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Conway's Game of Life

Conway's Game of Life
"Conway game" redirects here. For Conway's surreal number game theory, see surreal number. The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970.[1] The "game" is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves or, for advanced players, by creating patterns with particular properties. Rules[edit] The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead. The initial pattern constitutes the seed of the system. Origins[edit] The game made Conway instantly famous, but it also opened up a whole new field of mathematical research, the field of cellular automata ... Conway chose his rules carefully, after considerable experimentation, to meet these criteria:

24 Terrifying, Thoughtful and Absurd Nursery Rhymes for Children In more repressed times, people were not always allowed to express themselves freely, for fear of persecution. Gossiping, criticizing the government or even talking about current events were often punishable by death. In order to communicate at will, clever rhymes were constructed and passed around to parody public figures and events. The first nursery rhymes can be traced back to the fourteenth century. While the Bubonic Plaque ravaged England, peasants used a rhyme to spread the word about equality. The "Adam and Eve" rhyme made peasants realize that they were important to the economy and contributed to the Peasants Revolt of 1381. Other nursery rhymes don't seem to carry a particular message at all, but convey a macabre sense of humor. Humpty Dumpty Humpty Dumpty sat on a wall,Humpty Dumpty had a great fall,All the King's Horses and all the King's menCouldn't put Humpty together again. In children's books, Humpty Dumpty is portrayed as a large egg, usually dressed like a little boy.

Berkeley Software Distribution Berkeley Software Distribution (BSD, sometimes called Berkeley Unix) is a Unix operating system derivative developed and distributed by the Computer Systems Research Group (CSRG) of the University of California, Berkeley, from 1977 to 1995. Today the term "BSD" is often used non-specifically to refer to any of the BSD descendants which together form a branch of the family of Unix-like operating systems. Operating systems derived from the original BSD code remain actively developed and widely used. Historically, BSD has been considered a branch of UNIX—"BSD UNIX", because it shared the initial codebase and design with the original AT&T UNIX operating system. Although these proprietary BSD derivatives were largely superseded by the UNIX System V Release 4 and OSF/1 systems in the 1990s (both of which incorporated BSD code and are the basis of other modern Unix systems), later BSD releases provided a basis for several open source development projects, e.g. History[edit] VAX versions[edit]

Water Cooler Games Note: the Water Cooler Games archive is currently offline, but it will return shortly after being transitioned to this website. -ib, July 2014 From 2003-2009, Water Cooler Games served as the web’s primary forum for “videogames with an agenda” — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment. The site was maintained at watercoolergames.org, where it was edited by myself and Gonzalo Frasca from 2003-2006, and by me alone from 2006-2009. Water Cooler Games is now archived in full on this site, including comments. While the site primarily introduced general readers to the idea of games beyond entertainment, it also served as a research blog. All links to watercoolergames.org remain active and will forward to their correct pages in the archive.

Dziwne, nietypowe i mało znane instrumenty muzyczne zamknijStrona korzysta z plików cookies w celu realizacji usług i zgodnie z Polityką Plików Cookies. Możesz określić warunki przechowywania lub dostępu do plików cookies w Twojej przeglądarce. Wykop to znalezisko! 8 wykop cofnij Całkiem pokaźna galeria wraz z brzmieniami i nie tylko Przejdź do artykułu: Powiązane <div class="infobox margintop10 marginbott20 rel"><h4 class="large fbold lheight20 marginbott10">Wymagana obsługa JavaScript</h4><p class="x-normal">Żeby w pełni skorzystać z nowych funkcji włącz obsługę JavaScript lub zmień przeglądarkę na taką, która go wspiera. Komentarze (0) najstarsze najnowsze najlepsze

Someone Has Built It Before The 48 Laws of Power Background[edit] Greene initially formulated some of the ideas in The 48 Laws of Power while working as a writer in Hollywood and concluding that today's power elite shared similar traits with powerful figures throughout history.[5] In 1995, Greene worked as a writer at Fabrica, an art and media school, and met a book packager named Joost Elffers.[4][8] Greene pitched a book about power to Elffers and six months later, Elffers requested that Greene write a treatment.[4] Although Greene was unhappy in his current job, he was comfortable and saw the time needed to write a proper book proposal as too risky.[10] However, at the time Greene was rereading his favorite biography about Julius Caesar and took inspiration from Caesar's decision to cross the Rubicon River and fight Pompey, thus inciting the Great Roman Civil War.[10] Greene would follow Caesar's example and write the treatment, which later became The 48 Laws of Power.[10] He would note this as the turning point of his life.[10]

GNU Project The GNU logo, by Etienne Suvasa The GNU Project i/ɡnuː/[1] is a free software, mass collaboration project, announced on 27 September 1983, by Richard Stallman at MIT. Its aim is to give computer users freedom and control in their use of their computers and computing devices, by collaboratively developing and providing software that is based on the following freedom rights: users are free to run the software, share it (copy, distribute), study it and modify it. In order to ensure that the entire software of a computer grants its users all freedom rights (use, share, study, modify), even the most fundamental and important part, the operating system (including all its numerous utility programs), needed to be written. The project's current work includes software development, awareness building, political campaigning and sharing of the new material. Origins[edit] Richard Stallman announced his intent to start coding the GNU Project in a Usenet message in September 1983.[3] GNU Manifesto[edit]

Global Conflicts Portal Lifelog Evolution of lifelogging apparatus, including wearable computer, camera, and viewfinder with wireless Internet connection. Early apparatus used separate transmitting and receiving antennas. Later apparatus evolved toward the appearance of ordinary eyeglasses in the late 1980s and early 1990s.[1] Evolution of the Lifelogging Necklace Lifeloggers (also known as lifebloggers or lifegloggers) typically wear computers in order to capture their entire lives, or large portions of their lives. Overview[edit] In this context, the first person to do lifelogging, i.e., to capture continuous physiological data together with live first-person video from a wearable camera, was Steve Mann whose experiments with wearable computing and streaming video in the early 1980s led to Wearable Wireless Webcam. Throughout the 1990s Mann presented this work to the U.S. In 2004 Arin Crumley and Susan Buice met online and began a relationship. Life caching and sharing lifelog information[edit] Manual Lifelogging[edit]

City - Design - Innovation » Material(ism) for Architects: a Conversation with Manuel DeLanda Interview by Corrado Curti version pdf If architecture – as Lebbeus Woods says – is about building ideas, then we may easily consider the philosopher, artist and writer Manuel DeLanda one of the most influential and active archistars there is. Although architecture is not the direct object of DeLanda’s speculations, his ideas and writings provide architectural thinking with valuable insight on the methods and models of scientific discourse, which is critical to develop a coherent experimental practice. Manuel DeLanda lecturing CC: What role do you believe materialist philosophy can have in relation to contemporary scientific research and, in general, to research as the activity of exploring original paths of thought in any given field of knowledge? to a materialist a typology can become an obstacle to think about the processes that produced the items it classifies and it can hide the sources of variation that give the world its expressivity. ———————————————————————————–¹ M. ²M.

100 Websites You Should Know and Use In the spring of 2007, Julius Wiedemann, editor in charge at Taschen GmbH, gave a legendary TED University talk: an ultra-fast-moving ride through the “100 websites you should know and use.” Six years later, it remains one of the most viewed TED blog posts ever. Time for an update? We think so. Below, the 2013 edition of the 100 websites to put on your radar and in your browser. To see the original list, click here. And now, the original list from 2007, created by Julius Wiedemann, editor in charge at Taschen GmbH.

KDE Free software community Origins[edit] KDE (back then called the K(ool) Desktop Environment) was founded in 1996 by Matthias Ettrich, a student at the University of Tübingen.[3] In the beginning Matthias Ettrich chose to use Trolltech's Qt framework for the KDE project.[6] Other programmers quickly started developing KDE/Qt applications, and by early 1997, a few applications were being released. On 12 July 1998 the first version of the desktop environment, called KDE 1.0, was released. The KDE Marketing Team announced a rebranding of the KDE project components on 24 November 2009. What was previously known as KDE 4 was split into KDE Plasma Workspaces, KDE Applications, and KDE Platform (now KDE Frameworks) bundled as KDE Software Compilation 4.[8] Since 2014, the name KDE no longer stands for K Desktop Environment, but for the community that produces the software.[9] Software releases[edit] K Desktop Environment 1.0 KDE Software Compilation 4 KDE Projects[edit] Other projects[edit] Mascot[edit]

Web-based Digital Storytelling Tools and Online Interactive Resources : Danny Maas, Emerging Technologies AISI Consultant Click Here to Download a Condensed, 2-Page Handout (950Kb) Click Here to Download PDF Handout Version of this Blog Post (2.3 MB) There are many great websites that provide opportunities for students to develop language skills, tell stories, and share back their knowledge in fun, creative, and meaningful ways each using a computer. Underlying Beliefs: Learning happens socially and through languageExpressing ideas through multiple forms of media can enhance and deepen the meaning-making processChildren benefit from opportunities to share what they know and how they feel in creative waysSharing ideas and understanding in the form of a story helps with memory retention and sense-makingTechnology can offer learning opportunities consistent with a Universal Design for Learning environment: Multiple means of representation (taking in information)Multiple means of expression (sharing back knowledge)Multiple means of engagement (motivation for learning) Important Considerations:

Simulated reality Simulated reality is the hypothesis that reality could be simulated—for example by computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds which may or may not be fully aware that they are living inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality. Virtual reality is easily distinguished from the experience of actuality; participants are never in doubt about the nature of what they experience. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing. Types of simulation[edit] Brain-computer interface[edit] Virtual people[edit] In a virtual-people simulation, every inhabitant is a native of the simulated world. Arguments[edit] Simulation argument[edit] 1. 2. 3. In greater detail, Bostrom is attempting to prove a tripartite disjunction, that at least one of these propositions must be true. Relativity of reality[edit]

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