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πŸ”— Great California, Nevada, Oregon Flood of 1862

πŸ”— United States πŸ”— California πŸ”— Disaster management πŸ”— Oregon πŸ”— United States/Utah πŸ”— Weather πŸ”— Weather/Non-tropical storms πŸ”— Weather/Floods

The Great Flood of 1862 was the largest flood in the recorded history of Oregon, Nevada, and California, occurring from December 1861 to January 1862. It was preceded by weeks of continuous rains and snows in the very high elevations that began in Oregon in November 1861 and continued into January 1862. This was followed by a record amount of rain from January 9–12, and contributed to a flood that extended from the Columbia River southward in western Oregon, and through California to San Diego, and extended as far inland as Idaho in the Washington Territory, Nevada and Utah in the Utah Territory, and Arizona in the western New Mexico Territory. The event dumped an equivalent of 10 feet (3.0Β m) of water in California, in the form of rain and snow, over a period of 43 days. Immense snowfalls in the mountains of far western North America caused more flooding in Idaho, Arizona, New Mexico, as well as in Baja California and Sonora, Mexico the following spring and summer, as the snow melted.

The event was capped by a warm intense storm that melted the high snow load. The resulting snow-melt flooded valleys, inundated or swept away towns, mills, dams, flumes, houses, fences, and domestic animals, and ruined fields. It has been described as the worst disaster ever to strike California. The storms caused approximately $100 million (1861 USD) in damage, approximately equal to $3.117 billion (2021 USD). The governor, state legislature, and state employees were not paid for a year and a half. At least 4,000 people were estimated to have been killed in the floods in California, which was roughly 1% of the state population at the time.

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πŸ”— W. T. Tutte - mathematician and code breaker

πŸ”— Biography πŸ”— Mathematics πŸ”— Military history πŸ”— Military history/Military biography πŸ”— Cryptography πŸ”— Cryptography/Computer science πŸ”— Military history/European military history πŸ”— Military history/British military history

William Thomas "Bill" Tutte OC FRS FRSC (; 14 May 1917 – 2 May 2002) was a British codebreaker and mathematician. During the Second World War, he made a brilliant and fundamental advance in cryptanalysis of the Lorenz cipher, a major Nazi German cipher system which was used for top-secret communications within the Wehrmacht High Command. The high-level, strategic nature of the intelligence obtained from Tutte's crucial breakthrough, in the bulk decrypting of Lorenz-enciphered messages specifically, contributed greatly, and perhaps even decisively, to the defeat of Nazi Germany. He also had a number of significant mathematical accomplishments, including foundation work in the fields of graph theory and matroid theory.

Tutte's research in the field of graph theory proved to be of remarkable importance. At a time when graph theory was still a primitive subject, Tutte commenced the study of matroids and developed them into a theory by expanding from the work that Hassler Whitney had first developed around the mid 1930s. Even though Tutte's contributions to graph theory have been influential to modern graph theory and many of his theorems have been used to keep making advances in the field, most of his terminology was not in agreement with their conventional usage and thus his terminology is not used by graph theorists today. "Tutte advanced graph theory from a subject with one text (D. KΕ‘nig's) toward its present extremely active state."

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πŸ”— Conjugate Acids and Bases

πŸ”— Chemistry

A conjugate acid, within the BrΓΈnsted–Lowry acid–base theory, is a chemical compound formed when an acid donates a proton (H+) to a baseβ€”in other words, it is a base with a hydrogen ion added to it, as in the reverse reaction it loses a hydrogen ion. On the other hand, a conjugate base is what is left over after an acid has donated a proton during a chemical reaction. Hence, a conjugate base is a species formed by the removal of a proton from an acid, as in the reverse reaction it is able to gain a hydrogen ion. Because some acids are capable of releasing multiple protons, the conjugate base of an acid may itself be acidic.

In summary, this can be represented as the following chemical reaction:

Johannes Nicolaus BrΓΈnsted and Martin Lowry introduced the BrΓΈnsted–Lowry theory, which proposed that any compound that can transfer a proton to any other compound is an acid, and the compound that accepts the proton is a base. A proton is a nuclear particle with a unit positive electrical charge; it is represented by the symbol H+ because it constitutes the nucleus of a hydrogen atom, that is, a hydrogen cation.

A cation can be a conjugate acid, and an anion can be a conjugate base, depending on which substance is involved and which acid–base theory is the viewpoint. The simplest anion which can be a conjugate base is the solvated electron whose conjugate acid is the atomic hydrogen.

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πŸ”— R-tree

πŸ”— Computer science πŸ”— Databases πŸ”— Databases/Computer science

R-trees are tree data structures used for spatial access methods, i.e., for indexing multi-dimensional information such as geographical coordinates, rectangles or polygons. The R-tree was proposed by Antonin Guttman in 1984 and has found significant use in both theoretical and applied contexts. A common real-world usage for an R-tree might be to store spatial objects such as restaurant locations or the polygons that typical maps are made of: streets, buildings, outlines of lakes, coastlines, etc. and then find answers quickly to queries such as "Find all museums within 2 km of my current location", "retrieve all road segments within 2 km of my location" (to display them in a navigation system) or "find the nearest gas station" (although not taking roads into account). The R-tree can also accelerate nearest neighbor search for various distance metrics, including great-circle distance.

πŸ”— Capability Based Security

πŸ”— Computing πŸ”— Computer Security πŸ”— Computer Security/Computing

Capability-based security is a concept in the design of secure computing systems, one of the existing security models. A capability (known in some systems as a key) is a communicable, unforgeable token of authority. It refers to a value that references an object along with an associated set of access rights. A user program on a capability-based operating system must use a capability to access an object. Capability-based security refers to the principle of designing user programs such that they directly share capabilities with each other according to the principle of least privilege, and to the operating system infrastructure necessary to make such transactions efficient and secure. Capability-based security is to be contrasted with an approach that uses hierarchical protection domains.

Although most operating systems implement a facility which resembles capabilities, they typically do not provide enough support to allow for the exchange of capabilities among possibly mutually untrusting entities to be the primary means of granting and distributing access rights throughout the system. A capability-based system, in contrast, is designed with that goal in mind.

Capabilities as discussed in this article should not be confused with POSIX 1e/2c "Capabilities". The latter are coarse-grained privileges that cannot be transferred between processes.

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πŸ”— Zelda Games on the Philips CD-i

πŸ”— Video games πŸ”— Video games/Nintendo

Link: The Faces of Evil, Zelda: The Wand of Gamelon and Zelda's Adventure are action-adventure games produced by Philips for their CD-i format as part of Nintendo's The Legend of Zelda video game series. Not designed for Nintendo platforms, the games owe their existence to negotiations related to Nintendo's decision not to have Philips create a CD add-on to the Super NES. During these negotiations, Philips secured the rights to use Nintendo characters in CD-i third-party developer games. The Faces of Evil and The Wand of Gamelon were developed by Animation Magic and were both released in North America on October 10, 1993, and Zelda's Adventure was developed by Viridis and was released in North America on June 5, 1994. The games were given little funding or development time, and Nintendo provided only cursory input. None of the games are canonical to the Zelda franchise.

CD-i players did not sell well and the games saw relatively small sales figures. Though the games initially received largely positive reviews, they have been universally criticized since the mid-2000s. This is attributed to the reaction of many gamers to the obscure games' full motion video cutscenes when they first became widely available through video-sharing websites such as YouTube. The cutscenes are perceived to be of poor quality. Because the aging early 1990s visual effects of the titles failed to live up to the graphic effects of the 2000s, and because for many fans this was their first experience of the games, the CD-i Zelda titles have developed a critical reputation as particularly poor based largely on animation quality and to an extent awkward controls. In the eyes of "devout" hardcore gamers, according to Edge, the games are now considered "tantamount to blasphemy".

Faces of Evil and Wand of Gamelon are played using the side-scrolling view introduced in Zelda II: The Adventure of Link, while Zelda's Adventure has a top-down view reminiscent of the original The Legend of Zelda. All the CD-i Zelda games begin with animated FMVs to illustrate the capabilities of the CD-ROM format, save Zelda's Adventure, which begins with a live-action video.

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πŸ”— Sulfur Lamp

The sulfur lamp (also sulphur lamp) is a highly efficient full-spectrum electrodeless lighting system whose light is generated by sulfur plasma that has been excited by microwave radiation. They are a particular type of plasma lamp, and one of the most modern. The technology was developed in the early 1990s, but, although it appeared initially to be very promising, sulfur lighting was a commercial failure by the late 1990s. Since 2005, lamps are again being manufactured for commercial use.

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πŸ”— Floyd-Steinberg Dithering Algorithm

πŸ”— Computer science

Floyd–Steinberg dithering is an image dithering algorithm first published in 1976 by Robert W. Floyd and Louis Steinberg. It is commonly used by image manipulation software, for example when an image is converted into GIF format that is restricted to a maximum of 256 colors.

The algorithm achieves dithering using error diffusion, meaning it pushes (adds) the residual quantization error of a pixel onto its neighboring pixels, to be dealt with later. It spreads the debt out according to the distribution (shown as a map of the neighboring pixels):

[ βˆ— 7 16 … … 3 16 5 16 1 16 … ] {\displaystyle {\begin{bmatrix}&&*&{\frac {\displaystyle 7}{\displaystyle 16}}&\ldots \\\ldots &{\frac {\displaystyle 3}{\displaystyle 16}}&{\frac {\displaystyle 5}{\displaystyle 16}}&{\frac {\displaystyle 1}{\displaystyle 16}}&\ldots \\\end{bmatrix}}}

The pixel indicated with a star (*) indicates the pixel currently being scanned, and the blank pixels are the previously-scanned pixels. The algorithm scans the image from left to right, top to bottom, quantizing pixel values one by one. Each time the quantization error is transferred to the neighboring pixels, while not affecting the pixels that already have been quantized. Hence, if a number of pixels have been rounded downwards, it becomes more likely that the next pixel is rounded upwards, such that on average, the quantization error is close to zero.

The diffusion coefficients have the property that if the original pixel values are exactly halfway in between the nearest available colors, the dithered result is a checkerboard pattern. For example, 50% grey data could be dithered as a black-and-white checkerboard pattern. For optimal dithering, the counting of quantization errors should be in sufficient accuracy to prevent rounding errors from affecting the result.

In some implementations, the horizontal direction of scan alternates between lines; this is called "serpentine scanning" or boustrophedon transform dithering.

In the following pseudocode we can see the algorithm described above. This works for any approximately linear encoding of pixel values, such as 8-bit integers, 16-bit integers or real numbers in the range [0,1].

for each y from top to bottom do
    for each x from left to right do
        oldpixelΒ := pixel[x][y]
        newpixelΒ := find_closest_palette_color(oldpixel)
        pixel[x][y]Β := newpixel
        quant_errorΒ := oldpixel - newpixel
        pixel[x + 1][y    ]Β := pixel[x + 1][y    ] + quant_error Γ— 7 / 16
        pixel[x - 1][y + 1]Β := pixel[x - 1][y + 1] + quant_error Γ— 3 / 16
        pixel[x    ][y + 1]Β := pixel[x    ][y + 1] + quant_error Γ— 5 / 16
        pixel[x + 1][y + 1]Β := pixel[x + 1][y + 1] + quant_error Γ— 1 / 16

When converting 16 bit greyscale to 8 bit, find_closest_palette_color() may perform just a simple rounding, for example:

find_closest_palette_color(oldpixel) = round(oldpixel / 256)

The pseudocode can result in pixel values exceeding the valid values (such as greater than 1 in a [0,1] representation). Such values should ideally be clipped by the find_closest_palette_color() function, rather than clipping the intermediate values, since a subsequent error may bring the value back into range. However, if fixed-width integers are used, wrapping of intermediate values would cause inversion of black and white, and so should be avoided.

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πŸ”— Zooming User Interface (ZUI)

πŸ”— Computer science

In computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a type of graphical user interface (GUI) where users can change the scale of the viewed area in order to see more detail or less, and browse through different documents. Information elements appear directly on an infinite virtual desktop (usually created using vector graphics), instead of in windows. Users can pan across the virtual surface in two dimensions and zoom into objects of interest. For example, as you zoom into a text object it may be represented as a small dot, then a thumbnail of a page of text, then a full-sized page and finally a magnified view of the page.

ZUIs use zooming as the main metaphor for browsing through hyperlinked or multivariate information. Objects present inside a zoomed page can in turn be zoomed themselves to reveal further detail, allowing for recursive nesting and an arbitrary level of zoom.

When the level of detail present in the resized object is changed to fit the relevant information into the current size, instead of being a proportional view of the whole object, it's called semantic zooming.

Some consider the ZUI paradigm as a flexible and realistic successor to the traditional windowing GUI, being a Post-WIMP interface.

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πŸ”— XKeyscore

πŸ”— United States/U.S. Government πŸ”— United States πŸ”— Mass surveillance πŸ”— Espionage πŸ”— Computing πŸ”— Australia πŸ”— New Zealand πŸ”— United Kingdom πŸ”— Computing/Computer Security πŸ”— Computing/Networking

XKeyscore (XKEYSCORE or XKS) is a secret computer system used by the United States National Security Agency (NSA) for searching and analyzing global Internet data, which it collects in real time. The NSA has shared XKeyscore with other intelligence agencies, including the Australian Signals Directorate, Canada's Communications Security Establishment, New Zealand's Government Communications Security Bureau, Britain's Government Communications Headquarters, Japan's Defense Intelligence Headquarters, and Germany's Bundesnachrichtendienst.

In July 2013, Edward Snowden publicly revealed the program's purpose and use by the NSA in The Sydney Morning Herald and O Globo newspapers. The code name was already public knowledge because it was mentioned in earlier articles, and, like many other code names, it appears in job postings and online rΓ©sumΓ©s of employees.

On July 3, 2014, German public broadcaster Norddeutscher Rundfunk, a member of ARD, published excerpts of XKeyscore's source code. A team of experts analyzed the source code.