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πŸ”— KatΓ³ Lomb

πŸ”— Biography πŸ”— Hungary πŸ”— Women writers πŸ”— Translation studies

KatΓ³ Lomb (PΓ©cs, February 8, 1909 – Budapest, June 9, 2003) was a Hungarian interpreter, translator and one of the first simultaneous interpreters in the world. Originally she graduated in physics and chemistry, but her interest soon led her to languages. Native in Hungarian, she was able to interpret fluently in nine or ten languages (in four of them even without preparation), and she translated technical literature and read belles-lettres in six languages.She was able to understand journalism in further eleven languages. As she put it, altogether she earned money with sixteen languages (Bulgarian, Chinese, Danish, English, French, German, Hebrew, Italian, Japanese, Latin, Polish, Romanian, Russian, Slovak, Spanish, Ukrainian). She learned these languages mostly by self-effort, as an autodidact. Her aims to acquire these languages were most of all practical, to satisfy her interest.

According to her own account, her long life was highlighted not primarily by the command of languages but the actual study of them. Through her books, published in Hungarian in several editions as well as in some other languages, interviews (in print and on the air) and conversations, she tried to share this joy with generations. As an interpreter, she visited five continents, saw forty countries, and reported about her experiences and adventures in a separate book (Egy tolmΓ‘cs a vilΓ‘g kΓΆrΓΌl, "An interpreter around the world").

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πŸ”— Around the World in Seventy-Two Days

πŸ”— Books πŸ”— Women's History

Around the World in Seventy-Two Days is an 1890 book by journalist Elizabeth Jane Cochrane, writing under her pseudonym, Nellie Bly. The chronicle details her 72-day trip around the world, which was inspired by the book, Around the World in Eighty Days by Jules Verne. She carried out the journey for Joseph Pulitzer's tabloid newspaper, the New York World.

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πŸ”— Cessna 188 Pacific Rescue

πŸ”— Aviation πŸ”— New Zealand

On 22 December 1978, a small Cessna 188 aircraft, piloted by Jay Prochnow, became lost over the Pacific Ocean. The only other aircraft in the area that was able to assist was a commercial Air New Zealand flight. After several hours of searching, the crew of the Air New Zealand flight located the lost Cessna and led it to Norfolk Island, where the plane landed safely.

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πŸ”— Shunting-yard algorithm

πŸ”— Computer science

In computer science, the shunting-yard algorithm is a method for parsing mathematical expressions specified in infix notation. It can produce either a postfix notation string, also known as Reverse Polish notation (RPN), or an abstract syntax tree (AST). The algorithm was invented by Edsger Dijkstra and named the "shunting yard" algorithm because its operation resembles that of a railroad shunting yard. Dijkstra first described the Shunting Yard Algorithm in the Mathematisch Centrum report MR 34/61.

Like the evaluation of RPN, the shunting yard algorithm is stack-based. Infix expressions are the form of mathematical notation most people are used to, for instance "3 + 4" or "3 + 4 Γ— (2 βˆ’ 1)". For the conversion there are two text variables (strings), the input and the output. There is also a stack that holds operators not yet added to the output queue. To convert, the program reads each symbol in order and does something based on that symbol. The result for the above examples would be (in Reverse Polish notation) "3 4 +" and "3 4 2 1 βˆ’ Γ— +", respectively.

The shunting-yard algorithm was later generalized into operator-precedence parsing.

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πŸ”— Unintended consequences

πŸ”— Philosophy πŸ”— Systems πŸ”— Philosophy/Social and political philosophy πŸ”— Sociology πŸ”— Philosophy/Ethics πŸ”— Philosophy/Metaphysics

In the social sciences, unintended consequences (sometimes unanticipated consequences or unforeseen consequences) are outcomes of a purposeful action that are not intended or foreseen. The term was popularised in the twentieth century by American sociologist Robert K. Merton.

Unintended consequences can be grouped into three types:

  • Unexpected benefit: A positive unexpected benefit (also referred to as luck, serendipity or a windfall).
  • Unexpected drawback: An unexpected detriment occurring in addition to the desired effect of the policy (e.g., while irrigation schemes provide people with water for agriculture, they can increase waterborne diseases that have devastating health effects, such as schistosomiasis).
  • Perverse result: A perverse effect contrary to what was originally intended (when an intended solution makes a problem worse).

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πŸ”— List of National Emergencies in the United States

πŸ”— United States/U.S. Government πŸ”— United States πŸ”— Law πŸ”— Lists

A national emergency is a situation in which a government is empowered to perform actions not normally permitted. The 1976 National Emergencies Act implemented various legal requirements regarding emergencies declared by the President of the United States.

Between the enactment of the National Emergencies Act in 1976 through March 13, 2020, 61 emergencies have been declared; 27 have expired while 34 are currently in effect, each having been renewed annually by the president.

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πŸ”— Sexy prime

πŸ”— Mathematics

Sexy primes are prime numbers that differ from each other by 6. For example, the numbers 5 and 11 are both sexy primes, because 11 - 5 = 6.

The term "sexy prime" is a pun stemming from the Latin word for six: sex.

If p + 2 or p + 4 (where p is the lower prime) is also prime, then the sexy prime is part of a prime triplet.

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πŸ”— Vantablack

πŸ”— Technology πŸ”— Physics πŸ”— Color πŸ”— Chemistry πŸ”— Science

Vantablack is a material developed by Surrey NanoSystems in the United Kingdom and is one of the darkest substances known, absorbing up to 99.965% of visible light (at 663 nm if the light is perpendicular to the material).

The name is a compound of the acronym VANTA (vertically aligned nanotube arrays) and the color black.

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πŸ”— List of stories set in a future now past

πŸ”— Lists πŸ”— Science Fiction πŸ”— Transhumanism πŸ”— Sociology πŸ”— Futures studies πŸ”— Science πŸ”— Popular Culture

This is a list of fictional stories that, when written, were set in the future, but the future they predicted is now present or past. The list excludes works that were alternate histories, which were composed after the dates they depict, alternative futures, as depicted in time travel fiction, as well as any works that make no predictions of the future, such as those focusing solely on the future lives of specific fictional characters, or works which, despite their claimed dates, are contemporary in all but name. Entries referencing the current year may be added if their month and day were not specified or have already occurred.

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πŸ”— 4X

πŸ”— Video games

4X is a genre of strategy-based video and board games in which players control an empire and "eXplore, eXpand, eXploit, and eXterminate". The term was coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World. Since then, others have adopted the term to describe games of similar scope and design.

4X computer games are noted for their deep, complex gameplay. Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Games can take a long time to complete since the amount of micromanagement needed to sustain an empire increases as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement, with varying degrees of success.

The earliest 4X games borrowed ideas from board games and 1970s text-based computer games. The first 4X computer games were turn-based, but real-time 4X games are not uncommon. Many 4X computer games were published in the mid-1990s, but were later outsold by other types of strategy games. Sid Meier's Civilization is an important example from this formative era, and popularized the level of detail that later became a staple of the genre. In the new millennium, several 4X releases have become critically and commercially successful.

In the board (and card) game domain, 4X is less of a distinct genre, in part because of the practical constraints of components and playing time. The Civilization board game that gave rise to Sid Meier's Civilization computer game, for instance, has no exploration and no extermination. Unless extermination is targeted at non-player entities, it tends to be either nearly impossible (because of play balance mechanisms, since player elimination is usually considered an undesirable feature) or certainly unachievable (because victory conditions are triggered before extermination can be completed) in board games.

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  • "4X" | 2019-02-03 | 124 Upvotes 25 Comments