledge of Korean language could really expand info on the following platforms. These consoles were important regionally, but not much information in English exists for these devices.
 * GamePark consoles (Has the most info in English)
 * Zemmix
 * Gpang Phones (Almost nothing in English)

Expansion

 * Etymology
 * Etymology of Video Game Console in French

Areas of Weakness

 * Specific game info
 * 1980's computer gaming scene.
 * Missing Images
 * History of video games/Printable version

title: History of video games/Book Development


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Talk:Regular Expressions/POSIX-Extended Regular Expressions

There's no BRE for e.g. "plus" (one or more matches) in POSIX.


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User:Unpoichiche

'''

History of Disciplines: Oenology and History
 Introduction: Oenology and its roots on ancient civilizations

'''

Oenology is the term used to refer to the study of wine and the process of winemaking, from the seed of the wine to the conservation of the bottle. Old paintings, sculptures and other form of art show that wine existed almost 8000 years ago in Mesopotamia. Vines actually even existed before humankind. Winemaking already was a captivating discipline, you can see it by its frequent in ancient art. Wine fascinates also for its mystic connotation, take for example Dyonosos, the God of the vine and wine who also represent madness and excesses. This discipline indeed is as fascinating as dangerous, because of the effects alcool can have on one.

'''

 How History And other contexts shaped Winemaking

'''

Oenology has indeed existed since very long, it’s a discipline that doesn’t require modernity since it all comes from nature and a natural process: vinification. The vinification includes destemming, pressing, maceration and fermentation. If wine already existed before, we can say that oenology really appeared when Roman producers started to choose and select wine and grapes, but also variety and lands. It’s also the romans centurions on their campagnes that participated to the expansion of wine, since drinking was a part of doing war.

With the fall of the Roman Empire on the 5th century and the rise of Christianity, monks slowly started to cultivate vines in order to make money and because wine represents the blood of Jesus in Christianism ( again we find the correlation between wine and religion ). To this day, French monasteries and abbayes still make wine. At the time, having lands, and especially vines, meant having political influence and economic power. Wine becomes more and more a sign of wealth and power, you can find some of the best wines on the table of the the Pope or the French king. At this point, winemaking already is a considerable source of income for France, and knowing oenology is a sign of refinement and distinction, we think that the job of oenologist actually already existed.

After | French Revolution, lands of vines are divided and redistributed among new producers. Indeed Winemaking, and thus, oenology, continues to evolve with the historical, cultural, social or economic context.

Winemaking’s process and analysis really took a turn in the the mid19th-Century with the « pasteurization« (from | Louis Pasteur). The pasteurization offered the opportunity to better understand the process of fermentation and the bacterias involved, which was a great chance for winemakers and/or oenologists to progress in their jobs and to improve their profiency.

'''

 Oenology and Winemaking Today

'''

Today, oenologist is a full-fledged job since 1955, but the definition and credibility depends on the country. Many of the winemakers are also oenologists, and some even sell their services to clients. Oenology doesn’t concern exclusively the farming process, it Actually also requires a strong knowledge in Biology or Chemistry and among others, a good personal taste appreciation.

'''

title: User:Unpoichiche


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User talk:Nicola.georgiou/sandbox/Approaches to Knowledge/Seminar group 16/ Power

Power in Education Studies
I think this is a very unique topic, and I really liked the way you tied gender/race/socio-economic status oppression into such a universal topic like academia. However, I'd love if you expanded a bit more on your point about how women often pursue in the arts, whilst men, STEM subjects, as I'm struggling to find the link between that and indirect coercion. (honestly idk how to link my username properly but ~Beans2002)

Thank you for your comments on my chosen topic Beans2002. I do agree with you that I perhaps did not explain properly the link between the gender disparities and academia to indirect coercion as I was conscious of the word limit and synthesising all I wished to say. To explain further, during my readings I noticed many sources touched on this idea that women are encouraged to pursue the humanities, and men STEM subjects. In Maaike van der Vleuten's journal article on the role of gender ideology, the study touched on how adolescent students may internalise gender expectations put on them by the wider society. From my understanding of indirect coercion as an institutionalised bias that allows a certain group to benefit over another, the study showed that this gender ideology is often encouraged in institutionalised education and affect how adolescents view their competence in certain subjects and their future career paths. More directly linked to educational studies, I also looked at a report done by the UK government on the school teacher workforce that showed how there are more female teachers than there are male. This may link back to the idea that systemically women may be favoured over men in teaching positions because of a internalised bias that females are better at humanities/arts driven subjects than males leading to an underrepresentation of males in the discipline. Again this is subjectively how I interpreted this data so please feel free to respond to this open discussion! --Caprithai (discuss • contribs) 12:36, 10 November 2020 (UTC)

To the writer who wrote this section "Power in Education Studies": I find your topic intriguing and worth exploring further. I understand your point and agree with the way you interpret data about current situation in the UK that there are more female teachers than the male ones (which is common worldwide e.g. in China). This shows the system with institutionalised inequality or subconscious bias, and how the power of long-standing gender expectations as indirect coercion impact on the pursuit of future careers for adolescents, which is a topic within both gender studies and education studies. Lily0212 (discuss • contribs)

Power in Sociology of Family
This was very interesting to read about, as I had no clue the sociology of family was considered a subdisipline! I liked how you looked at multiple examples of power within a family, however there was one part that confused me a bit. At the end of your second paragraph, you give this quote: ‘as Engels says “In the family, he is the bourgeois, the woman represents the proletariat.”’ I don't really know the definitions of bourgeois or proletariat, hence it's hard for me to connect the significance of this quote to the rest of the paragraph. Perhaps you could just give a brief explanation of those terms in brackets? Purpledinosaur17 (discuss • contribs) 11:40, 10 November 2020 (UTC)

I'm very happy to hear that you found it interesting. Thank you so much for the suggestion. I also felt like that quote was only briefly connected and wasn't properly integrated into the contribution but I had already exceeded the word count and tried to keep it concise. Here are the definitions of the terms. In the context of Engels's quote in the contribution, it's referring to Marxist theory.

bourgeoisie:

noun

1. the middle classes

2. (in Marxist thought) the ruling class of the two basic classes of capitalist society, consisting of capitalists, manufacturers, bankers, and other employers. The bourgeoisie owns the most important of the means of production, through which it exploits the working class

proletariat:

noun

1. all wage-earners collectively

2. the lower or working class

3. (in Marxist theory) the class of wage-earners, esp industrial workers, in a capitalist society, whose only possession of significant material value is their labour

4.(in ancient Rome) the lowest class of citizens, who had no property

https://www.dictionary.com/browse/proletariat#:~:text=the%20lower%20or%20working%20class,material%20value%20is%20their%20labour https://www.dictionary.com/browse/bourgeoisie#:~:text=noun%20the%20bourgeoisie,it%20exploits%20the%20working%20class

This was very helpful, thank you! Purpledinosaur17 (discuss • contribs) 16:24, 10 November 2020 (UTC)

=Power in Visual Arts and Dadaism= I found your topic of choice very insightful. I think your explanation of Dada was a great example reflecting how intertwined art, history, and politics are. Over the course of history, it is very difficult to think of political and social power separately from art. On Dada, Eric Hobsbawm says "Scandal was its principle of cohesion." and "...there was nothing quiet about Dada." in the chapter "The Arts 1914-1945" in his The Age of Extremes: The Short Twentieth Century. In certain cases, art movements must be loud and disruptive to get their intended messages across and create change. Very vivid contemporary examples of political art that come to mind are the works of Ai Weiwei and Banksy. In fact, the Chinese contemporary artist and activist Ai Weiwei was influenced by Marcel Duchamp and dadaism, and one can see influences or direct adaptations of Duchamp's work in his own. On the other hand, an article compares Banksy's destruction of his “Girl With Balloon” to the works of the Dada movement, as "Banksy’s subversive artistic predecessors."

Eric Hobsbawm's The Age of Extremes: The Short Twentieth Century: (I recommend having a look at chapter six "The Arts 1914-1945" which is between the pages 178-198.)

https://libcom.org/files/Eric%20Hobsbawm%20-%20Age%20Of%20Extremes%20-%201914-1991.pdf

A page of World Literature Today Magazine on Ai WeiWei (explaining the influence of Duchamp and dadaism)

https://search.proquest.com/openview/9b99ae73bc2cfa895c4d9635349e9b19/1?pq-origsite=gscholar&cbl=41319

Banksy and the tradition of destroying art:

https://theconversation.com/banksy-and-the-tradition-of-destroying-art-104810

Thank you for your comment and proving more information related to Dadaism. It is good to find someone with interests on destroying art and its relation to political and social power too. Lily0212 (discuss • contribs)

=Power in Sex Work and Female Liberation=

I found this contribution interesting and it is a topic that many people are passionate about and thereby I think it is great to open up a discussion about it.

However, I have some questions about your contribution. The first one is regarding the disciplinary thought. In what discipline is this topic important to mention? And how can the power dynamics be seen in that discipline?

I am also curious about the following part of the essay: "the public often assumes all sex workers enjoy their work and that they choose to do this", because it is strongly contradictory to what I would consider being the public view of sex work. I would say that most people realize that sex workers often are forced into the work. Maybe, how the public view sex work is based in geographical differences? Or political viewpoints? I think it would be great to add a source to this statement because I think what the public thinks about sex work is strongly individual or cultural.

~ Thank you! I'd say that you could tie this topic into a few disciplines, namely Politics, Anthropology, Sociology, and more directly, Gender Studies. There are definitely many aspects of Sex Work and Feminist Studies that fit into different disciplines -- for example, legislation concerning sex work would obviously be related to Politics, whilst trying to comprehend and relate to the workers emotions and behaviour (which I believe is vital) in order to holistically solve the issue would require knowledge in Sociology and Psychology. In response to your note about sources, I definitely agree that it is a matter regarding culture and personal opinion, but that fact is irrelevant when the discussion is surrounding the workers and not the public. However, I will add a source regardless, as I should have.

=Power in Medicine=

I like your contribution! There are indeed many inequalities in Medicine and Healthcare. I wrote my contribution on a similar topic, how gender roles can still be observed today in nursing (how there is still not a term for midwife men, for example). I think our two contributions could work well together! We should collaborate and see if we can add something from each other's work:)

Also, contributions should be impartial so you should rephrase "as we see how different powerful figures" to as it can be seen, or as it is seen.

Great work! :)

JupiterJoyner (discuss • contribs)


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User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/Power/Power in Anthropology

The Power of Anthropology
Anthropology is the study of humanity and, as such, the way anthropologists depict certain civilizations can have a great impact on how these civilisations are perceived. Anthropologists have promoted the eugenics movement and justified the race theories propagated by the Nazis by providing pseudoscientific evidence to prove the superiority of the so-called Aryan race. The popularisation of these ideas contributed to the toleration of the Holocaust by large parts of the German society during Nazi rule.

Albeit an extreme example, it illustrates the power of anthropology to influence human decisions, not through direct coercion, but through the employment of strategies that promote a certain view of certain people. Nowadays, the situation is not as extreme but the reasoning still applies; the American Anthropologist, the paper of the American Anthropological Association, admits that there has been a relative lack of research within anthropology into how the power white supremacy has influenced societies. A shortage of such studies can have the effect of a lack of understanding of the dynamics of white supremacy and how these dynamics can be broken, e.g. most field workers in the humanitarian aid sector are white US Americans or Europeans ; the aid agencies prefer hiring these internationals to hiring locals and they only use a very limited amount of input from locals, which suggests they value their opinions less. This insufficiency of diversity in perspectives can have the consequence that solutions to local problems are often devised in western terms, which may not work in non-western countries. The lack of appreciation for local input perpetuates the image of the white savior with superior knowledge and skills.

However, this does not nullify the value of anthropological insights; reliable, unbiased anthropological insights can go a long way for devising appropriate policies to improve a country’s situation and for managing the cultural differences in today’s multicultural societies by understanding how to bridge the cultural divides.

Power Dynamics within Anthropology
Within anthropology, works by non-white anthropologists have historically been marginally used and, when used, usually merely when the works are concerned with the native cultures of the particular non-white anthropologists. Consequently, there may be a lack of diversity in opinions and teachings in anthropology, which therefore implicitly cultivates only certain modes of thought within anthropology. For example, white anthropologists have made the mistake of interpreting non-western cultures through the western lens that they grew up with, which can inhibit the proper understanding of these cultures. This lack of diversity in anthropological thinking may be a reason why the study of white supremacy within anthropology has not received much attention. Furthermore, there are also gender-based disparities in the field of anthropology. Whilst, as of 2014, 70% of members of the American Association of Physical Anthropologists were women, they only accounted for 38% of full professorships, and were less likely to gain tenure. Moreover, female anthropologists have not only been paid less historically, but are also more likely to experience harassment in the workplace. These all help to illustrate power dynamics within the field.


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User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/Power/Power in Philosophy

Power to change the world

 * In 1848, Karl Marx and Friedrich Engels wrote the Communist Manifesto. In it they exposed their social, economic and political philosophy to fight against capitalism, which became most commonly known as "marxism". This led to the Russian Revolution which started in 1917 with Lenin and the Bolsheviks, until 1923. In 1921, Mao Zedong created the Commnist Party of China, inspired by Russia's model. Fidel Castro too, implemented communism too on the island of Cuba in 1959. This uprising of communism in different parts of the world led to the Cold War. Indeed, the aim of the war was to eradicate completely communism as the Western World feared communist states would become too powerful.
 * The 17th century, also known as the Enlightenment, was a period where philosophy and knowledge were at the center of scholars' preocupations. Most literature from that century has a philosophical dimension. Such as the Encyclopedia, which was created aorund that time by French philosophers such as Diderot.
 * Locke's Second Treatise of Government in 1689, is about his vision of a righteous government. It is said to have inspired Thomas Jefferson when coming up with the Declaration of Independence which in a way, is at the origin of the United States Constitution.

Power to change people

 * Nietzsche is often regarded as the father of Nihilism as the idea is omnipresent in his work. When talking about Positivism, Heidegger maintains that science and technique were testimonies of Nihilism. In a way, when most states stopped having a state religion, meaning that religion (which is non-scientific) had lost of its importance, and people prioritised objectivity and progres: Positivsm began to rule most societies.
 * When Henry David Thoreau wrote Civil Disobediance and Walden, it inspired the Hippie and Yippie movements of the 1960s. (Whose ideas originate from Diogenes with the Cynicism philosophy ).


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User:LGreg/sandbox/approches to knowledge (LG seminar 2020/21)/Seminar 18/Power in History

Overview of Power in History
Power has been a significant concept since the inception of humanity, with some suggesting that it is the basis of society. In fact, the hierarchical structures seen in nature, such as honeybee colonies, imply that the notion of power is inherent to any structured society. The study of history is intrinsically connected to that of power and, more specifically, shifts of power over the ages. The standard theory of power suggests that “power is the capacity for influence and that influence is based on the control of resources valued or desired by others.” Throughout history, power has been held my many different civilizations and empire, but the discipline of history looks at studying the past, and so power within the discipline is concerned with the power dynamics of studying the past.

Power in Documenting History
Winston Churchill is quoted as having said “History will be kind to me for I intend to write it.” This quote exemplifies the power held by those who document history. Winston Churchill is now hailed as a hero, and even though he undeniably played a fundamental role in the Allied victory of World War II, his more harmful actions are rarely acknowledged. For example, he described British empiricism in Asia as “a lot of jolly little wars against barbarous peoples.” Despite the current debate about presentism – judging past actions by today’s standards  - and the fact that this point of view was not uncommon at the time, the fact that Churchill is rarely criticized or questioned for his racist and degrading views demonstrates the idea that in the discipline of history, power rests with those who write the history that others will study.

Power in Reading History
Power in the discipline of history is also held by those studying it. Without people to study it, history would cease to hold any importance or even to exist, and so they bear great power not only in keeping this discipline alive, but also in how history is viewed by the majority. An example of this would be the fringe group of people who deny the Holocaust. Douglas Lawrence argued that those who denied the Holocaust were actually contributing to the genocide and causing further harm to its victims. The real power of Holocaust deniers is their ability to distort the population’s view of history. David Irving, a prominent Holocaust denier, stated that following the rise of social media, he had been seeing an increase in support, particularly from teenagers. Holocaust denial is widely accepted as being a form of antisemitism, and so a rise in Holocaust denial could point to a worrying rise in antisemitism too. This displays the power to influence others, for better or for worse, held by those who study history.


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User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/Power/Power in/through Media studies

Definition of Media and media studies
Media refers to the tools of mass communication. Messages are made public by a specific pictorial representation through broadcasting and advertising by television, internet, newspapers, radio, and cinema. To help spread the message quickly, images like pictures, graphics, and videos are useful and practical. In modern societies, media are omnipresent; it’s a source of entertainment and information. The discipline of media studies is looking at how media control, shape, and review the globalized and connected world we lived in.

Power of social media
Social media has a powerful impact on our society, thanks to its influence. It has revolutionized the way that people interact, make connections, and exchange. It allows people to connect, talk, share ideas and information instantly and from all around the world. . It’s also a powerful platform for promotion and marketing. Social media is essential to any business because businesses can reach out to so many people, promote their product, and become known with this tool. 3,6 billion people worldwide are on one or several social media platforms, which is expected to increase as the years goes by. Also, people tend to spend more than 2 hours per day on social media. During all this time, they can have the time to see a lot of adds from companies, and run through a lot of content. The most known social media are Facebook and WhatsApp. We share information about our everyday life on social media; it allows people and companies to see it. With this information, social media can target the area we like, then depending on this, suggest to us products that we could potentially buy. But is it really safe to use social media? We all need to be careful of what we want to show or not because once revealed, these pieces of information are not ours anymore. It can be seen and used by anyone.

Power of television
Television is a source of information and communication; its role is to inform, educate, and entertain. According to an article from the New-York times, “You are what you watch”, meaning that the things that we’re watching are shaping our way of thinking,our political point of view, and even our cognitive capacity. Apparently, it is not coming from what we watch but the fact that watching television is replacing other activities. Spending time in front of the television is not spending time reading or doing sports. One of the major problems is that many information can be biased, causing us to misunderstand some things. The different things that we see and learn on television can trigger our emotions; hence, the television and the news can influence our emotions.

Power of Newspaper
The newspaper is one of the first sources of diffusion and transmission of information that ever existed. Even if newspapers have been an efficient way to share news, it is a kind of old way to access information since many people are accessing it on their phones, television, or social media. Now readers of newspapers don’t read them to find breaking news but to read more about something. Their role now is more to be ahead and give more information than we can find online. As in television and on social media, newspapers have the power to make information and news accessible to all. Thus, it is the editorial staff who choose what to write and how to say it; therefore it may direct us on what to think and how to think, so we need to be careful about the information we want to believe.


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History of video games/Esports

First game tournament
The first video game tournament occurred at Stanford University in Palo Alto, California on October 19th, 1972 with the Spacewar! as the game being played.

Other early events
A world championship was held in 1981.

Nintendo World Championship
The 1990 Nintendo World Championships was a major event.

Age of Fighting Games
A number of StreetFighter II versions were made. Over the course of development, ideas from fan modifications were integrated with the official product to create a superior experience.

Rise of competitive FPS
Many notable events like Quakecon first saw a start during the 1990's.

Dennis Fong, known as the ace Quake and Doom player Thresh, helps popularize the control scheme WASD.

StarCraft
StarCraft becomes a hit in South Korea as an esport, with it's popularity lasting over a decade. In 2000 World Cyber Games (WCG) is established. StarCraft also gains popularity in China, especially in internet cafes. Following Chinese players winning several gold medals at WGC Seoul 2003, the Ministry of Sports of the Chinese government recognizes esports as an official sport in November 2003, becoming one of the first major governments to do so.

Important Developments
In 2001 Russia becomes the first nation to recognize Esports as a sport, though the government later retracts this recognition in 2006.

In 2000 the first complete version of Counter Strike is released after Valve cooperation hires modders Jess Cliffe and Minh Le to turn their betas into a full experience.

In 2003 the first version of Defense of the Ancients is released as a Warcraft III: The Frozen Throne mod.

Major Competitions
The first DOTA 2 international was held in 2011. Also in 2011 the first League of Legends championship hosted a $100,000 prize and attracted 1.69 million viewers.

American Esports
In 2013 the United States government recognizes Esports as a sport. This allowed foreign players to obtain professional P-1 visas visit the United States of America to attend competitions. In 2019 Pennsylvania lawmakers declare February to be Esports month, The "PA Cup" statewide eSports tournament is announced shortly afterwards. In November 2018 the US Army Esports team is created.

Collegiate Esports
On June 10th, 2020 the Mid-American Conference for Collegiate Athletics creates the independent Esports Collegiate Conference.

Esports during COVID-19
The initial closure of in person sporting events drew many people to esports during the COVID-19 pandemic. Despite this, the cancelation of in person events affected many esports organizations, which then accepted out PPP relief loans.

On November 19th, 2020 The Big House 10 Super Smash Brothers tournament was canceled after Nintendo sent the tournament organizers a cease and disist notice for using netcode needed to make the tournament an online, socially distanced experience. An official Splatoon 2 tournament was canceled following many gamers using tags which supported the Smash Bros community, with an unofficial event The Squid House taking it's place.

2020 Olympics
Beginning on May 13th, 2021 the International Olympic Committee hosted their first esports event, the Olympic Virtual Series, focusing on games based on real life sports.

The first virtual motorsport event was won by Valerio Gallo who represented Italy, with Mikail Hizal of German taking second, and Baptiste Beauvois of France taking third.

title: History of video games/Esports


text:
User:LGreg/sandbox/Approaches to Knowledge (LG seminar 2020/21)/Seminar 18/Truth/Truth in Literature

Truth
Truth is a form of knowledge, though there is debate on its nature. Newton maintained that truth was to be found, while Nietzsche claimed that the truth is social rather than an absolute entity.

Literature
Literature can be defined as “writings having excellence of form or expression and expressing ideas of permanent or universal interest.” This definition could include works of fiction or non-fiction, and these have different relationships with the idea of truth.

Truth in Non-Fiction
Non-fiction literature aims to represent a truthful and accurate representation of events, people or phenomena, and as such should be written in an objective and unbiased manner. However, non-fiction literature often encounters obstacles in the form of subjectivity, which can be caused by a number of factors, such as conflicts of interest. There is evidence that “individuals use different strategies to evaluate propositions depending on whether the hypothesis is desirable or threatening/disagreeable to them.” Even though it is customary to reveal any source of conflict of interest when publishing a piece of literature, this does not counteract the fact that this conflict clouds the truthfulness of the work, and so the process of discovering the truth is not as straightforward as simply reading a piece of non-fiction.

Truth in Fiction
Fictional literature does not always depict truthful or realistic images of our world, but even when it doesn’t, it usually includes some sort of social commentary, political criticism, or reflection on the human condition. For example, The Handmaid’s Tale is set in a dystopian world, but its dystopian world is clearly based on the themes of patriarchal society and the subjugation of women seen in our world. In this way, even though the story itself doesn’t show a literal truth, it conveys a commentary on the truth in which we are living.

On the other hand, the realistic style of literature aims to represent subject matter truthfully, detailing the most mundane experiences. By doing so, realism attempts to present the readers with their reality, and highlight the truths and challenges they face in an unidealized fashion. An example of one such piece of literature is Tolstoy’s Anna Karenina. It is widely regarded as one of the best pieces of literature to ever be written, largely due to the skill with which Tolstoy was able to capture the essence of both men and women, and their feelings of love, jealousy, anger, and many more. In this instance, fictional literature is as direct a representation of truth as possible, showcasing Russian society, culture and people while also consisting of completely fictional characters.

The Decolonization of Literature
In recent years, many works of literature have been criticized for their depiction of different races and cultures that have historically been oppressed. For example, Kathryn Stockett’s The Help has come under fire for being an example of “white saviourism” which focuses on white voices, and portrays white characters rescuing minorities, minimizing those minorities’ voices and their roles in the civil rights movement. Additionally, literary canons rarely include works from outside the Western hemisphere, thus giving a very one-sided view of events and people in the past. The term “decolonization” has been coined to describe the integration of works from different cultures into literary canons, allowing a more truthful representation of the world and a balanced understanding of how different people experienced different events rather than focusing on the Western perspective.


text:
User:Robert Pharoah

Robert Pharoah

title: User:Robert Pharoah


text:
User:Solihle Ralushe

Ralushe's books are available here

title: User:Solihle Ralushe


text:
End-user Computer Security/Appendix/Example set-ups & implementations

 = 𓆉 ≅  End-user Computer Security Inexpensive security

=

   Footnotes


text:
Category:User gom-Latn

Users in this category indicate they have knowledge of language Goan Konkani (Latin script).

title: Category:User gom-Latn


text:
Talk:End-user Computer Security/Appendix/Example set-ups & implementations

Notes on example set-ups that probably ought to be filed under this Appendix part (in main content)
  the Pi device would be used to log-in to cloud-hosted DaaS (Desktop as a Service) services, meaning that the Pi's limited computing power would not really be much of a concern—the end-user’s Pi computer would act as a thin-client computer for the user. Such a thin-client set-up also helps with security in the sense that the end-user’s computer then becomes more “barebones” with the (client) software used probably being very trustworthy. There would then be a shift of security concerns from the end-user’s site to the DaaS provider—reliance would then be made on the DaaS provider’s security. The security of the DaaS—normally speaking—would be expected to be quite high; they would generally have much more resources for ensuring this.   such a set-up would rely on the security of the "TLS cryptographic security certificate" system. Because certain certification authorities would likely be less trusted than others, perhaps only a select few security certificates would be regarded as trusted and used for computing over the internet. In order to stay up-to-date with the certificates in the case of accidental power loss, new certificates would be saved to removable media, perhaps at the end of each day or each week. If using a mutli-session write-once DVD, then probably would be a good idea to record somewhere else, the location (in terms of tracks, sectors, etc.) on the DVD of the last write. That way, if an adversary made additional writes, it would be detected. The record could be kept on paper, in a safe, etc.   A USB cryptographic security-key token would be used in conjunction with a password, to log-in to the DaaS services. Passwords would be changed every now and then.   The method of firmware reinstallation mentioned above for reinstalling the DVD drive’s firmware so that the DVD drive can remain trusted, can be used on other devices and peripherals again in order to maintain trust in such devices/peripherals (such devices and peripherals might be the computer screen, mouse, keyboard, etc.)   The low cost and high availability of the Pi device is desirable. The high availability makes the methods described earlier concerning thwarting MITM attacks targeted on the path between first supplier and end-user, stronger and easier to employ. The low cost means that if it really is needed, a new unit can be bought as a replacement, probably in those cases where security may have been compromised in a significant way (perhaps every time your intrusion-detection system “goes off”, for example).   The non-integrated nature of the set-up (by, for example, not having the keyboard, screen, mouse, DVD drive, DVDs, and SD cards integrated into one unit), can improve security, it would seem (see here).   To be even more sure that the Raspberry Pi hardware has not undergone tampering, or been maliciously replaced with a deceptive fake, certain physical-property authentications can be made of the hardware. For example, using visual inspection, the device can be compared with downloaded photos of how it is supposed to look. Other measurements might be weight, X-ray images, etc.   The equipment would be locked-up when not in use, and other non-computer measures would be used for things like tamper evidence and prevention of illegitimate password capture (capture done perhaps by means of hidden cameras).

 EEPROM on Rasp Pi devices is a point of attack, but adversaries need to have physical access, or somehow infect the system with malware-laden software, to get at it. The firmware can be write-protected with a software mod and hardware-config mod. Doing so will thwart software-based attacks. Physical access to the device should be adequately secured with the other details of the set-up. Encasing the EEPROM chips, jumpers, and input pins with removable transparent glue containing unrepeatable patterns, could provide particular tamper-evident security aimed specifically at protecting the firmware chips and firmware code. It appears there is no user-writable EEPROM on the Rasp Pi 3B+. Since the EEPROM is a point of attack, that if it were not used would seem to make the whole set-up generally more secure, perhaps using the 3B+ device instead of the 4 device might be a good idea. Probably, there is essentially no changeable firmware on the 3B+ model (instead firmware is permanently burnt into the SoC), and since firmware is considered a particular point of attack, using the 3B+ model may be a good idea. However, the firmware code permanently burnt into the 3B+ has known bugs. Admittedly, they are patched in the booting of the OS (normally off an inserted SD card) for newer versions of the boot file (`bootcode.bin`), but still such vulnerabilities might be significant. Risks (such as backdoors and malware) in the Pi device’s firmware (which could be due to the use of closed-source blobs in the firmware) can possibly be mitigated by disabling unneeded functionality through removal of code from the firmware, and by doing certain kinds of sandboxing whether at the firmware level, OS level, or the level of applications running over the OS.

 It might be a good precautionary measure to RF shield the Pi device completely, and to connect to the internet via a USB-connected WiFi dongle or an ethernet connection. This could perhaps be achieved by placing the Pi device in a steel box, where there is a small cut-out hole for any USB dongle cable or ethernet cable. If the shielding worked, it would ensure that none of the components on the Pi device would be able to communicate wirelessly of their own accord, which could be a particular mode of attack/theft. Instead of a steel box, shielding could perhaps be implemented by the Pi device being water-proofed and then submerged in a water solution having high electrical conductivity. Not sure which would be cheaper: the water solution approach or a metal-box approach. Metal reflects RF signals and so can actually sometimes amplify wireless capabilities. So in such regard, the water-solution approach might be better. A water solution approach also potentially has the benefit of permitting visual inspection of the internals of the Pi device, which can make detection of physical tampering easier; this can then, as a consequence, also indirectly help with the prevention of such tampering (by making such attacks less attractive to adversaries).

 See this Raspberry Pi forum topic for the original seeds of this set-up idea, that were eventually grown to become the greater detail of the idea (as present here); the set-up was developed somewhat within the just-mentioned Raspberry Pi forum topic. ☞  Using a separate inexpensive but safe computer/device for doing internet things, where the main device has been stripped of communications capability (by removal of hardware) appears like a good security idea; it can be particularly good for budgetary reasons. Perhaps it is an extension of the "Having intermediate device for internet connection might be more secure?" idea already present in the talk pages of the book (see https://en.wikibooks.org/wiki/Talk:End-user_Computer_Security/Main_content/Wireless_Communications#Having_intermediate_device_for_internet_connection_might_be_more_secure%3F ). Internet tethering to main device may not be a good idea, because malware can then potentially piggy-back over internet connection so as to do much damage to the computing conducted on your main device; strong separation, as suggested by this idea, can overcome this. The internet device only needs to be able to do internet things required to be done by the user; all other things can instead probably be safely done on the non-internet main computing device (where greater computing resources are likely available) [so long as the main device isn't hooked-up at all to any communications potential, {such potential perhaps being through the internet}]. ☞  Trying to use a SIM-enabled smartphone/tablet/smartwatch as a conventional kind of laptop computer, by connecting it to a conventional kind of keyboard with trackpad, and an external screen, might be a good security set-up (a USB-C hub can probably be used for making such multiple connections, a "USB-C to HDMI" adapter or HDMI socket on the mobile device, might be required for external display). The Samsung Dex app can be used on "Samsung Dex"-capable smartphones, to give a desktop form-factor experience even though powered by a "mobile-phone form factor" device, with such a set-up--it's not just a magnification of the smartphone screen, but an adaption of the display so that it is suited to desktop screens/interfaces. Huwai have similar functionality with at least some of their smartphones, called desktop mode (see https://www.coolsmartphone.com/2018/08/08/huawei-desktop-mode-in-depth/). For budgetary and security reasons, this set-up can be good because rather than having a netbook or other kind of laptop for the internet, as well as a mobile device (such as a mobile phone), you can instead just use one device for both use cases--such a system can be more barebones. Using a smartwatch might be particularly good in respect of it being more difficult to steal it when worn on your wrist; you could perhaps add a lock mechanism so that without a key or unscrewing a screw, it is difficult or impossible to remove the watch from your wrist; bear in mind though that a smartwatch at present, will likely be more expensive than a smartphone. If using such a set-up, you could perhaps use a second-hand monitor, screen, or TV, if wanting to cut down on costs. The only thing about using a second-hand screen, is that hidden espionage technology might be in such hardware, however, so long as illicit screen capture is the only security threat, that level of security weakness might be acceptable and tolerable. You can perhaps trim off some unneeded functionality (and become more barebones) by not having mobile SIM capability in the set-up; instead communications that would otherwise be done over a SIM network, can instead be done simply through the internet, such as by using Skype (Skype can be used to receive calls from, and make calls to, landlines, mobile phones, etc.) Skype uses end-to-end encryption at least for Skype-to-Skype calls, meaning spying on Skype-to-Skype calls is probably very unlikely; mobile networks might not do such complete encryption, probably spying on mobile calls is possible at call centres, and might be particularly worrying due to phone networks being sprawled over different countries; such differences can further incline one towards removing SIM functionality. A user may choose to use a SIM but only for mobile internet; in such cases, the end-to-end encryption offered by communications tech like Skype, over such mobile internet, should still retain its security benefits. To be even more barebones and cheap, instead of connecting the single computing device to an external display, an optical screen magnifier (simply something like a magnifying glass) can be used to make the device's display appear large. You can also get projectors (like cinema projectors), that can optically project the device's display on a wall or something similar. Both projectors and magnifiers are quite cheap; they also probably never contain microprocessor tech. meaning the attack surface posed by such tech is perhaps unlikely to be there (you could probably buy such things over the internet, second-hand, and not worry about tampering attacks that are generally possible with computing devices). ☞  Purchasing second-hand Blackberry Curve 9720 device for acting as a WiFi hotspot connected to the internet over mobile broadband is okay because of the nature of the security on such Blackberry devices? I managed to buy 3 (three) second-hand Blackberry Curve 9720 phones at a total cost of just £15 (for all three); one of the sellers appears to have been representing a very professional business heavily invested in mobile phone recycling and reuse. It also appears to be that there are plenty of such phones available at similar prices, in used-goods market on Facebook marketplace. Using a smartphone for the internet over a mobile SIM, appears to be a relatively cheap way to get the internet. If buying from private seller, probably have to make extra checks to make sure phone is genuinely Blackberry phone; could instead be a clone with weak security; it is theorised that second-hand Blackberry phones can be trusted because of Blackberry's high security, such security engenders trust in the use of the factory-reset function of their phones; the same doesn't seem much true with other brands of phone (see https://www.blackberry.com/us/en/products/secure-smartphones for more info). Some days have passed since my purchase of 3 (three) second-hand Blackberry Curve 9720 phones. I have discovered a flaw in this proposed method of securely acquiring phones. Whilst I still believe that this model of phone is good for going some way towards ensuring no tampering that can't be easily remedied through invoking the standard factory-reset function, I can't be certain that the phones in my possession are genuine Blackberry Curve 9720 phones—they could be good fakes. Not only do I not trust my suppliers, I also can't trust that the standard mailing of the items was not compromised along the way of their transit from the supplier to myself (the buyer). I had thought that there would be some mechanisms for easily ensuring that the phones were genuine, but none of the methods I've found through online research—which actually hasn't brought-up much information for dealing with such checking (which is perhaps a bit telling of itself)—appear to be particularly secure. Things like the IMEI number appear to be easy to fake; for example, an adversary can buy a genuine Blackberry Curve 9720, then copy the IMEI number to a deceptive fake Blackberry Curve 9720, and then simply keep the original true Curve phone out-of-service unused.

Reorder parts in Appendix so that this part comes first?
Such reordering would appear to make sense, as this part is closer to the content of the chapters of the book (such chapters make up the main body of the work).


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High School Biology/Anaerobic Respiration

Anearobic Respiration

Anearobic respiration is a catabolic (breaking down) reaction that occurs in both plant and animal cells,when oxygen is NOT available in the cell. The reaction occurs in the cytosol of the cell and the products formed in plant and animal cells are different.

In Plant Cells

In plant and yeast cells, energy-rich glucose is broken down to ethanol(alcohol). Carbon dioxide and some energy is released. The process is called alcoholic fermentation.

Beer Making

Beer is made when the yeast (fungus) is allowed to ferment under anearobic conditions (absence of oxygen)to produce alcohol.

Bread Making

Yeast is also used in the making of bread. The yeast breaks down the sugar via anearobic respiration to produce ethanol and CO2. The alcohol evapourates while the CO2 forms pockets of "air",causing the dough to rise. The yeast is killed by the time the bread is fully baked.

In Animal Cells

In animal cells, anaerobic respiration is also known as lactic acid fermentation. During this process,food (eg. Glucose) is broken down to yield some energy and lactic acid.A build-up of lactic acid in muscles leads to pain and muscle cramps. N.B. Lactic acid can be converted back to pyruvic acid when oxygen becomes available,so that aerobic respiration may continue.


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The Story of Rhodesia/Rhodes’s Dream

Birth
Rhodes was born in 1853 in Bishop's Stortford, Hertfordshire, England, the fifth son of the Reverend Francis William Rhodes (1807–1878) and his wife Louisa Peacock. Francis was a Church of England clergyman who served as perpetual curate of Brentwood, Essex (1834–1843) and then as vicar of nearby Bishops Stortford (1849–1876). He was proud of never having preached a sermon longer than 10 minutes. Francis was the eldest son of William Rhodes (1774–1843), a brick manufacturer of Hackney, Middlesex. The earliest traceable direct ancestor of Cecil Rhodes is James Rhodes (fl 1660) of Snape Green, Whitmore, Staffordshire. Cecil's siblings included Frank Rhodes, an army officer.

England and Jersey
Rhodes attended the Bishop's Stortford Grammar School from the age of nine, but, as a sickly, asthmatic adolescent, he was taken out of grammar school in 1869 and, according to Basil Williams, "continued his studies under his father's eye (...)."

At age seven, he was recorded in the 1861 census as boarding with his aunt, Sophia Peacock, at a boarding house in Jersey, where the climate was perceived to provide a respite for those with conditions such as asthma. His health was weak and there were fears that he might be consumptive (have tuberculosis), a disease of which several of the family showed symptoms. His father decided to send him abroad for what were believed to be the good effects of a sea voyage and a better climate in South Africa.

Africa
When he arrived in Africa, Rhodes lived on money lent by his aunt Sophia. After a brief stay with the Surveyor-General of Natal, Dr. P.C. Sutherland, in Pietermaritzburg, Rhodes took an interest in agriculture. He joined his brother Herbert on his cotton farm in the Umkomazi valley in Natal. The land was unsuitable for cotton, and the venture failed.

In October 1871, 18-year-old Rhodes and his 26-year-old brother Herbert left the colony for the diamond fields of Kimberley in Northern Cape Province. Financed by N M Rothschild & Sons, Rhodes succeeded over the next 17 years in buying up all the smaller diamond mining operations in the Kimberley area.

His monopoly of the world's diamond supply was sealed in 1890 through a strategic partnership with the London-based Diamond Syndicate. They agreed to control world supply to maintain high prices. Rhodes supervised the working of his brother's claim and speculated on his behalf. Among his associates in the early days were John X. Merriman and Charles Rudd, who later became his partner in the De Beers Mining Company and the Niger Oil Company.

During the 1880s, Cape vineyards had been devastated by a phylloxera epidemic. The diseased vineyards were dug up and replanted, and farmers were looking for alternatives to wine. In 1892, Rhodes financed The Pioneer Fruit Growing Company at Nooitgedacht, a venture created by Harry Pickstone, an Englishman who had experience with fruit-growing in California. The shipping magnate Percy Molteno had just undertaken the first successful refrigerated export to Europe. In 1896, after consulting with Molteno, Rhodes began to pay more attention to export fruit farming and bought farms in Groot Drakenstein, Wellington and Stellenbosch. A year later, he bought Rhone and Boschendal and commissioned Sir Herbert Baker to build him a cottage there. The successful operation soon expanded into Rhodes Fruit Farms, and formed a cornerstone of the modern-day Cape fruit industry.

University
In 1873, Rhodes left his farm field in the care of his business partner, Rudd, and sailed for England to study at university. He was admitted to Oriel College, Oxford, but stayed for only one term in 1873. He returned to South Africa and did not return for his second term at Oxford until 1876. He was greatly influenced by John Ruskin's inaugural lecture at Oxford, which reinforced his own attachment to the cause of British imperialism.

Among his Oxford associates were James Rochfort Maguire, later a fellow of All Souls College and a director of the British South Africa Company, and Charles Metcalfe. Due to his university career, Rhodes admired the Oxford "system". Eventually, he was inspired to develop his scholarship scheme: "Wherever you turn your eye—except in science—an Oxford man is at the top of the tree".

While attending Oriel College, Rhodes became a Freemason in the Apollo University Lodge. Although initially he did not approve of the organisation, he continued to be a South African Freemason until his death in 1902. The shortcomings of the Freemasons, in his opinion, later caused him to envisage his own secret society with the goal of bringing the entire world under British rule.

Establishment of De Beers
During his years at Oxford, Rhodes continued to prosper in Kimberley. Before his departure for Oxford, he and C.D. Rudd had moved from the Kimberley Mine to invest in the more costly claims of what was known as old De Beers (Vooruitzicht). It was named after Johannes Nicolaas de Beer and his brother, Diederik Arnoldus, who occupied the farm.

After purchasing the land in 1839 from David Danser, a Koranna chief in the area, David Stephanus Fourie, forebearer for Claudine Fourie-Grosvenor, had allowed the de Beers and various other Afrikaner families to cultivate the land. The region extended from the Modder River via the Vet River up to the Vaal River.

In 1874 and 1875, the diamond fields were in the grip of depression, but Rhodes and Rudd were among those who stayed to consolidate their interests. They believed that diamonds would be numerous in the hard blue ground that had been exposed after the softer, yellow layer near the surface had been worked out. During this time, the technical problem of clearing out the water that was flooding the mines became serious. Rhodes and Rudd obtained the contract for pumping water out of the three main mines. After Rhodes returned from his first term at Oxford, he lived with Robert Dundas Graham, who later became a mining partner with Rudd and Rhodes.

On 13 March 1888, Rhodes and Rudd launched De Beers Consolidated Mines after the amalgamation of a number of individual claims. With £200,000 of capital, the company, of which Rhodes was secretary, owned the largest interest in the mine (£200,000 in 1880 = £22.5m in 2020 = $28.5m USD). Rhodes was named the chairman of De Beers at the company's founding in 1888. De Beers was established with funding from N.M. Rothschild & Sons in 1887.

Cape Parliament
In 1880, Rhodes prepared to enter public life at the Cape. With the earlier incorporation of Griqualand West into the Cape Colony under the Molteno Ministry in 1877, the area had obtained six seats in the Cape House of Assembly. Rhodes chose the rural and predominately Boer constituency of Barkly West, which would remain loyal to Rhodes until his death.

When Rhodes became a member of the Cape Parliament, the chief goal of the assembly was to help decide the future of Basutoland. The ministry of Sir Gordon Sprigg was trying to restore order after the 1880 rebellion known as the Gun War. The Sprigg ministry had precipitated the revolt by applying its policy of disarming all native Africans to those of the Basotho nation, who resisted.

The Imperial Factor
Rhodes used his wealth and that of his business partner Alfred Beit and other investors to pursue his dream of creating a British Empire in new territories to the north by obtaining mineral concessions from the most powerful indigenous chiefs. Rhodes' competitive advantage over other mineral prospecting companies was his combination of wealth and astute political instincts, also called the "imperial factor", as he often collaborated with the British Government. He befriended its local representatives, the British Commissioners, and through them organized British protectorates over the mineral concession areas via separate but related treaties. In this way he obtained both legality and security for mining operations. He could then attract more investors. Imperial expansion and capital investment went hand in hand.

The imperial factor was a double-edged sword: Rhodes did not want the bureaucrats of the Colonial Office in London to interfere in the Empire in Africa. He wanted British settlers and local politicians and governors to run it. This put him on a collision course with many in Britain, as well as with British missionaries, who favoured what they saw as the more ethical direct rule from London. Rhodes prevailed because he would pay the cost of administering the territories to the north of South Africa against his future mining profits. The Colonial Office did not have enough funding for this. Rhodes promoted his business interests as in the strategic interest of Britain: preventing the Portuguese, the Germans or the Boers from moving into south-central Africa. Rhodes's companies and agents cemented these advantages by obtaining many mining concessions, as exemplified by the Rudd and Lochner Concessions.

title: The Story of Rhodesia/Rhodes’s Dream


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User:1234qwer1234qwer4/common.js

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text: Category:Book:Beginners Guide to Ladino

title: Category:Book:Beginners Guide to Ladino


text:
Talk:Solutions To Mathematics Textbooks/Basic Mathematics/Chapter 1

Chapter 1, Section 2, exercise 15 doesn't offer the correct solution.

{\displaystyle 2-x=5\,}{\displaystyle 2-x=5\,} {\displaystyle -x=3\,}{\displaystyle -x=3\,}

{\displaystyle x=-3\,}{\displaystyle x=-3\,}		multiply both sides by -1.

You can't multiply both sides by -1, because the section is talking about RULES FOR ADDITION.

Multiplication wasn't introduced yet in the book, neither it's properties, in this case called N7 [ (-1)a = a ]

The correct solution in this case is to use the introduced N3 and N2 rules.

From the point above:

-x = 3

-x+x = 3+x by N3, which let's you add the same term on both sides.

0 = 3+x by N2 which cancels opposite terms [ -x+x = 0 ]

Then, you need to use N3 again to have -3 on both sides and cancel 3-3 on the other side using N2.

0 = 3+x

-3 = 3-3+x

-3 = 0+x

-3 = x or x = -3

You can't use a tool that's not offered to solve a problem. You have to work with what's offered, that's the whole point of learning deduction and proofs.


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Free Knowledge Culture Calendar/April 30

Today is Claude Shannon’s birthday.


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Free Knowledge Culture Calendar/November 2

Today is the birthday of George Boole. His work laid the foundations of electronic computing and information processing as we know it.


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History of video games/1960-1969

A small market
During the 1960's the Video Game Industry was a rather small market, and were more often than not used as a novelty attraction or the hobby project of an academic than a serious product category. In spite of that this decade would not only host some key developments in foundational technologies, some rather significant developments would be made in video gaming directly.

The PLATO Educational computer terminal system is launched after being developed from 1959 through 1960, later giving rise to a number of early multiplayer games in the 1970's once adoption picked up.

Adaptations of the game of Nim were quite popular during the this decade. In 1962 the mainframe game Marienbad is developed in Poland as a Nim adaptation. Dr. Nim is a dedicated mechanical digital computer game that used marbles instead of a screen launched at some point during the 1960's.

For more information about some early mainframe games, please read the chapter on early games.

Computer Technology Improves
As Computing technology was spurred on by demand from Cold War era policies and business needs, several developments were made that would go on to impact gaming technology as well.

Reed-Solomon Code is invented in 1960, allowing for more reliable telecommunication and optical media, which would later be used by gaming systems. It is also used by more obscure game media, such as Nintendo E-Reader cards.

Project Xanadu begins in 1960 and becomes a significant early attempt at implementing hypertext, as well as an early prominent example of vaporware. This is a key development in the realization of hypertext, and eventually it's more popular competitor, the World Wide Web, plays host to a number of web games.

An early computer animation is rendered in Sweden 1960 and broadcast in 1961. Eventually computer generated imagery, or CGI for short, becomes a common way of generating rich visuals for games.

In October 1962 the first red LED is invented. This paves the way for cheap indicator lights in consoles and computers, as well as the red LED arrays that made consoles like the Entex Adventure Vision and the Virtual Boy possible.

In 1963 the Dutch company Phillips brings the compact cassette to market. Cassette tapes would later be used as a popular medium for computer games during the late 1970's and 1980's. The Cassette's popularity among gamers in Europe was particularly notable. By the 1980's the cassette proved popular among computer gamers in the Netherlands, as game software was distributed on radio broadcasts, where they could easily be recorded in standard players then loaded into computers.

In 1968 Digi Grotesk is created, one of the first known digital typefaces. Digital typography would become a key component of visual design in any video game which used text, and designers would quickly leverage type itself as a way they could further immerse the player in their games, improve visual clarity of game elements, and further their own artistic goals.

Doug Englebart
Doug Englebart invents the mouse in 1964. Following years of development, on December 9th, 1968 Doug Englebart hosts the "Mother of All Demos" where he demonstrates a number of concepts, such as a computer mouse, digital maps, hyperlinks, real time collaboration in the same environment, and video chat. The concepts demonstrated by Doug Englebart in the Mother of All Demos would eventually be deployed in the gaming industry, either in games themselves or by video game developrs.

Space Race
The space race spawned a number of space age technologies and a media frenzy. From these developments, the space race spurred several key developments in the gaming industry, either through direct technological development, or by inspiring space themed games.

Spacewar! for the PDP-1 computer was among the first digital video games, and featured two players fighting around a gravity pulling star. It's open source nature also soon leads to some of the first video game mods.

In March 1969 Bell Labs changed focus, spurring programmer Ken Thompson to port his video game Space Travel from the expensive to run GE-645 computer to a cheaper PDP-7 he had access to, eventually resulting in the creation of the Unix operating system. Unix derived and compatible operating systems would go on to directly power a number of gaming devices, such as the PlayStation 4. Unix and compatible operating systems would also go onto power a number of gaming adjacent devices, such as game servers, or mobile phones.

During the space race NASA created demand for then emerging technologies spurring their development, like microchips. This helped to promote the miniaturization of consumer electronics.

On July 20th, 1969 humans lands on the Moon for the first time, with the historic moment televised across the globe. This moment defines a generation, and many are deeply moved by this momentous occasion. Among those captivated by the Apollo 11 moon landing is Hideo Kojima, who would later develop games inspired by space travel, such as Policenauts.

Influence of Literature
The literature of the late 1950's and 1960's had a large influence on the plots of many video games in later years. One of the most notable examples Bioshock (2007) took inspiration from Atlas Shrugged (1957) 50 years later to explore the society advocated by the novel, and would also offer a deconstruction by illustrating the pitfalls of such a society. A Canticle for Leibowitz (1959) would go on to inspire the Brotherhood of Steel in Fallout (1997), with both using a theme of a religious order safeguarding old world relics in a post-nuclear landscape. Dune (1965) was a major work of science fiction literature which would go on to influence a number of foundational science fiction games, shaping genres in a media which barely yet existed. The 1959 novel Starship Troopers is commonly credited with popularizing the concept of "Power Armor", a concept later found in other science fiction media, including many video games.

title: History of video games/1960-1969


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User:Zkarapatlak

Lütfen hoşunuza giden yahut burada olmasını istediğiniz kitapları bildiriniz. Onları da ekleyelim.

title: User:Zkarapatlak


text: Category:Book:Programming Basics

title: Category:Book:Programming Basics


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User:Lumibd

Hello, I'm French and interested in Learning Korean (interested but not motivated enough) so I'll perhaps translated some lessons to French.

Feel free to contact me :D

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text: Category:Book:Isoba

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text: Category:Book:OpenSCAD Tutorial

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User talk:Zkarapatlak

Hello, this is an English only project. Please don't create random pages with non-English names and no English content. QuiteUnusual (discuss • contribs) 14:36, 12 November 2020 (UTC)

title: User talk:Zkarapatlak


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User talk:Snophiwo

Welcome, Snophiwo!

If you have any questions, you can ask in the assistance reading room or possibly contact me personally. —Atcovi (Talk - Contribs) 14:57, 12 November 2020 (UTC)

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Australian History/World War I

‹ Return to the Contents

Gallipoli
On the 25th of April in 1915, 16,000 Australian and New Zealand troops began fighting hard on the Gallipoli peninsula to relieve pressure on Russian allies, with a tough stalemate against Ottoman forces lasting eight months.

Spanish Flu
Australia began taking precautions against the Spanish Flu on October 17th, 1918, and the virus was contained until January 1919.

Australia Between the Wars (1920-1938) ›

title: Australian History/World War I