Monday, January 28, 2013

Apple, cross-promotion, Discovery Engineering, eCPA, Electronic Arts, Europe, Facebook, Fantasy Sports, guano, iPhone, potato, sheep, South America, SPI, whales, wolves

A BROWSER MANIFESTO – PART 10

After doubling European farming output with the potato, there was a further tripling of value from another South American import: the bird droppings known as guano. Let’s apply the fertilizer metaphor to how we can make games better with a new technical discipline that I’ll call Discovery Engineering. In short, how do we start with the same game but add engineering and technology that brings in much more new daily traffic as well as more frequent return visits?

Our gaming guano starts with my very old concept that great games must be Simple, Hot and Deep. I’ve been saying this since I founded Electronic Arts in 1982 and it remains true nearly 30 years later. Consider the ocean, which is simple enough in concept and access that everyone likes to go to the beach. The babies are playing in the sand and puddles while the kids that can walk are getting wet and letting the lapping waves chase them. It’s hot and the graphics and sound are fantastic; everyone is enthralled by the spectacle and can’t get enough. And no matter how far you go it just keeps getting deeper until you need a surfboard or scuba gear and have to worry about sharks. The analogy I used earlier was how the depth satisfies the whales, also known as wolves, who generate your revenue. The wolves need to conquer the sheep that are represented by the casual players. Hence the game must appeal to everyone like the ocean. You cannot even begin to make this work if the game is not Simple, Hot and Deep.

There are additional things that can now be embodied in the game itself that will drive more traffic and return visits. Game mechanics that are very satisfying to play by yourself are of less value than mechanics that engage you in competition and contact with other players, which provokes both viral spread and higher return rates. Repeatable game mechanics that are driven more by algebra and stats, like Fantasy Sports, are not only more efficient to build than a content treadmill, but they provoke endless competitive comparisons leading to higher return rates and more spending.

Independent of the game, additional technology layers can be wrapped around it to generate more free traffic. The APIs of an SNS like Facebook are one great example. Apple makes it easy to send an email invitation but any of these ideas is going to be more effective if the game is not limited to one platform. Everyone that is looking at email or Facebook is but one click away from the browser, regardless of his or her preferred game platform. If your game runs in the browser without requiring any plug-ins, installs or memberships you have a better chance of getting the recipient of an invitation to try it right now. If they like a short trial session, they may later become a Facebook member or buy an iPhone but even if they don’t they can play your game in any case.

My favorite example of Discovery Engineering is how we do cross-promotion. Many people dislike this idea because they don’t understand it and are clinging to the past. Old School thinking says that customers go to destinations and that you would be crazy to distract them or let them exit prematurely once you have gone to all the trouble to bring them to your game. But if your game is in the browser, the player only invested in one simple click to get to you. Not only was the “investment” nothing, he’s busy right now, possibly at work or at school, and he’s going to be leaving your website within seconds regardless of how you treat him.

The principle of cross-promotion is to get something of value when, inevitably, he leaves. Hence we show a display ad banner offering a few other games to try. If the current game is no longer holding his attention, he’s a goner anyway. But if he clicks on a game in the banner, he goes to a competitor’s game for a free trial, and that competitor now owes our company a return click from one of their customers that we don’t already have. If your product is lousy this will only make you fail faster. But if you make a superior game you will double your customers this way, because your game is good enough that your departing player will remember to come back to your game again. And your competitor is giving you a new customer who will also like your game, so you’ll have two good customers instead of just one. Voila, your eCPA just dropped in half, which dramatically increases the chance that the game’s lifetime value will be profitable.

It is for the same reason that auto dealerships cluster together on the same street. But many game developers are too paranoid and distrusting to do this kind of cross-promotion. They’re afraid to help a competitor or they’re insecure or overly protective about their game. But we know this works for us; it’s the best guano we’ve got.

BUILDING CULTURE LIKE PIXAR

A BROWSER MANIFESTO – PART 11

Historically most films have been live action shot by independent production teams, while most video games have been made by independent third-party developers under a similar kind of contract with a publisher. Pixar is radically different because they are a technology company that systematically leverages tools. We do something similar and like Pixar, have found that it is easier to implement under your own roof with your own staff. Just for starters this eliminates questions about direction, ownership and sharing. But there is much more to it.

To create a systematic competitive advantage a game developer needs to be building a system, not a game. The organization must become part of this system. It begins with corporate culture and values and you want people that have the desire and confidence to innovate and collaborate. Strategically you are going to be better off if your people believe they can make a great, new original game because you’ll get less market share in a clone war and less revenue share if you are always licensing other people’s brands. It will also make an enormous difference if you can convince everyone to use the same tools and to collaborate on a technology roadmap and the sharing of Best Practices. This way everyone can learn from internal experts about how to use tools and metrics to make games that drive traffic, retain customers and monetize better.

These kinds of things beg for a centralized organization with everyone in the same building to improve communications and management. However, I will instead argue for a global organization with several medium-sized offices. The market is global and if your employees aren’t global you’ll remain too foreign for many potential customers. Our office in Finland is an interesting melting pot all by itself because people born in 35 different countries have worked there. They have a good idea of global tastes because it is in the building. Costs are also much more competitive when you are global, as compared to only being in an expensive city like San Francisco or London. In many of our seven locations the turnover rate and organizational churn are also lower because we’re the best game company in town – simply because there are fewer competitors of note.

To make such a structure work we ask everyone to communicate in English, we make extensive use of tools like email, IM and Skype and we gratefully get people to participate in conference calls that have to span a lot of time zones. We are respectful and courteous about the demands and it works because everyone is learning much faster and advancing in their career. It seems like every office has some big brother offices that they aspire to follow, and some little brother offices that they are training and managing on some projects. This process allows the most advanced people to take on exciting new work by enabling them to hand down mastered categories to a new owner for whom it is a chance to advance and grow. Pixar continues to be a great role model for us. Harvard Business School was sufficiently fascinated by how we do it that they wrote a case study about Digital Chocolate: http://hbr.org/product/digital-chocolate/an/410049-PDF-ENG.

WE’RE CHASING DOLPHINS

A BROWSER MANIFESTO – PART 14

The industry has worn out old terms like, “hardcore gamer”, “casual gamer” and “whale”. None of them perfectly explains the nature of the emerging digital gamer. Let’s call them dolphins. Why?

Dolphins love to play. They’re curious and intelligent.

Dolphins are social, and happy to play with both friends and strangers.

Dolphins are competitive. They’re carnivores. They’ll kill rivals in fights for territory, just like gamers.

They’re early Internet adopters (they call it “echolocation”).

They prefer casual, short sessions before they come up for air.

As for whales, they are actually just really big dolphins. Or you could say that dolphins are whales that have migrated to Hawaii because it is more casual and convenient. So dolphins may be whales that became more “streamlined” when they decided to join the revolution and play on the web and with their mobile phone.

The dolphin market is going to be huge!

YOUR HEART IS FREE, HAVE THE COURAGE TO FOLLOW IT

A BROWSER MANIFESTO – PART 15

I’ve made the argument that game developers should build tools that allow them to support all platforms and screens from the same R&D thrust.  Among these platforms the open browser is the most critical because it is the one that is not controlled by a giant corporation with a profit motive.

It is always tempting to align with the titans because they are big, powerful, influential and know how to market themselves and their business propositions.  But historically, closed platforms don’t work any better for game developers than the Berlin Wall.  Prior to Nintendo there were many open media platforms including print, painting, photography, film, video, music.  While Philips invented the CD player they widely licensed their patents and charged a mere 6 cents per disc, and allowed complete freedom of operations and expression.  More recently, the World Wide Web was a gift to the public and we’ve seen again how a free, open, competitive platform can flourish.  But Nintendo ushered in a new generation of closed platforms with unappealing license terms for third-parties.  It has always been great for Nintendo, but there isn’t a single great game software company today that was built on the back of Nintendo.  In general, these licenses in the console industry drove up costs, crippled innovation and despite industry growth more than 90% of publishers that bore these costs were wiped out.

Rather than operating like the web or CD, Nintendo has been the reference point for many new closed platforms.  Digital licenses have gotten even worse because the licensors all reserve the right to constantly make unilateral changes, thereby creating a slippery slope for third-party game developers who are at the end of the whip.  Hot new digital platforms with high growth have been as alluring as the Pied Piper, promising developers liberation from publishers and retailers and a chance to be first-movers.  Thousands of developers followed because it seemed reasonable at the time.  Apple, for example seemed generous initially to be raking only 30% of the pot, because Western mobile carriers had been taking 50-75%.  But not enough science or even study of history went into the choice of 30% that has become a de facto standard.  The mobile carriers had failed, so that was not a good reference point.  DoCoMo succeeded by charging only 9%.  Other huge platform successes like the CD and the web were essentially free.  Where is the analysis or evidence that a 30% fee is viable for a third-party industry?  There isn’t any.  Instead we have many examples to the contrary.

Consider that for games, it will cost up to 30% of revenue for the cost of acquisition (also known as advertising, even after averaging this cost down to eCPA as a result of other free traffic sources).  Sales or VAT tax can be another 10% or more.  Server overhead to operate free client-server games can also be 10% or more.  If there is a 30% platform fee a game developer is now looking at variable costs eating up 80% or more of revenue, and they still have to cover product development and overhead costs.  From what I can tell from published industry stats, on many platforms these other costs are 50% or more of revenue so now we’re at 130% for a median performing app.  Given a bell curve distribution and 200,000 apps you’ll still have outliers like Angry Birds and Millionaire City but overall this is not a healthy economic picture for game developers.

Many other companies have simply copied the 30% rate from Apple, justifying it on the simple argument that Apple had set the standard.  Well, I guarantee you that Steve Jobs did not envision the cost structure and business model of today’s games and arrive at the 30% number based on a clear understanding of a win-win scenario that would create a healthy value system for game developers.  Steve Jobs may have been a genius but he never liked the game industry and he never understood it, nor did he care about the needs of game developers.  While we’re currently stuck with the number he made up, there are signs of increasing platform competition as Windows 8 will charge a reduced rate of 20% and Google+ launched at only a 5% fee.  But history has shown that as developers invest and help platform owners become strong, the rates go up.

Game developers need to wake up now and realize that they have too often been willing serfs in feudal kingdoms where they don’t own the soil that they till.  The open browser is the next big game platform.  But even if it wasn’t, it is the one, only and best place for a developer to plant their flag and invest in their future.  Because it is open and free!  Being strong in the browser will create even more synergy if you are also extending your reach with Facebook, Apple, Android and other platforms that you can branch to from the browser.  We can even tolerate their 30% tariffs if our technology leverages product investments to reach all screens and to provide more sources of free traffic.  But freedom for game developers must come first.  If we are free, we can consider a flanking move on a closed platform from a position of strength and we can negotiate with some bargaining power, perhaps even with a collective viewpoint.

There have been other freedom fights in game industry history and we’ve had our William Wallaces.  Activision’s founders were sued by their former bosses at Atari but their bid for independence survived.  Tengen challenged Nintendo but suffered a fatal loss.  I founded Electronic Arts to create a better business model for game developers.  The most important single thing I did at EA was to push my team to reverse-engineer the Sega Genesis so that EA could be liberated from the draconian license agreements that were offered in those days.  I founded 3DO as a bold attempt to help developers and improve the value chain, but 3DO was outflanked by Sony’s deeper pockets.  3DO reduced industry standard console license fees by 70% but Sony put them right back where they had been.  More than 900 companies signed 3DO licenses but they fled to Sony when Sony proved willing to take big losses to build their hardware installed base.  Sony executives did tell me later that they copied many business practices and licensing philosophies from 3DO, which made things better for developers.  With Steampowered.com, Valve pioneered digital distribution at a time when none of the PC game publishers would touch it.  Bigpoint and GameForge pioneered browser games when the mainstream didn’t care.  In every one of these cases, game developers took risks and ventured into unknown territory for the betterment of game developers and the public.  The courage of a few did help grow an industry that can now support a vastly larger number of global game developers.  Today, the open browser gives all game developers a chance to be courageous and help the industry reach for a new age that could be truly golden for game developers, not just for Apple, Facebook and Zynga.

The browser is worth fighting for.  We need to be free.  We are all William Wallaces.  Let’s follow our hearts.

THE REPUBLIC OF GAMING

A BROWSER MANIFESTO – PART 16

THE REPUBLIC OF GAMING

This blog post completes The Browser Manifesto with the notion that Indie game developers can collectively have the power of Zynga if we collaborate to create The Republic of Gaming. United, we are as strong as anyone.

We are entering the age of convenient computing. The browser will become the next big game platform. Core gamers, or whales, will migrate by the millions to this new model and drive a $100 billion market based on free to play games with virtual goods. Distribution principles will be disrupted and some big players will fall while many newcomers succeed on the basis of great new games that use the Discovery business model. There is potential greatness in every game developer that will now have a chance to flourish and stand on its own, if we work together.

We need only recognize the benefits of collaboration and trust each other. We trust the World Wide Web and need to master how we leverage it. The same can be said for Google search, Facebook friends, email lists, ad networks, offer networks, affiliate networks, development tools and innovative partnerships like FreeGameLeaders.Com.

Your heart is free. Have the courage to follow it.

THE DAU IS DOWN

We are in the middle of a tremendous growth phase in the history of the game business and advancement requires astute analysis and brutal honesty.

While an otherwise good overview of 2010, this recent article from Inside Network missed the bigger picture and elements of cause and effect, which led to invalid conclusions.
They try to explain a shift in market share away from the early 2010 Big 5 as the result of the “rise of the Indies” and their “superior game design”. In fact, the entire shift in share is explained byFacebook moving their focus to adding new, 2nd tier Credits partners and nourishing them with free installs.  Many of the companies that got these installs did indeed rise, but fell later when the free traffic ran out.  I’m not saying it was the Indies fault, it’s just a false conclusion to say the Indies are winning or that game design is the cause. The market declined for everyone, but free installs covered the problem for a period of time. Overall, the “other 175” games in the story’s sample have in fact declined in total DAU audience in the last 3 months, from a peak of 48M DAU back in November. It’s even worse if you dig deeper and look at the Top 1,000 games from the Top 200 publishers, which goes well beyond the article’s sample into true Indie territory.  Frankly, since conventional game design thinking does not apply well to Facebook, the results of the Top 200 game publishers have been both random and disappointing with a disturbingly high failure rate that should be scaring the crud out of everyone. Case in point:  Zynga’s biggest 4 rivals from early 2010, despite spending more money and launching more games that were also, presumably, “better designed”, and made with “more experience”, collectively declined from 26M DAU to 13M DAU. This despite the fact that these companies made several acquisitions. Among these “leaders” the only new game gaining any ground recently is Crowdstar’s It Girl which, again, happens to be getting more free Facebook installs than any game in Facebook history.

It is better if we are objective about what is going on, and honestly, about how challenging it is regardless of size. A healthy industry is one in which the ecosystem is fundamentally growing (outside of marketing and exceptional cases), R&D is easily amortized from revenue, margins are good, and marketing investments are positive ROI. Right now, all of these are major challenges. Do not underestimate any of them. Jus’ sayin’. We all have a ton of opportunity ahead but even a Titanic can find an iceberg if there is not enough humble and vigilant attention to detail.

THE DAU IS DOWN

We are in the middle of a tremendous growth phase in the history of the game business and advancement requires astute analysis and brutal honesty.

While an otherwise good overview of 2010, this recent article from Inside Network missed the bigger picture and elements of cause and effect, which led to invalid conclusions.
They try to explain a shift in market share away from the early 2010 Big 5 as the result of the “rise of the Indies” and their “superior game design”. In fact, the entire shift in share is explained byFacebook moving their focus to adding new, 2nd tier Credits partners and nourishing them with free installs.  Many of the companies that got these installs did indeed rise, but fell later when the free traffic ran out.  I’m not saying it was the Indies fault, it’s just a false conclusion to say the Indies are winning or that game design is the cause. The market declined for everyone, but free installs covered the problem for a period of time. Overall, the “other 175” games in the story’s sample have in fact declined in total DAU audience in the last 3 months, from a peak of 48M DAU back in November. It’s even worse if you dig deeper and look at the Top 1,000 games from the Top 200 publishers, which goes well beyond the article’s sample into true Indie territory.  Frankly, since conventional game design thinking does not apply well to Facebook, the results of the Top 200 game publishers have been both random and disappointing with a disturbingly high failure rate that should be scaring the crud out of everyone. Case in point:  Zynga’s biggest 4 rivals from early 2010, despite spending more money and launching more games that were also, presumably, “better designed”, and made with “more experience”, collectively declined from 26M DAU to 13M DAU. This despite the fact that these companies made several acquisitions. Among these “leaders” the only new game gaining any ground recently is Crowdstar’s It Girl which, again, happens to be getting more free Facebook installs than any game in Facebook history.

It is better if we are objective about what is going on, and honestly, about how challenging it is regardless of size. A healthy industry is one in which the ecosystem is fundamentally growing (outside of marketing and exceptional cases), R&D is easily amortized from revenue, margins are good, and marketing investments are positive ROI. Right now, all of these are major challenges. Do not underestimate any of them. Jus’ sayin’. We all have a ton of opportunity ahead but even a Titanic can find an iceberg if there is not enough humble and vigilant attention to detail.

Reception history of Jane Austen

[caption id="" align="aligncenter" width="450"]Portrait of Jane Austen, from the memoir by J.... Portrait of Jane Austen, from the memoir by J. E. Austen-Leigh. All other portraits of Austen are generally based on this, which is itself based on a sketch by Cassandra Austen (Photo credit: Wikipedia)[/caption]

The reception history of Jane Austen follows a path from modest fame to wild popularity. Jane Austen (1775–1817), the author of such works asPride and Prejudice (1813) and Emma (1815), has become one of the best-known and widely read novelists in the English language.[1] Her novels are the subject of intense scholarly study and the centre of a diverse fan culture.

During her lifetime, Austen's novels brought her little personal fame. Like many women writers, she chose to publish anonymously and it was only among members of the aristocracy that her authorship was an open secret. At the time they were published, Austen's works were considered fashionable by members of high society but received few positive reviews. By the mid-19th century, her novels were admired by members of the literary elite who viewed their appreciation of her works as a mark of cultivation. The publication in 1870 of her nephew's Memoir of Jane Austenintroduced her to a wider public as an appealing personality—dear, quiet aunt Jane—and her works were republished in popular editions. By the start of the 20th century, competing groups had sprung up—some to worship her and some to defend her from the "teeming masses"—but all claiming to be the true Janeites, or those who properly appreciated Austen.

Early in the 20th century, scholars produced a carefully edited collection of her works—the first for any British novelist—but it was not until the 1940s that Austen was widely accepted in academia as a "great English novelist". The second half of the 20th century saw a proliferation of Austen scholarship, which explored numerous aspects of her works: artistic, ideological, and historical. With the growing professionalisation of university English departments in the first half of the 20th century, criticism of Austen became progressively more esoteric and, as a result, appreciation of Austen splintered into distinctive high culture and popular culture trends. In the late 20th century, fans founded Jane Austen societies and clubs to celebrate the author, her time, and her works. As of the early 21st century, Austen fandom supports an industry of printed sequels and prequels as well as television and film adaptations, which started with the 1940 Pride and Prejudice and evolved to include the 2004 Bollywood-style productionBride and Prejudice.

Background


Jane Austen lived her entire life as part of a large and close-knit family on the lower fringes of the English gentry.[2] Her family's steadfast support was critical to Austen's development as a professional writer.[3] Austen read draft versions of all of her novels to her family, receiving feedback and encouragement,[4] and it was her father who sent out her first publication bid.[5] Austen's artistic apprenticeship lasted from her teenage years until she was about thirty-five. During this period, she experimented with various literary forms, including the epistolary novel which she tried and then abandoned, and wrote and extensively revised three major novels and began a fourth. With the release of Sense and Sensibility (1811), Pride and Prejudice (1813),Mansfield Park (1814) and Emma (1815), she achieved success as a published writer.

Novel-writing was a suspect occupation for women in the early 19th century, because it imperiled their social reputation by bringing them publicity viewed as unfeminine. Therefore, like many other female writers, Austen published anonymously.[6] Eventually, though, her novels' authorship became an open secret among the aristocracy.[7] During one of her visits to London, the Prince Regent invited her, through his librarian, James Stanier Clarke,[8]to view his library at Carlton House; his librarian mentioned that the Regent admired her novels and that "if Miss Austen had any other Novel forthcoming, she was quite at liberty to dedicate it to the Prince".[9] Austen, who disapproved of the prince's extravagant lifestyle, did not want to follow this suggestion, but her friends convinced her otherwise: in short order, Emma was dedicated to him. Austen turned down the librarian's further hint to write a historical romance in honor of the prince's daughter's marriage.[10]

A sketch of a woman from the back sitting beneath a tree and wearing early 19th-century British clothing and a bonnet


A watercolour sketch of Jane Austen by her sister Cassandra(c. 1804)




In the last year of her life, Austen revised Northanger Abbey (1817), wrote Persuasion (1817), and began another novel, eventually titled Sanditon, which was left unfinished at her death. Austen did not have time to see Northanger Abbey or Persuasion through the press, but her family published them as one volume after her death and her brother Henry included a "Biographical Notice of the Author".[11] This short biography sowed the seeds for the myth of Austen as a quiet, retiring aunt who wrote during her spare time: "Neither the hope of fame nor profit mixed with her early motives ... [S]o much did she shrink from notoriety, that no accumulation of fame would have induced her, had she lived, to affix her name to any productions of her pen ... in public she turned away from any allusion to the character of an authoress."[12] However, this description is in direct contrast to the excitement Austen shows in her letters regarding publication and profit: Austen was a professional writer.[13]

Austen's works are noted for their realism, biting social commentary, and masterful use of free indirect speech, burlesque and irony.[14] They critique the novels of sensibility of the second half of the 18th century and are part of the transition to 19th-century realism.[15] As Susan Gubar and Sandra Gilbert explain, Austen makes fun of "such novelistic clichés as love at first sight, the primacy of passion over all other emotions and/or duties, the chivalric exploits of the hero, the vulnerable sensitivity of the heroine, the lovers' proclaimed indifference to financial considerations, and the cruel crudity of parents".[16] Austen's plots, though comic,[17] highlight the way women depend on marriage to secure social standing and economic security.[18] Like the writings of Samuel Johnson, a strong influence on her, her works are fundamentally concerned with moral issues

1812–1821: Individual reactions and contemporary reviews


Austen's novels quickly became fashionable among opinion-makers, namely, those aristocrats who often dictated fashion and taste. Lady Bessborough, sister to the notorious Georgiana, Duchess of Devonshire, commented on Sense and Sensibility in a letter to a friend: "it is a clever novel.  ... tho' it ends stupidly, I was much amused by it."[20] The fifteen-year-old daughter of the Prince Regent, Princess Charlotte Augusta, compared herself to one of the book's heroines: "I think Marianne & me are very like in disposition, that certainly I am not so good, the same imprudence, &tc".[21] After reading Pride and Prejudice, playwright Richard Sheridan advised a friend to "[b]uy it immediately" for it "was one of the cleverest things" he had ever read.[22] Anne Milbanke, future wife of the Romantic poet Lord Byron, wrote that "I have finished the Novel called Pride and Prejudice, which I think a very superior work." She commented that the novel "is the most probable fiction I have ever read" and had become "at present the fashionable novel".[23] The Dowager Lady Vernon told a friend thatMansfield Park was "[n]ot much of a novel, more the history of a family party in the country, very natural"—as if, comments one Austen scholar, "Lady Vernon's parties mostly featured adultery."[24] Lady Anne Romilly told her friend, the novelist Maria Edgeworth, that "[Mansfield Park] has been pretty generally admired here" and Edgeworth commented later that "we have been much entertained with Mansfield Park".[24]

Despite these positive reactions from the elite, Austen's novels received relatively few reviews during her lifetime:[25] two for Sense and Sensibility, three for Pride and Prejudice, none for Mansfield Park, and seven for Emma. Most of the reviews were short and on balance favourable, although superficial and cautious.[26] They most often focused on the moral lessons of the novels.[27]Moreover, as Brian Southam, who has edited the definitive volumes on Austen's reception, writes in his description of these reviewers, "their job was merely to provide brief notices, extended with quotations, for the benefit of women readers compiling their library lists and interested only in knowing whether they would like a book for its story, its characters and moral".[28] Asked by publisher John Murray to review Emma, famed historical novelist Walter Scott wrote the longest and most thoughtful of these reviews, which was published anonymously in the March 1816 issue of the Quarterly Review. Using the review as a platform from which to defend the then disreputable genre of the novel, Scott praised Austen's works, celebrating her ability to copy "from nature as she really exists in the common walks of life, and presenting to the reader ... a correct and striking representation of that which is daily taking place around him".[29] Modern Austen scholar William Galperin has noted that "unlike some of Austen's lay readers, who recognized her divergence from realistic practice as it had been prescribed and defined at the time, Walter Scott may well have been the first to install Austen as the realist par excellence".[30] Scott wrote in his private journal in 1826, in what later became a widely quoted comparison:

Also read again and for the third time at least Miss Austen's very finely written novel of Pride and Prejudice. That young lady had a talent for describing the involvement and feelings and characters of ordinary life which is to me the most wonderful I ever met with. The Big Bow-wow strain I can do myself like any now going, but the exquisite touch which renders ordinary commonplace things and characters interesting from the truth of the description and the sentiment is denied to me. What a pity such a gifted creature died so early![31][32]


Half-length portrait of a man in a black suit with a mustard vest and wispy blonde hair.


Novelist Walter Scott praised Austen's "exquisite touch which renders ordinary commonplace things ... interesting".[31]




Northanger Abbey and Persuasion, published together posthumously in December 1817, were reviewed in the British Critic in March 1818 and in theEdinburgh Review and Literary Miscellany in May 1818. The reviewer for the British Critic felt that Austen's exclusive dependence on realism was evidence of a deficient imagination. The reviewer for the Edinburgh Review disagreed, praising Austen for her "exhaustless invention" and the combination of the familiar and the surprising in her plots.[33] Overall, Austen scholars have pointed out that these early reviewers did not know what to make of her novels—for example, they misunderstood her use of irony. Reviewers reduced Sense and Sensibility and Pride and Prejudice to didactic tales of virtue prevailing over vice.[34]

In the Quarterly Review in 1821, the English writer and theologian Richard Whately published the most serious and enthusiastic early posthumous review of Austen's work. Whately drew favourable comparisons between Austen and such acknowledged greats as Homer and Shakespeare, praising the dramatic qualities of her narrative. He also affirmed the respectability and legitimacy of the novel as a genre, arguing that imaginative literature, especially narrative, was more valuable than history or biography. When it was properly done, as in Austen, Whately said, imaginative literature concerned itself with generalised human experience from which the reader could gain important insights into human nature; in other words, it was moral.[35] Whately also addressed Austen's position as a female writer, writing: "we suspect one of Miss Austin's [sic] great merits in our eyes to be, the insight she gives us into the peculiarities of female characters. ... Her heroines are what one knows women must be, though one never can get them to acknowledge it."[36] No more significant, original Austen criticism was published until the late 19th century: Whately and Scott had set the tone for the Victorian era's view of Austen
Enhanced by Zemanta

Saturday, January 26, 2013

LG enV2 (VX9100)

[caption id="" align="aligncenter" width="500"]LG enV touch cell phone. LG enV touch cell phone. (Photo credit: Wikipedia)[/caption]

The LG enV² is a Verizon Wireless digital messaging feature phone manufactured by LG. It is available in standard black as well as maroon (pomegranate, in Canada). Both the colors are available at Verizon Wireless (Telus Stores and Koodo stores, in Canada) stores, and were released on the same date. It is also capable of installing VZ Navigator. The original price of the phone at release was $129 after a $50 mail-in-rebate. It had dropped to $79.99, and then to $49.99, but as of February 2009, the price has returned to $129.99. Best Buy stores also offer the enV² for a price of $49.99 with a 2 year contract. As of June 2012, a data plan for the phone is optional. [3]

It succeeded both the LG enV (VX9900) and the original LG The V (VX9800). The phone's successor, the LG enV3 (VX9200) was released in 2009.

The styling of this phone has been updated from the previous versions. It's slimmer (40% slimmer than original enV), lighter (30% lighter than original enV), and more pocketable than the previous versions. Its styling is made more comfortable and easier to handle and text, its shaped like a rectangle with both front and back of phone being a flat surface (unlike the original enV). The back of the phone is painted in SoftTouch paint in the phone's respective color (a smooth and grippy paint) making it more comfortable to handle. Its styling follows that of the LG Voyager (VX10000), which is the other successor to the LG enV (VX9900) and the LG The V (VX9800) phones. The Env2 was released in Canada in August, 2008 as the LG Keybo from Telus. Its successor, the enV3, was released on May 29, 2009.

Features


The enV² has several features, such as the QWERTY keyboard and a 2.0 megapixel camera with up to 10x zoom. It is Bluetooth-compatible and supports V CAST, Verizon's music and video service, as well as VZ Navigator, Verizon's map service. The phone has a microSD memory card port for storing music and video from a computer and is enabled to set videos under 5MB as wallpaper. It can store up to 300 text messages, has an "auto text readout" functionality(phone reads texts outloud for you), and message sorter. The phone supports FOTA, which allows for new firmware updates to be sent to the device without needing to make a trip to a retail store to receive the update.

The phone also has the capability to display four different themes which may change button styles, background colors, and general style of the phone. These themes are the Classic view, having the red and white menu screen when the OK button is pressed, the Slick Black theme, with a more digital, and of course, black look. There is also the Wall theme, with the menu and other features looking like a concrete wall. The last theme is the wave, a rounded and dark look.

The phone supports up to 8GB of storage via the MicroSD port on the right side of the phone. The forms of media able to be stored on this card include: Photos ("PIX"), Music, Sounds, and Videos ("FLIX"). This phone supports the Bluetooth profile A2DP which supports the listening of music through wireless headphones. The phone also has a "Standalone Mode" which allows one to take advantage of the phone's multimedia capabilities (Music, Photos, Videos, Games) without sending or receiving RF signals. This mode is most useful while on an airplane.

The phone has a full QWERTY keyboard optimized for text messaging, and comes in the alternate colors maroon and black.

Specific ringtones may be set for individual callers on the phone's contact list. However, unlike many previous LG models, it is not possible to set individual ringers for incoming TXT messages.

Specifications


The following are the specifications for the LG enV2



































































































TypeSpecification
Backlit KeypadYes
Battery TypeLithium-Ion
CalculatorYes
CalendarYes
Changeable Faceplate CapableNo
Customizable Ring TonesBuilt-In, Downloadable
Data CapabilitiesYes
Extras2.0MP Camera, Bluetooth, MP3 Player
GamesYes, Downloadable
Hands-free SpeakerphoneYes
Included in BoxAC Charger Rechargeable Battery
Keypad LockYes
Number of Display Lines320 x 240 Pixels
Number of Modes/BandsDual band
Phone Book Capacity1000
Product Dimensions10.2(W) x 5.4(H) x 1.65(D) cm
Product Weight120g
Standby TimeUp To 216 Hours
Supports Caller IDYes
Talk TimeUp to 5 hours
Vibrate ModeBuilt-in
Web BrowserYes
MemoryInternal/External, USB Mass Storage

Enhanced by Zemanta

HTRA1

HTRA1

Serine protease HTRA1 is an enzyme that in humans is encoded by the HTRA1 gene.[1][2] The HTRA1 protein is composed of four distinctprotein domains. They are from amino-terminus to carboxyl-terminus an Insulin-like growth factor binding domain, a kazal domain, a trypsin-like peptidase domain and a PDZ domain.

 

This gene encodes a member of the trypsin family of serine proteases. This protein is a secreted enzyme that is proposed to regulate the availability of insulin-like growth factors (IGFs) by cleaving IGF-binding proteins. It has also been suggested to be a regulator of cell growth

 
Enhanced by Zemanta

Sydney Riot of 1879

Dave Gregory, the captain of New South Wales

The Sydney Riot of 1879 was a civil disorder that occurred at an early international cricket match. It took place in Sydney, New South Wales, Australia, at the Association Ground, Moore Park, now known as the Sydney Cricket Ground, during a match between a touring English team captained byLord Harris and New South Wales, led by Dave Gregory, who was also thecaptain of Australia. The riot was sparked by a controversial umpiring decision, when star Australian batsman Billy Murdoch was given out byGeorge Coulthard, a Victorian employed by the Englishmen. The dismissal caused an uproar among the parochial spectators, many of whom surged onto the pitch and assaulted Coulthard and some English players. It was alleged that illegal gamblers in the New South Wales pavilion, who had bet heavily on the home side, encouraged the riot because the tourists were in a dominant position and looked set to win. Another theory given to explain the anger was that of intercolonial rivalry, that the New South Wales crowd objected to what they perceived to be a slight from a Victorian umpire.

The pitch invasion occurred while Gregory halted the match by not sending out a replacement for Murdoch. The New South Wales skipper called on Lord Harris to remove umpire Coulthard, whom he considered to be inept or biased, but his English counterpart declined. The other umpire, Edmund Barton, defended Coulthard and Lord Harris, saying that the decision against Murdoch was correct and that the English had conducted themselves appropriately. Eventually, Gregory agreed to resume the match without the removal of Coulthard. However, the crowd continued to disrupt proceedings, and play was abandoned for the day. Upon resumption after the Sunday rest day, Lord Harris's men won convincingly by an innings.









Enhanced by Zemanta

Friday, January 25, 2013

The Simplest and Best Roast Chicken

Every week on Food52.com, we're digging up Genius Recipes -- the ones that make us rethink cooking myths, get us talking, and change the way we cook. Today: No trussing, no basting. It turns out the juiciest and speediest roast chicken is the simplest of all.


The Simplest and Best Roast Chicken

–Kristen Miglore, Senior Editor, Food52.com

Choosing one genius roast chicken is a tall, if not impossible, order. You might as well ask a parent to pick a favorite child. They are all special and clever and equally deserving of love, which is why it's taken me this long to commit. Read the entire story

The 10 Most Counterfeited Products in America

[caption id="attachment_2355" align="alignnone" width="630"]Associated Press/Bullit Marquez - A Government worker uses a cutter to slash a counterfeit Louis Vuitton handbag during a ceremonial destruction of counterfeit goods seized in raids recently at parade grounds of the Philippine National Police at suburban Quezon city, northeast of Manila, Thursday June 30, 2011. The ceremonial destruction of pirated DVDs and other counterfeit goods was done to coincide with the global celebration and awareness campaign known as World Anti-Counterfeiting Day. (AP Photo/Bullit Marquez) Associated Press/Bullit Marquez - A Government worker uses a cutter to slash a counterfeit Louis Vuitton handbag during a ceremonial destruction of counterfeit goods seized in raids recently at parade grounds of the Philippine National Police at suburban Quezon city, northeast of Manila, Thursday June 30, 2011. The ceremonial destruction of pirated DVDs and other counterfeit goods was done to coincide with the global celebration and awareness campaign known as World Anti-Counterfeiting Day. (AP Photo/Bullit Marquez)[/caption]

The American economy loses $250 billion as a result of counterfeit products each year, according to a recent report. Despite the impact, only a fraction can be detected and confiscated by the government.

Approximately $1.26 billion worth of counterfeit goods originating overseas were seized by the U.S. Customs and Border Protection (CBP) in 2012. Each seizure averaged $10,450 worth of counterfeit goods. The three most confiscated items in 2012 were handbags and wallets; watches and jewelry; and wearing apparel and accessories. 24/7 Wall St. reviewed the 10 most counterfeit items seized in 2012, based on their retail value.

[More from 24/7 Wall St.: The States with the Most Homes in Foreclosure]

The value and the number of seizures changes dramatically each year due to the products sold and the success of CBP operations. The value of handbags and wallets seized in 2012 rose 142% compared to the previous year. Therese Randazzo, the director of the Intellectual Property Policy and Programs Division for the CBP, explained that CBP officials may seize knockoffs of more expensive brands in one year than in another. Read the entire story

Procter & Gamble Tops Estimates, Raises Outlook

[caption id="attachment_2350" align="alignleft" width="630"]35682-hi-PG_building Procter & Gamble Co. headquarters building in Cincinnati.[/caption]

 

Household products giant Procter & Gamble (PG) reported quarterly earnings and revenue on Thursday that beat analysts' expectations.

The company, which makes household staples such as Bounty paper towels and Tide detergent, reported fiscal second-quarter earnings excluding items of $1.22 per share, up from $1.10 a share a year ago.

Revenue rose to $22.18 billion from $22.14 billion a year ago.

"The consumer is definitely hanging in there. We haven't seen an inflection point in the market growth rates yet, but we also haven't seen any deterioration. So it's reasonably good," Procter & Gamble CFO Jon Moeller told CNBC. Read the entire story

Thursday, January 24, 2013

Klaha

klaha

Masaki Haruna (春名真樹 Haruna Masaki?), aka Klaha, is a Japanese singer-songwriter. He is best known as the third vocalist for visual kei rock band Malice Mizer. His first band was the new wave group Pride of Mind, active from 1992-1996. He first played with Malice Mizer in 2000, on their single, "Shiroi Hada ni Kuruu Ai to Kanashimi no Rondo", providing vocals, although he was credited as "fourth blood relative". He then provided vocals on their album, Bara no Seidou. It wasn't until at a concert in August that he became an official member. Sadly it wasn't for long, as only a year laterMalice Mizer went on hiatus.[1] A year after Malice Mizer, Klaha started a solo career, but with a drastic change of style he performed pop music. After a live appearance in April 2004, Klaha's releases and performances stopped without explanation. In 2007 he stated that he would be returning that year, but nothing happened and no information has been given since.














































Klaha
Birth nameMasaki Haruna
Also known asKlaha
BornMay 3[citation needed]
OriginOsaka, Japan
GenresProgressive rock, dark wave,gothic rock, pop rock, new wave
OccupationsMusician, singer-songwriter
InstrumentsVocals
Years active1992–2004
Associated actsMalice Mizer, Pride of Mind
WebsiteOfficial Website (expired)

 

Source

Creative Commons Attribution-ShareAlike License

 

 
Enhanced by Zemanta

Gary Pettis































































Gary Pettis
Texas Rangers – No. 24
Center fielder
Born: April 3, 1958 (age 54)
Oakland, California
Batted: SwitchThrew: Right
MLB debut
September 13, 1982 for the California Angels
Last MLB appearance
September 10, 1992 for the Detroit Tigers
Career statistics
Batting average  .236
Hits  855
Runs batted in  259
Stolen bases  354
Teams


  • California Angels (1982–1987)

  • Detroit Tigers (1988–1989)

  • Texas Rangers (1990–1991)

  • San Diego Padres (1992)

  • Detroit Tigers (1992)


Career highlights and awards


  • 5× Gold Glove Award winner (1985, 1986, 1988, 1989, 1990)



[caption id="" align="alignright" width="266"]The Gold Glove Award given to Eric Chavez for ... The Gold Glove Award given to Eric Chavez for his performance during the 2005 season (Photo credit: Wikipedia)[/caption]

Gary George Pettis (born April 3, 1958, in Oakland, California) is the current first base coach of the Texas Rangers. Prior to coaching, he spent eleven seasons as a center fielder in Major League Baseball.

Pettis was selected in the 6th round of the 1979 draft by the Angels, and played minor league baseball for the Salinas Spurs of the class "A" California League in 1980, then the Holyoke Millers of the double "A" Eastern League in 1981. In 1982, Pettis was promoted to theCalifornia Angels, where he played the first six seasons of his career.

After the 1987 season, Pettis went on to play two seasons with the Detroit Tigers, 1988 through the following season of 1989. After two years with Detroit, Pettis joined the Texas Rangers for two seasons 1990-91. Pettis finished his career in the major leagues in 1992. The 1992 season saw Pettis play for two different teams. After leaving the Texas Rangers, Pettis joined the San Diego Padres for the 1992 season but ended that season back in Detroit with the Tigers.

During his career, Pettis consistently hit for low averages and was known for striking out often, but he performed extremely well on defense, earning five Gold Glove Awards. He was noted for making many spectacular leaping or diving catches, depriving hitters of home runs or base hits, and was known in baseball circles as "The man who made center field look easy". Additionally, he was a prolific base runner and had five seasons where he stole over 40 bases. Pettis held the Angels' club record for stolen bases for nearly 20 years, until it was broken byChone Figgins on July 15, 2007. Pettis was tagged as "Pac Man" Pettis by a local radio station listener call-in contest in 1986, referring to his unusual speed in the outfield and ability to chase down opponents' hits.

On his 1985 Topps baseball card, the person posing in the picture is not Pettis, and is in fact a picture of his younger brother.

 

Source

Creative Commons Attribution-ShareAlike License

 

 
Enhanced by Zemanta

Pentawer

 

[caption id="" align="aligncenter" width="500"]English: Head of mummy of pharaoh Ramesses III... English: Head of mummy of pharaoh Ramesses III. Русский: Голова мумии фараона Рамсеса III. (Photo credit: Wikipedia)[/caption]

Pentawer (or Pentaweret) was an ancient Egyptian prince of the 20th dynasty, a son of Pharaoh Ramesses III and a secondary wife, Tiye.


Pentawer was to be the beneficiary of the so-called "harem conspiracy" probably initiated by his mother Tiye to assassinate the pharaoh.[2] Tiye wanted her son to succeed the pharaoh, even though the chosen heir was a son of the chief queen Iset Ta-Hemdjert. According to the Judicial Papyrus of Turin Pentawer was among those who were made to stand trial for their participation in the conspiracy. It is likely that he was forced to commit suicide.[1] The papyrus refers to this laconically:
They (i.e. the judges) left him in his place, he took his own life.[3]

Historian Susan Redford speculates that Pentawer, being a noble, was given the option to commit suicide by taking poison and so be spared the humiliating fate of some of the other conspirators who would have been burned alive with their ashes strewn in the streets. Such punishment served to make a strong example since it emphasized the gravity of their treason for ancient Egyptians who believed that one could only attain an afterlife if one's body was mummified and preserved — rather than being destroyed by fire. In other words, not only were the criminals killed in the physical world; they did not attain an afterlife. They would have no chance of living on into the next world, and thus suffered a complete personal annihilation. By committing suicide, Pentawer could avoid the harsher punishment of a second death. This could have permitted him to be mummified and move on to the afterlife.

A recent study of unknown remains buried together with Ramesses III and now believed to be Pentawer based on DNA tests, suggest however that he was strangled or hanged. If the remains indeed are his, then he was about 18 years old at the time of his death.[4][5]

Source

Creative Commons Attribution-ShareAlike License
Enhanced by Zemanta

American Institute of Mathematics

[caption id="" align="aligncenter" width="450"]Gruter Institute Conference on Growth Gruter Institute Conference on Growth (Photo credit: jurvetson)[/caption]

The American Institute of Mathematics (AIM) was founded in 1994 by John Fry and is located in Palo Alto, California. Privately funded by Fry at inception, in 2002, AIM became one of eightNSF-funded mathematical institutes.

Brian Conrey has been director of the institute since 1997.

The Institute was founded with the primary goal of identifying and solving important mathematical problems. Originally, very small groups of top mathematicians would be assembled to solve a major problem, such as the Birch and Swinnerton-Dyer conjecture. Now the Institute also runs an extensive program of week-long workshops on current topics in mathematical research. These workshops rely strongly on interactive problem sessions.

AIM annually awards a prestigious five-year fellowship to an "outstanding new PhD pursuing research in an area of pure mathematics". The fellowship is currently[when?] worth US$4,000 per month for 60 months. AIM also sponsors local mathematics competitions and a yearly meeting for women mathematicians.

The Institute will eventually move to Morgan Hill, California, about 39 miles (63 km) to the southeast, when its new facility there is completed. Plans for the new facility were started about 2000, but construction work was delayed by regulatory and engineering issues into mid-2011. The facility will be built as a facsimile of The Alhambra, a 14th century Moorish palace and fortress in Spain.

Source

Creative Commons Attribution-ShareAlike License
Enhanced by Zemanta

Azim-ush-Shan

[caption id="" align="aligncenter" width="600"]English: Aurangzeb holds court, as painted by ... English: Aurangzeb holds court, as painted by (perhaps) Bichitr; Shaistah Khan stands behind Prince Muhammad Azam (Photo credit: Wikipedia)[/caption]

Prince Azim-ush-Shan (December 15, 1664 - March 18, 1712) was the third son of Mughal emperor Bahadur Shah I, by his second wife, Maharajkumari Amrita Bai Sahiba. He was also the grandson of emperor Aurangzeb, during whose reign, he was the subedar (viceroy) of Bengal Subah, Bihar and Orissa from 1697 to his death in 1712, at the age of 47.

Reign


In 1697 he was appointed the viceroy of Bengal, Bihar and Orissa by emperor Aurangzeb.Shortly after, he took successful military initiative against Rahim Khan. Azim gave East India Company permission to build Fort William in Calcutta. Using Mughal permission, Dutch also built Fort Gustavas inChinsura and French built Fort Orleans in Chandernagore.


Azim got into conflict with Murshid Quli Khan, the newly appointed Nawab of Bengal, over imperial financial control. Considering the complaint ofMurshid Quli Khan, emperor Aurangzeb ordered Azim to move to Bihar.In 1703 he transferred the capital to Rajmahal and then again to Pataliputra(present-day Patna). He renamed Pataliputra to Azimabad after his own name.


In 1712, at the time of his father's death, he immediately proclaimed himself emperor. However, he was killed (drowned in the Ravi River) shortly afterwards in the succession struggles that ensued.

Source

Creative Commons Attribution-ShareAlike License
Enhanced by Zemanta

Great Shefford railway station

Great_Shefford,_Former_Lambourn_Valley_Railway_-_geograph.org.uk_-_1660730


The station opened on 1 April 1898 as West Shefford. It was renamed Great Shefford in November 1900.


In 1923, a crane costing £179 was installed to facilitate the handling of heavy goods – particularly timber. The crane had a loading capacity of 64 tons. The station had a coal yard, and also dealt with dairy produce, livestock, and racehorses.


The station closed to all traffic on 4 January 1960.

Source

Creative Commons Attribution-ShareAlike License

WNG652

WNG652



















































WNG652
Noaa all hazards.svg
City of licenseEl Paso, Texas
Broadcast areaEl Paso metropolitan area
BrandingRadio del Tiempo de NOAA
SloganLa Voz del Servicio Meteorológico Nacional
Frequency162.550 MHz
FormatWeather/Civil Emergency(Spanish)
Power100 Watts
ClassC
OwnerNOAA/National Weather Service
Websitewww.srh.noaa.gov/epz

WNG652 is a NOAA Weather Radio (Radio del Tiempo de NOAA in Spanish) station that serves the El Paso metropolitan area and surrounding cities. It is programmed from the National Weather Service forecast office in El Paso, Texas with its transmitter located in El Paso. It broadcasts weather and hazard information in Spanish for El Paso & Hudspeth counties in Texas and Doña Ana & Otero Counties in New Mexico. It is one of few NOAA Weather Radio stations across the United States to broadcast in a Spanish language.

Source




Enhanced by Zemanta

River Swilly

[caption id="" align="aligncenter" width="450"]River Whale River Whale (Photo credit: goingslo)[/caption]

The River Swilly (Irish: An tSúileach) is a river in Ireland, which flows in an eastern direction through Letterkenny, County Donegal. Letterkenny, the largest town in County Donegal, is built on the river and became the first crossing point on the river in the 17th century.

History


The river takes its name Súileach from a man-eating water monster that was chopped in half by Saint Columba, who was born in Gartan.Letterkenny DJ and Producer Diarmuid O'Doherty produced a song, "A Monster in the River Swilly", about this legend

Source

Creative Commons Attribution-ShareAlike License

 
Enhanced by Zemanta

Sango Fighter

[caption id="" align="aligncenter" width="500"]centered centered (Photo credit: Wikipedia)[/caption]

Sango Fighter (武將爭霸) is a fighting game for DOS made by the Taiwanese Panda Entertainment and released in 1993. Set in the Three Kingdoms period of Chinese history, it is very similar to Street Fighter, but with historical context. Shareware developer and publisher Apogee Software was planning on licensing and releasing the game in the United States under the title Violent Vengeance, but the plans for the deal fell through. Instead, the game was distributed in English under its original title by a Taiwanese company named Accend, albeit without official permission from Panda Entertainment.

In 1995, Taiwan's fledgling 16-bit Super A'can game console saw release of a cartridge version of Sango Fighter, completely programmed inhouse by a single employee of Panda Entertainment. Being a rushed port from the PC version using a confusing and buggy Super A'can development kit, this version of the game suffered from stale, awkward gameplay and quite a few glitches.

Sango Fighter was also released for the Japanese PC-98 computer, in 1995. For this release, a portion of the game's story text was translated into Japanese. It was otherwise identical to the original DOS version, upon which its code was based. This adaptation was produced by Great Co., Ltd., and released by Imagineer.


The game was illegally ported to the Sega Master System console, with the name Sangokushi, and released only in South Korea. This port is one of the larger games in the console library, with 8 megabits of data size.

A sequel was released in 1995, Fighter in China 2, with more characters and more detailed graphics. Fighter in China 2 also featured a conquest mode in which the player attempted to unify the empire by invading other nations. In addition, the kingdom of Wu was added to the game.

There may have also been a planned, but unfinished 3D sequel by Panda Entertainment.[2] However, the former owner of Panda's intellectual properties stated that no records of any such title exist.

"Sango" is a rough romanization of Three Kingdoms. Using pinyin, it would be romanized as "san guo".

While Sango Fighter was quite popular in Taiwan, a lawsuit by C&E Inc. (producers of the PC fighting game Super Fighter) stopped Panda Entertainment from distributing the game, let alone adapting it to other machines. Thus the game was never able to reach its full market potential.

Source

Creative Commons Attribution-ShareAlike License
Enhanced by Zemanta

Geneva Conference (1954)

[caption id="" align="aligncenter" width="500"]Geneva Geneva (Photo credit: Alan M Hughes)[/caption]

The Geneva Conference (April 26 – July 20, 1954[1]) was a conference which took place in Geneva, Switzerland, whose purpose was to attempt to find a way to unify Vietnam and discuss the possibility of restoring peace in Indochina.[2] The Soviet Union, the United States, France, the United Kingdom, and the People’s Republic of China were participants throughout the whole conference while different countries concerned with the two questions were also represented during the discussion of their respective questions,[3] which included the countries that sent troops through the United Nations to the Korean War and the various countries that ended the First Indochina War between France and the Việt Minh. The part of the conference on the Korean question ended without adopting any declarations or proposals. Some participants and analysts blamed the US for having obstructed movements towards the unification of Korea as a communist state.[3][4][5] On Indochina, the conference produced a set of documents known as the Geneva Accords. These agreements separated Vietnam into two zones, a northern zone to be governed by the Viet Minh, and a southern zone to be governed by the State of Vietnam, then headed by former emperor Bảo Đại. A "Conference Final Declaration", issued by the British chairman of the conference, provided that a "general election" be held by July 1956 to create a unified Vietnamese state. Although presented as a consensus view, this document was not accepted by the delegates of either South Vietnam or the United States. In addition, three separate ceasefire accords, covering Cambodia, Laos, and Vietnam, were signed at the conference

Korea


Main article: Korean War

The armistice signed at end of the Korean War required a political conference within three months—a timeline which was not met—“to settle through negotiation the questions of the withdrawal of all foreign forces from Korea, the peaceful settlement of the Korean question, etc.”[6]

[edit]Indochina


Main article: First Indochina War





Geneva Conference




After the defeat of the Japanese Empire in 1945, the Provisional Government of the French Republic restored colonial rule in French Indochina. Nationalist and communist movements in Vietnam led to the First Indochina War in 1946. This colonial war between the French Union's Expeditionary Corps and Hồ Chí Minh's Việt Minh guerrillas turned into a Cold War crisis in January 1950.[7] The communist Việt Minh received support from the newly proclaimed People's Republic of China and the Soviet Union, while France and the newly created Vietnamese National Army received support from the United States.

The Battle of Điện Biên Phủ started on March 13, 1954 and continued during the conference. Its issue became a strategic turnover as both sides wanted to emerge as the victor and forge a favorable position for the planned negotiations about “the Indochinese problem”. After fighting for 55 days, the besieged French garrison was overrun and all French central positions were captured by the Việt Minh.

This war was significant in that it starkly demonstrated the reality that a Western colonial power could be defeated by an indigenous revolutionary force; the French previously pacified a similar uprising in the Madagascar colony in March, 1947. A few months after the fall of Điện Biên Phủ, troops were deployed in Algeria and a second guerrilla-warfare-based war of independence started in November 1954. Growing distrust and defiance among the army's Chief of Staff toward the Fourth French Republic after the contested defeat of the First Indochina War led to two military coups d'état in March 1958 and April 1961. Most of the rebel generals were Indochina veterans, including their leader, Raoul Salan.

On the Korean question


The South Korean representative proposed that the South Korean government was the only legal government in Korea, that UN-supervised elections should be held in the North, that Chinese forces should withdraw, and that UN forces—a belligerent party to the war—should remain as a police force. The North Korean representative suggested that elections be held throughout all of Korea, that all foreign forces leave beforehand, that the elections be run by an all-Korean Commission that is made up of equal parts from North and South Korea, and to generally increase relations economically and culturally between the North and the South. The Chinese delegation proposed an amendment to have a group of “neutral nations” supervise the elections, which the North accepted. The U.S. supported the South Korean position and saying that the USSR wanted to turn North Korea into a puppet state. Most allies remained silent and at least one, Britain, thought that the U.S.-South Korean proposal would be deemed unreasonable. The South Korean representative then made a new proposal where there would be all-Korea elections but that they would be held according to South Korean constitutional procedures and still under UN-supervision. On June 15, the last day of the conference on the Korean question, the USSR and China both submitted declarations in support of a unified, democratic, independent Korea, and that negotiations to that end should resume at an appropriate time. The Belgian and British delegations said that while they were not going to accept “the Soviet and Chinese proposals, that did not mean a rejection of the ideas they contained.”In the end, however, no declaration was adopted. Some participants and analysts suggest that the U.S. obstructed efforts towards a peace agreement.Korea remains divided to this day.

Source

Creative Commons Attribution-ShareAlike License
Enhanced by Zemanta

What is Variable (computer science) ?

[caption id="" align="aligncenter" width="600"]This image was selected as a picture of the we... In computer programming, a variable is a storage location and an associated symbolic name (an identifier) which contains some known or unknown quantity or information, a value. The variable name is the usual way to reference the stored value; this separation of name and content allows the name to be used independently of the exact information it represents. The identifier in computer source code can be bound to a value during run time, and the value of the variable may thus change during the course of program execution. Variables in programming may not directly correspond to the concept of variables in mathematics. The value of a computing variable is not necessarily part of an equation or formula as in mathematics. In computing, a variable may be employed in a repetitive process: assigned a value in one place, then used elsewhere, then reassigned a new value and used again in the same way (see iteration). Variables in computer programming are frequently given long names to make them relatively descriptive of their use, whereas variables in mathematics often have terse, one- or two-character names for brevity in transcription and manipulation.[/caption]

A variable storage location may be referred by several different identifiers, a situation known as aliasing. Assigning a value to the variable using one of the identifiers will change the value that can be accessed through the other identifiers.

Compilers have to replace variables' symbolic names with the actual locations of the data. While a variable's name, type, and location often remain fixed, the data stored in the location may be changed during program execution.

[caption id="" align="alignright" width="240"]Tidal computer Tidal computer (Photo credit: awduthie)[/caption]

Actions on a variable


In imperative programming languages, values can generally be accessed or changed at any time. However, in pure functional and logic languages, variables are bound to expressions and keep a single value during their entire lifetime due to the requirements of referential transparency. In imperative languages, the same behavior is exhibited by constants, which are typically contrasted with normal variables.

Depending on the type system of a programming language, variables may only be able to store a specified datatype (e.g. integer or string). Alternatively, a datatype may be associated only with the current value, allowing a single variable to store anything supported by the programming language.

[caption id="" align="alignright" width="270"]An instance that is directionally arc consiste... An instance that is directionally arc consistent according to the order x1 x2 x3 but not arc consistent (no constraint is present between x1 and x3; corresponding edges omitted). Every value of a lower-index variable corresponds to values of higher index variables. Question marks indicate points where the converse does not hold. (Photo credit: Wikipedia)[/caption]

Identifiers referencing a variable


An identifier referencing a variable can be used to access the variable in order to read out the value, or alter the value, or edit the attributes of the variable, such as access permission, locks,semaphores, etc.

For instance, a variable might be referenced by the identifier "total_count" and the variable can contain the number 1956. If the same variable is referenced by the identifier "x" as well, and if using this identifier "x", the value of the variable is altered to 2009, then reading the value using the identifier "total_count" will yield a result of 2009 and not 1956.

If a variable is only referenced by a single identifier that can simply be called the name of the variable. Otherwise, we can speak of one of the names of the variable. For instance, in the previous example, the "total_count" is a name of the variable in question, and "x" is another name of the same variable.

Scope and extent


The scope of a variable describes where in a program's text the variable may be used, while the extent (or lifetime) describes when in a program's execution a variable has a (meaningful) value. The scope of a variable is actually a property of the name of the variable, and the extent is a property of the variable itself.

A variable name's scope affects its extent.

Scope is a lexical aspect of a variable. Most languages define a specific scope for each variable (as well as any other named entity), which may differ within a given program. The scope of a variable is the portion of the program code for which the variable's name has meaning and for which the variable is said to be "visible". Entrance into that scope typically begins a variable's lifetime and exit from that scope typically ends its lifetime. For instance, a variable with "lexical scope" is meaningful only within a certain block of statements or subroutine. Variables only accessible within a certain functions are termed "local variables". A "global variable", or one with indefinite scope, may be referred to anywhere in the program.

Extent, on the other hand, is a runtime (dynamic) aspect of a variable. Each binding of a variable to a value can have its own extent at runtime. The extent of the binding is the portion of the program's execution time during which the variable continues to refer to the same value or memory location. A running program may enter and leave a given extent many times, as in the case of aclosure.

[caption id="" align="alignright" width="300"]C language example. Illustrates difference bet... C language example. Illustrates difference between variables and arrays. (Photo credit: Wikipedia)[/caption]

Unless the programming language features garbage collection, a variable whose extent permanently outlasts its scope can result in a memory leak, whereby the memory allocated for the variable can never be freed since the variable which would be used to reference it for deallocation purposes is no longer accessible. However, it can be permissible for a variable binding to extend beyond its scope, as occurs in Lisp closures and C static local variables; when execution passes back into the variable's scope, the variable may once again be used. A variable whose scope begins before its extent does is said to be uninitialized and often has an undefined, arbitrary value if accessed (see wild pointer), since it has yet to be explicitly given a particular value. A variable whose extent ends before its scope does may become a dangling pointer and deemed uninitialized once more since its value has been destroyed. Variables described by the previous two cases may be said to be out of extent or unbound. In many languages, it is an error to try to use the value of a variable when it is out of extent. In other languages, doing so may yield unpredictable results. Such a variable may, however, be assigned a new value, which gives it a new extent.

For space efficiency, a memory space needed for a variable may be allocated only when the variable is first used and freed when it is no longer needed. A variable is only needed when it is in scope, but beginning each variable's lifetime when it enters scope may give space to unused variables. To avoid wasting such space, compilers often warn programmers if a variable is declared but not used.

It is considered good programming practice to make the scope of variables as narrow as feasible so that different parts of a program do not accidentally interact with each other by modifying each other's variables. Doing so also prevents action at a distance. Common techniques for doing so are to have different sections of a program use different name spaces, or to make individual variables "private" through either dynamic variable scoping or lexical variable scoping.

Many programming languages employ a reserved value (often named null or nil) to indicate an invalid or uninitialized variable.

 

Source

Creative Commons Attribution-ShareAlike License

 
Enhanced by Zemanta