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πŸ”— Programma 101, the first commercial β€œdesktop computer”

πŸ”— Computing

The Olivetti Programma 101, also known as Perottina or P101, is one of the first "all in one" commercial programmable desktop calculators, although not the first. Produced by Italian manufacturer Olivetti, based in Ivrea, Piedmont, and invented by the Italian engineer Pier Giorgio Perotto, the P101 has the main features of large computers of that period. It was launched at the 1964 New York World's Fair; volume production started in 1965. A futuristic design for its time, the Programma 101 was priced at $3,200 (equivalent to $26,000 in 2019). About 44,000 units were sold, primarily in the US.

It is usually called a printing programmable calculator or desktop calculator because its arithmetic instructions correspond to calculator operations.

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πŸ”— Canal Defence Light

πŸ”— Military history πŸ”— Military history/Military science, technology, and theory πŸ”— Military history/Weaponry πŸ”— Military history/World War II πŸ”— Military history/Military land vehicles πŸ”— Military history/European military history πŸ”— Military history/British military history

The Canal Defence Light (CDL) was a British "secret weapon" of the Second World War.

It was based upon the use of a powerful carbon-arc searchlight mounted on a tank. It was intended to be used during night-time attacks, when the light would allow enemy positions to be targeted. A secondary use of the light would be to dazzle and disorient enemy troops, making it harder for them to return fire accurately. The name Canal Defence Light was used to conceal the device's true purpose. For the same reason, in US service they were designated T10 Shop Tractor.

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πŸ”— Self-tiling tile set

πŸ”— Mathematics

A self-tiling tile set, or setiset, of order n is a set of n shapes or pieces, usually planar, each of which can be tiled with smaller replicas of the complete set of n shapes. That is, the n shapes can be assembled in n different ways so as to create larger copies of themselves, where the increase in scale is the same in each case. Figure 1 shows an example for n = 4 using distinctly shaped decominoes. The concept can be extended to include pieces of higher dimension. The name setisets was coined by Lee Sallows in 2012, but the problem of finding such sets for n = 4 was asked decades previously by C. Dudley Langford, and examples for polyaboloes (discovered by Martin Gardner, Wade E. Philpott and others) and polyominoes (discovered by Maurice J. Povah) were previously published by Gardner.

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πŸ”— Method of loci

πŸ”— History πŸ”— Psychology

The method of loci (loci being Latin for "places") is a strategy of memory enhancement which uses visualizations of familiar spatial environments in order to enhance the recall of information. The method of loci is also known as the memory journey, memory palace, or mind palace technique. This method is a mnemonic device adopted in ancient Roman and Greek rhetorical treatises (in the anonymous Rhetorica ad Herennium, Cicero's De Oratore, and Quintilian's Institutio Oratoria). Many memory contest champions report using this technique to recall faces, digits, and lists of words.

The term is most often found in specialised works on psychology, neurobiology, and memory, though it was used in the same general way at least as early as the first half of the nineteenth century in works on rhetoric, logic, and philosophy. John O'Keefe and Lynn Nadel refer to:

'the method of loci', an imaginal technique known to the ancient Greeks and Romans and described by Yates (1966) in her book The Art of Memory as well as by Luria (1969). In this technique the subject memorizes the layout of some building, or the arrangement of shops on a street, or any geographical entity which is composed of a number of discrete loci. When desiring to remember a set of items the subject 'walks' through these loci in their imagination and commits an item to each one by forming an image between the item and any feature of that locus. Retrieval of items is achieved by 'walking' through the loci, allowing the latter to activate the desired items. The efficacy of this technique has been well established (Ross and Lawrence 1968, Crovitz 1969, 1971, Briggs, Hawkins and Crovitz 1970, Lea 1975), as is the minimal interference seen with its use.

The items to be remembered in this mnemonic system are mentally associated with specific physical locations. The method relies on memorized spatial relationships to establish order and recollect memorial content. It is also known as the "Journey Method", used for storing lists of related items, or the "Roman Room" technique, which is most effective for storing unrelated information.

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πŸ”— N. W. Ayer and Son

πŸ”— Companies πŸ”— Marketing & Advertising πŸ”— Media πŸ”— Philadelphia πŸ”— Pennsylvania

N. W. Ayer & Son was a Philadelphia advertising agency founded in 1869. It called itself the oldest advertising agency in the United States. Named after Francis Ayer's father N. W. Ayer, it ventured into advertising in 1884. It created a number of memorable slogans for firms such as De Beers, AT&T and the U.S. Army. The company started to decline in the 1960s and, after a series of mergers, was closed in 2002 with its assets sold to the Publicis Groupe.

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πŸ”— Great Molasses Flood

πŸ”— United States πŸ”— Disaster management πŸ”— Occupational Safety and Health πŸ”— United States/Massachusetts - Boston

The Great Molasses Flood, also known as the Boston Molasses Disaster or the Great Boston Molasses Flood, and sometimes referred to locally as the Boston Molassacre, occurred on January 15, 1919, in the North End neighborhood of Boston, Massachusetts. A large storage tank filled with 2.3Β millionΒ USΒ gal (8,700Β m3) weighing approximately 13,000 short tons (12,000Β t) of molasses burst, and the resultant wave of molasses rushed through the streets at an estimated 35Β mph (56Β km/h), killing 21 and injuring 150. The event entered local folklore and residents claimed for decades afterwards that the area still smelled of molasses on hot summer days.

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πŸ”— Ringelmann effect

πŸ”— Psychology πŸ”— Sociology

The Ringelmann effect is the tendency for individual members of a group to become increasingly less productive as the size of their group increases. This effect, discovered by French agricultural engineer Maximilien Ringelmann (1861–1931), illustrates the inverse relationship that exists between the size of a group and the magnitude of group members’ individual contribution to the completion of a task. While studying the relationship between process loss (i.e., reductions in performance effectiveness or efficiency) and group productivity, Ringelmann (1913) found that having group members work together on a task (e.g., pulling a rope) actually results in significantly less effort than when individual members are acting alone. Ringelmann discovered that as more and more people are added to a group, the group often becomes increasingly inefficient, ultimately violating the notion that group effort and team participation reliably leads to increased effort on behalf of the members.

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πŸ”— Five Minute Rule

πŸ”— Computing πŸ”— Computer science

In computer science, the five-minute rule is a rule of thumb for deciding whether a data item should be kept in memory, or stored on disk and read back into memory when required. It was first formulated by Jim Gray and Gianfranco Putzolu in 1985, and then subsequently revised in 1997 and 2007 to reflect changes in the relative cost and performance of memory and persistent storage.

The rule is as follows:

The 5-minute random rule: cache randomly accessed disk pages that are re-used every 5 minutes or less.

Gray also issued a counterpart one-minute rule for sequential access:

The 1-minute rule: cache sequentially accessed disk pages that are re-used every 1 minute or less.

Although the 5-minute rule was invented in the realm of databases, it has also been applied elsewhere, for example, in Network File System cache capacity planning.

The original 5-minute rule was derived from the following cost-benefit computation:

BreakEvenIntervalinSeconds = (PagesPerMBofRAM / AccessesPerSecondPerDisk) Γ— (PricePerDiskDrive / PricePerMBofRAM)

Applying it to 2007 data yields approximately a 90-minutes interval for magnetic-disk-to-DRAM caching, 15 minutes for SSD-to-DRAM caching and 2​1⁄4 hours for disk-to-SSD caching. The disk-to-DRAM interval was thus a bit short of what Gray and Putzolu anticipated in 1987 as the "five-hour rule" was going to be in 2007 for RAM and disks.

According to calculations by NetApp engineer David Dale as reported in The Register, the figures for disc-to-DRAM caching in 2008 were as follows: "The 50KB page break-even was five minutes, the 4KB one was one hour and the 1KB one was five hours. There needed to be a 50-fold increase in page size to cache for break-even at five minutes." Regarding disk-to-SSD caching in 2010, the same source reported that "A 250KB page break even with SLC was five minutes, but five hours with a 4KB page size. It was five minutes with a 625KB page size with MLC flash and 13 hours with a 4KB MLC page size."

In 2000, Gray and Shenoy applied a similar calculation for web page caching and concluded that a browser should "cache web pages if there is any chance they will be re-referenced within their lifetime."

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πŸ”— Mutilated chessboard problem

πŸ”— Chess

The mutilated chessboard problem is a tiling puzzle proposed by philosopher Max Black in his book Critical Thinking (1946). It was later discussed by Solomon W. Golomb (1954), Gamow & Stern (1958) and by Martin Gardner in his Scientific American column "Mathematical Games". The problem is as follows:

Suppose a standard 8Γ—8 chessboard has two diagonally opposite corners removed, leaving 62 squares. Is it possible to place 31 dominoes of size 2Γ—1 so as to cover all of these squares?

Most considerations of this problem in literature provide solutions "in the conceptual sense" without proofs. John McCarthy proposed it as a hard problem for automated proof systems. In fact, its solution using the resolution system of inference is exponentially hard.

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πŸ”— Agloe, New York

πŸ”— Geography πŸ”— New York (state) πŸ”— New York (state)/Hudson Valley

Agloe is a fictional hamlet in Colchester, Delaware County, New York, that became an actual landmark after mapmakers made up the community as a phantom settlement, an example of a "copyright trap" and similar to a trap street. Agloe was put onto the map in order to catch plagiarism as it appears only on their map and not on any others. Soon, using fictional "copyright traps" became a typical strategy in mapmaker design to thwart plagiarism. Agloe was known as a "paper town" because of this.

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