Wednesday, November 11, 2015
Wednesday, October 14, 2015
Saturday, October 3, 2015
Monday, September 14, 2015
Microsoft Visual Studio
Microsoft Visual Studio is an integrated development environment (IDE) from Microsoft. It is used to develop computer programs for Microsoft Windows, as well as web sites, web applications and web services. Visual Studio uses Microsoft software development platforms such as Windows API, Windows Forms, Windows Presentation Foundation, Windows Storeand Microsoft Silverlight. It can produce both native code and managed code.
Visual Studio includes a code editor supporting IntelliSense (the code completion component) as well as code refactoring. The integrated debugger works both as a source-level debugger and a machine-level debugger. Other built-in tools include a forms designer for building GUI applications, web designer, class designer, and database schema designer. It accepts plug-ins that enhance the functionality at almost every level—including adding support for source-control systems (likeSubversion) and adding new toolsets like editors and visual designers for domain-specific languages or toolsets for other aspects of the software development lifecycle (like the Team Foundation Server client: Team Explorer).
Visual Studio supports different programming languages and allows the code editor and debugger to support (to varying degrees) nearly any programming language, provided a language-specific service exists. Built-in languages include C,[5] C++and C++/CLI (via Visual C++), VB.NET (via Visual Basic .NET), C# (via Visual C#), and F# (as of Visual Studio 2010[6]). Support for other languages such as M, Python, and Ruby among others is available via language services installed separately. It also supports XML/XSLT, HTML/XHTML, JavaScript and CSS. Java (and J#) were supported in the past.
Microsoft provides "Community" editions of its Visual Studio at no cost. Commercial versions of Visual Studio along with select past versions are available for free to students via Microsoft's DreamSpark program.[7]
Microsoft provides a preview of Visual Studio Code for free with a proprietary license.[8] It is a source code and text editor, along with other features, for Linux, OS X, and Windows
Prior to Visual Studio Version 4.0, there were Visual Basic 3, Visual C++, Visual FoxPro and Visual SourceSafe as separate products.
Product name | Codename | Version number | cl.exe version | Supported .NET Framework versions | Release date |
---|---|---|---|---|---|
Visual Studio 4.0 | N/A | 4.0 | N/A | N/A | April 1995 |
Visual Studio 97 | Boston | 5.0 | N/A | N/A | February 1997 |
Visual Studio 6.0 | Aspen | 6.0 | 12.00 | N/A | June 1998 |
Visual Studio .NET (2002) | Rainier | 7.0 | 13.00 | 1.0 | February 13, 2002 |
Visual Studio .NET 2003 | Everett | 7.1 | 13.10 | 1.1 | April 24, 2003 |
Visual Studio 2005 | Whidbey | 8.0 | 14.00 | 2.0, 3.0 | November 7, 2005 |
Visual Studio 2008 | Orcas | 9.0 | 15.00 | 2.0, 3.0, 3.5 | November 19, 2007 |
Visual Studio 2010 | Dev10/Rosario | 10.0 | 16.00 | 2.0 – 4.0 | April 12, 2010 |
Visual Studio 2012 | Dev11 | 11.0 | 17.00 | 2.0 – 4.5.2 | September 12, 2012 |
Visual Studio 2013 | Dev12 | 12.0 | 18.00 | 2.0 – 4.5.2 | October 17, 2013 |
Visual Studio 2015 | Dev14 | 14.0 | 19.00 | 2.0 – 4.6 | July 20, 2015 |
Tuesday, July 28, 2015
Sunday, July 19, 2015
BlackHat Hacker
A black hat hacker is a hacker who "violates computer security for little reason beyond maliciousness or for personal gain" (Moore, 2005).Black hat hackers form the stereotypical, illegal hacking groups often portrayed in popular culture, and are "the epitome of all that the public fears in a computer criminal". Black hat hackers break into secure networks to destroy, modify, or steal data; or to make the network unusable for those who are authorized to use the network. Black hat hackers are also referred to as the "crackers" within the security industry and by modern programmers. Crackers keep the awareness of the vulnerabilities to themselves and do not notify the general public or the manufacturer for patches to be applied. Individual freedom and accessibility is promoted over privacy and security. Once they have gained control over a system, they may apply patches or fixes to the system only to keep their reigning control. Richard Stallman invented the definition to express the maliciousness of a criminal hacker versus a white hat hacker who performs hacking duties to identify places to repair.
Wednesday, June 10, 2015
Tor(anonymity network)
Tor is free software for enabling anonymous communication. The name is an acronym derived from the original software project name The Onion Router.[6] Tor directs Internet traffic through a free, worldwide, volunteer network consisting of more than six thousand relays[7] to conceal a user's location and usage from anyone conducting network surveillance or traffic analysis. Using Tor makes it more difficult for Internet activity to be traced back to the user: this includes "visits to Web sites, online posts, instant messages, and other communication forms".[8] Tor's use is intended to protect the personal privacy of users, as well as their freedom and ability to conduct confidential communication by keeping their Internet activities from being monitored. An extract of a Top Secret appraisal by the National Security Agency (NSA) characterized Tor as "the King of high-secure, low-latency Internet anonymity" with "no contenders for the throne in waiting",[9] and the Parliamentary Office of Science and Technology deemed it, with approximately 2.5 million users daily "by far the most popular anonymous internet communication system." [10]
Onion routing is implemented by encryption in the application layer of a communication protocol stack, nested like the layers of an onion, used to anonymize communication. Tor encrypts the original data, including the destination IP address, multiple times and sends it through a virtual circuitcomprising successive, randomly selected Tor relays. Each relay decrypts a layer of encryption to reveal only the next relay in the circuit in order to pass the remaining encrypted data on to it. The final relay decrypts the innermost layer of encryption and sends the original data to its destination without revealing, or even knowing, the source IP address. Because the routing of the communication is partly concealed at every hop in the Tor circuit, this method eliminates any single point at which the communication can be de-anonymized through network surveillance that relies upon knowing its source and destination.
An adversary unable to defeat the strong anonymity that Tor provides may try to de-anonymize the communication by other means. One way this may be achieved is by exploiting vulnerable software on the user's computer.[11] The NSA has a technique that targets outdated Firefox browsers codenamed EgotisticalGiraffe,[12] and targets Tor users in general for close monitoring under its XKeyscore program.[13][14] Attacks against Tor are an active area of academic research,[15][16] which is welcomed by the Tor Project itself.[17]
Friday, May 15, 2015
Video game console
A video game console is a device that outputs a video signal or visual image to display a video game. The term "video game console" is used to distinguish a console machine primarily designed for consumers to use for playing video games in contrast to arcade machines orhome computers. It includes the home video game consoles, the handheld game consoles, the microconsoles and the dedicated consoles.
Although Ralph Baer had built working game consoles by 1966, it was nearly a decade before Pong made them commonplace in home theaters. Through evolution over the years, game consoles have expanded to function as CD players, DVD players, web browsers, set-top boxes and more.
Although the first video games appeared in the 1950s,[1] they were played on massive computers connected to vector displays, not analog televisions.Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s while working for Sanders Associates he created a series of video game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box", featured changeable game modes and was demonstrated to several TV manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972 Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer's initial design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all served the same function as the switches and allowed gamers to choose from the Odyssey's built-in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled-down version that played only Pong and hockey, the Odyssey 100. A second, "higher end" console, the Odyssey 200, was released with the 100 and added on-screen scoring, up to four players, and a third game—Smash. Almost simultaneously released with Atari's own home Pong console through Sears, these consoles jump-started the consumer market. All three of the new consoles used simpler designs than the original Odyssey did with no board game pieces or extra cartridges.
In the years that followed, the market saw many companies rushing similar consoles to market. After General Instrument released their inexpensive microchips, each containing a complete console on a single chip, many small developers began releasing consoles that looked different externally, but internally were playing exactly the same games.
Most of the consoles from this era were dedicated consoles playing only the games that came with the console. These video game consoles were often just called video games, because there was little reason to distinguish the two yet. While a few companies like Atari, Magnavox, and newcomer Coleco pushed the envelope, the market became flooded with simple, similar video games.
NEC brought the first fourth-generation console to market with their PC Engine (or Turbografx16) when Hudson Soft approached them with an advanced graphics chip. Hudson had previously approached Nintendo, only to be rebuffed by a company still raking in the profits of the NES. The TurboGrafx used the unusual HuCard format to store games. The small size of these proprietary cards allowed NEC to re-release the console as ahandheld game console. The PC Engine enjoyed brisk sales in Japan, but its North American counterpart, the TurboGrafx, lagged behind the competition. The console never saw an official release in Europe, but clones and North American imports were available in some markets starting in 1990.
NEC advertised their console as "16-bit" to highlight its advances over the NES. This started the trend of all subsequent fourth generations consoles being advertised as 16 bit. Many people still refer to this generation as the 16-bit generation, and often refer to the third generation as "8-bit".
Sega scaled down and adapted their Sega System 16 (used to power arcade hits like Altered Beast and Shinobi) into the Mega Drive (or Genesis) and released it with a near arcade-perfect port of Altered Beast. Sega's console met lukewarm sales in Japan, but skyrocketed to first place in PAL markets, and made major inroads in North America. Propelled by its effective "Genesis does what Nintendon't" marketing campaign, Sega capitalized on the Genesis's technological superiority over the NES, faithful ports of popular arcade games, and competitive pricing.
Arcade gaming company, SNK developed the high end Neo Geo MVS arcade system which used interchangeable cartridges similar to home consoles. Building on the success of the MVS, SNK repackaged the NeoGeo as the Neo Geo AES home console. Though technologically superior to the other fourth-generation consoles, the AES and its games were prohibitively expensive, which kept sales low and prevented it from expanding outside its niche market and into serious competition with Nintendo and Sega. The AES did, however, amass a dedicated cult following, allowing it to see new releases into the 2000s.
The fourth generation graphics chips allowed these consoles to reproduce the art styles that were becoming popular in arcades and on home computers. These games often featured lavish background scenery, huge characters, broader color pallettes, and increased emphasis on dithering and texture. Games written specifically for the NES, like Megaman, Shatterhand, andSuper Mario Bros 3 were able to work cleverly within its limitations. Ports of the increasingly detailed arcade and home computer games came up with various solutions. For example when Capcom released Strider in the arcade they created an entirely separate Strider game for the NES that only incorporated themes and characters from the arcade.
In 1990 Nintendo finally brought their Super Famicom to market and brought it to the US as the Super Nintendo Entertainment System (SNES) a year later. Its release marginalized the TurboGrafx and the Neo Geo, but came late enough for Sega to sell several million consoles in North America and gain a strong foothold. The same year the SNES was released Sega released Sonic the Hedgehog, which spiked Genesis sales, similar to Space Invaders on the Atari. Also, by 1992 the first fully licensed NFL Football game was released: NFL Sports Talk Football '93, which was available only on the Genesis. This impact on Genesis sales, and the overall interest of realistic sports games, would start the trend of licensed sports games being viewed as necessary for the success of a console in the US.
While Nintendo enjoyed dominance in Japan, and Sega in Europe, the competition between the two was particularly fierce and close in North America. Ultimately, the SNES outsold the Genesis, but only after Sega discontinued the Genesis to focus on the next generation of consoles.
One trait that remains peculiar to the fourth generation is the huge number of exclusive games. Both Sega and Nintendo were very successful and their consoles developed massive libraries of games. Both consoles had to be programmed in assembly to get the most out of them. A game optimized for the Genesis could take advantage of its faster CPU and sound chip. A game optimized for the SNES could take advantage of its graphics and its flexible, clean sound chip. Some game series, like Castlevania, saw separate system exclusive releases rather than an attempt to port one game to disparate platforms.
When compact disc (CD) technology became available midway through the fourth generation, each company attempted to integrate it into their existing consoles in different ways. NEC and Sega released CD add-ons to their consoles in the form of the PC Engine CD and Sega CD, but both were only moderately successful. NEC also released the TurboDuo which combined the PC Engine and its CD add-on into one machine, which could read Hucards and compact discs. SNK released a third version of the NeoGeo, the Neo Geo CD, allowing the company to release its games on a cheaper medium than the AES's expensive cartridges, but it reached the market after Nintendo and Sega had already sold tens of millions of consoles each. Nintendo partnered with Sony to work on a CD addon for the SNES, but the deal fell apart when they realized how much control Sony wanted. Sony would use their work with Nintendo as the basis for their Playstation game console. While CDs became an increasingly visible part of the market, CD-reading technology was still expensive in the 90s, limiting NEC's and Sega's add-ons' sales.
Saturday, May 2, 2015
Religion
A religion is an organized collection of beliefs, cultural systems, and world views that relate humanity to an order of existenceMany religions have narratives, symbols, and sacred histories that aim to explain the meaning of life, the origin of life, or the Universe. From their beliefs about the cosmos and human nature, people may derive morality, ethics, religious laws or a preferred lifestyle.
Many religions may have organized behaviors, clergy, a definition of what constitutes adherence or membership, holy places, andscriptures. The practice of a religion may include rituals, sermons, commemoration or veneration (of a deity, gods, or goddesses),sacrifices, festivals, feasts, trances, initiations, funerary services, matrimonial services, meditation, prayer, music, art, dance,public service, or other aspects of human culture. Religions may also contain mythology.
The word religion is sometimes used interchangeably with faith or set of duties however, in the words of Émile Durkheim, religion differs from private belief in that it is "something eminently social". A global 2012 poll reports 59% of the world's population as "religious" and 36% as not religious, including 13% who are atheists, with a 9% decrease in religious belief from 2005 On average, women are "more religious" than men. Some people follow multiple religions or multiple religious principles at the same time, regardless of whether or not the religious principles they follow traditionally allow for syncretism
Religion "respect for what is sacred, reverence for the gods," "obligation, the bond between man and the gods"[10]) is derived from the Latin religiō, the ultimate origins of which are obscure. One possibility is an interpretation traced to Cicero, connecting lego "read", i.e. re (again) + lego in the sense of "choose", "go over again" or "consider carefully". Modern scholars such as Tom Harpur and Joseph Campbell favor the derivation from ligare "bind, connect", probably from a prefixed re-ligare, i.e. re (again) + ligare or "to reconnect," which was made prominent by St. Augustine, following the interpretation of Lactantius. The medieval usage alternates withorder in designating bonded communities like those of monastic orders: "we hear of the 'religion' of the Golden Fleece, of a knight 'of the religion of Avys'".
According to the philologist Max Müller, the root of the English word "religion", the Latin religio, was originally used to mean only "reverence for God or the gods, careful pondering of divine things, piety" (which Cicero further derived to mean "diligence"). Max Müller characterized many other cultures around the world, including Egypt, Persia, and India, as having a similar power structure at this point in history. What is called ancient religion today, they would have only called "law".
Many languages have words that can be translated as "religion", but they may use them in a very different way, and some have no word for religion at all. For example, the Sanskrit worddharma, sometimes translated as "religion", also means law. Throughout classical South Asia, the study of law consisted of concepts such as penance through piety and ceremonial as well as practical traditions. Medieval Japan at first had a similar union between "imperial law" and universal or "Buddha law", but these later became independent sources of power.
There is no precise equivalent of "religion" in Hebrew, and Judaism does not distinguish clearly between religious, national, racial, or ethnic identities. One of its central concepts is "halakha", sometimes translated as "law"", which guides religious practice and belief and many aspects of daily life.
The use of other terms, such as obedience to God or Islam are likewise grounded in particular histories and vocabularies
There are numerous definitions of religion and only a few are stated here. The typical dictionary definition of religion refers to a "belief in, or the worship of, a god or gods"or the "service and worship of God or the supernatural". However, writers and scholars have expanded upon the "belief in god" definitions as insufficient to capture the diversity of religious thought and experience.
Peter Mandaville and Paul James define religion as "a relatively-bounded system of beliefs, symbols and practices that addresses the nature of existence, and in which communion with others and Otherness is lived as if it both takes in and spiritually transcends socially-grounded ontologies of time, space, embodiment and knowing".This definition is intended, they write, to get away from the modernist dualisms or dichotomous understandings of immanence/transcendence, spirituality/materialism, and sacredness/secularity.
Urarina shaman, Peru, 1988
Edward Burnett Tylor defined religion as "the belief in spiritual beings".He argued, back in 1871, that narrowing the definition to mean the belief in a supreme deity or judgment after death or idolatry and so on, would exclude many peoples from the category of religious, and thus "has the fault of identifying religion rather with particular developments than with the deeper motive which underlies them". He also argued that the belief in spiritual beings exists in all known societies.
The anthropologist Clifford Geertz defined religion as a "system of symbols which acts to establish powerful, pervasive, and long-lasting moods and motivations in men by formulating conceptions of a general order of existence and clothing these conceptions with such an aura of factuality that the moods and motivations seem uniquely realistic." Alluding perhaps to Tylor's "deeper motive", Geertz remarked that "we have very little idea of how, in empirical terms, this particular miracle is accomplished. We just know that it is done, annually, weekly, daily, for some people almost hourly; and we have an enormous ethnographic literature to demonstrate it" The theologian Antoine Vergote also emphasized the "cultural reality" of religion, which he defined as "the entirety of the linguistic expressions, emotions and, actions and signs that refer to a supernatural being or supernatural beings"; he took the term "supernatural" simply to mean whatever transcends the powers of nature or human agency.
The sociologist Durkheim, in his seminal book The Elementary Forms of the Religious Life, defined religion as a "unified system of beliefs and practices relative to sacred things".[28] By sacred things he meant things "set apart and forbidden—beliefs and practices which unite into one single moral community called a Church, all those who adhere to them". Sacred things are not, however, limited to gods or spirits. On the contrary, a sacred thing can be "a rock, a tree, a spring, a pebble, a piece of wood, a house, in a word, anything can be sacred". Religious beliefs, myths, dogmas and legends are the representations that express the nature of these sacred things, and the virtues and powers which are attributed to them
In his book The Varieties of Religious Experience, the psychologist William James defined religion as "the feelings, acts, and experiences of individual men in their solitude, so far as they apprehend themselves to stand in relation to whatever they may consider the divine".[ By the term "divine" James meant "any object that is godlike, whether it be a concrete deity or notto which the individual feels impelled to respond with solemnity and gravity
Echoes of James' and Durkheim's definitions are to be found in the writings of, for example, Frederick Ferré who defined religion as "one's way of valuing most comprehensively and intensively".Similarly, for the theologian Paul Tillich, faith is "the state of being ultimately concerned", which "is itself religion. Religion is the substance, the ground, and the depth of man's spiritual life." Friedrich Schleiermacher in the late 18th century defined religion as das schlechthinnige Abhängigkeitsgefühl, commonly translated as "a feeling of absolute dependence".His contemporary Hegel disagreed thoroughly, defining religion as "the Divine Spirit becoming conscious of Himself through the finite spirit."
When religion is seen in terms of "sacred", "divine", intensive "valuing", or "ultimate concern", then it is possible to understand why scientific findings and philosophical criticisms (e.g. Richard Dawkins) do not necessarily disturb its adherents
An increasing number of scholars have expressed reservations about ever defining the "essence" of religion. They observe that the way we use the concept today is a particularly modern construct that would not have been understood through much of history and in many cultures outside the West (or even in the West until after the Peace of Westphalia).
Vine
Vine is a short-form video sharing service. It was founded in June 2012, and microblogging website Twitter acquired it in October 2012, just before its official launch. The service lets users record and edit up to six-second-long looping video clips and revine, or share others' posts with followers. Some Vines are revined automatically based on what is popular. The videos can then be published through Vine's social network and shared on other services such as Facebook and Twitter. Vine's app can also be used to browse through videos posted by other users, along with groups of videos by theme, and trending, or popular, videos.
Vine was founded by Dom Hofmann, Rus Yusupov, and Colin Kroll in June 2012. The company was acquired by Twitter in October 2012 for a reported $30 million.
Vine officially launched on January 24, 2013 as a free app for iOS devices. On June 2, 2013, an Android version was released.On 12 November 2013 the application was released for Windows Phone
In a couple of months, Vine became the most used video sharing application in the market, even with low adoption of the app. On April 9, 2013, Vine became the most-downloaded free app within the iOS App Store and on May 1, 2014, Vine launched the web version of the service to explore videos.
On October 14, 2014, an Xbox One version was released allowing Xbox Live members to watch the looping videos.
In January, 2015, Vine launched Vine Kids, an app designed specifically for children. In addition to offering age-appropriate video loops for children, the app includes interactive features allowing users to swipe for new videos and to hear different sounds. The app is only available to Apple iOS users.
Vine enables users to record short video clips up to around six seconds long while recording through its in-app camera. The camera records only while the screen is being touched, enabling users to edit on the fly or create stop motion effects.
Additional features were added to the app in July 2013; these include grid and ghost image tools for the camera, curated channels (including themed areas and trending topics/users), the ability to "revine" videos on a personal stream, and protected posts.
In July 2014, Vine updated their app with a new "loop count" meaning every time someone watches a vine, a number on top of the video will appear showing how many times it was viewed. The "loop count" also includes views from vines that are embedded onto other websites.
Vine has attracted different types of uses, including short-form comedy and music performances, and stop motion animation The service has also been used for journalism: on February 1, 2013, a Turkish journalist used it to document the aftermath of the 2013 United States embassy bombing in Ankara. Vine has also gained ground as a promotional tool; in 2013, the track listing of Daft Punk's album Random Access Memories was revealed via a Vine video, and on September 9, 2013, Dunkin Donuts became the first company to use a single Vine as an entire television advertisemen
Music-oriented videos have also had success on the service; in July 2013, a Vine post featuring a group of women twerking to the 2012 song "Don't Drop That Thun Thun" became viral, spawned response videos, and led the previously-obscure song to peak at #35 on the Billboard Hot 100 chart.
In March 2013, 22 Vines were presented in an exhibit entitled #SVAES (The Shortest Video Art Ever Sold) at the Moving Image art fair in New York City. Copies of the videos were available to purchase on thumb drives for US$200 each. Angela Washko's "Tits on Tits on Ikea" was sold to Dutch art advisor, curator and collector Myriam Vanneschi during the event, marking the first ever sale of a Vine as art
As of March 2015, Viner KingBach is the service's most followed user, with over 11 million followers. Other people known for their Vine videos are US based Brittany Furlan, Nash Grier, Curtis Lepore, Jerome Jarre, Thomas Sanders, Lele Pons and popular British viner Ben Phillips.
Brooklyn rapper Bobby Shmurda earned a record deal as a result of posting a Vine clip which attracted more than 3.3 million views and imitations from Kevin Durant and Beyoncé.
The immense popularity of this application among 14-20 year olds has given rise to notable influencers within Vine. Contributing to the phenomenon of influencer marketing, Vine has seen an influx of brand penetration and marketing efforts. Many companies have begun to use this platform as an advertising channel, by having popular users endorse products.
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