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πŸ”— List of games that Buddha would not play

πŸ”— Lists πŸ”— Buddhism

The Buddhist games list is a list of games that Gautama Buddha is reputed to have said that he would not play and that his disciples should likewise not play, because he believed them to be a 'cause for negligence'. This list dates from the 6th or 5th century BCE and is the earliest known list of games.

There is some debate about the translation of some of the games mentioned, and the list given here is based on the translation by T. W. Rhys Davids of the Brahmajāla Sutta and is in the same order given in the original. The list is duplicated in a number of other early Buddhist texts, including the Vinaya Pitaka.

  1. Games on boards with 8 or 10 rows. This is thought to refer to ashtapada and dasapada respectively, but later Sinhala commentaries refer to these boards also being used with games involving dice.
  2. The same games played on imaginary boards. Akasam astapadam was an ashtapada variant played with no board, literally "astapadam played in the sky". A correspondent in the American Chess Bulletin identifies this as likely the earliest literary mention of a blindfold chess variant.
  3. Games of marking diagrams on the floor such that the player can only walk on certain places. This is described in the Vinaya Pitaka as "having drawn a circle with various lines on the ground, there they play avoiding the line to be avoided". Rhys Davids suggests that it may refer to parihāra-patham, a form of hop-scotch.
  4. Games where players either remove pieces from a pile or add pieces to it, with the loser being the one who causes the heap to shake (similar to the modern game pick-up sticks).
  5. Games of throwing dice.
  6. "Dipping the hand with the fingers stretched out in lac, or red dye, or flour-water, and striking the wet hand on the ground or on a wall, calling out 'What shall it be?' and showing the form requiredβ€”elephants, horses, &c."
  7. Ball games.
  8. Blowing through a pat-kulal, a toy pipe made of leaves.
  9. Ploughing with a toy plough.
  10. Playing with toy windmills made from palm leaves.
  11. Playing with toy measures made from palm leaves.
  12. Playing with toy carts.
  13. Playing with toy bows.
  14. Guessing at letters traced with the finger in the air or on a friend's back.
  15. Guessing a friend's thoughts.
  16. Imitating deformities.

Although the modern game of chess had not been invented at the time the list was made, earlier chess-like games such as chaturaji may have existed. H.J.R. Murray refers to Rhys Davids' 1899 translation, noting that the 8Γ—8 board game is most likely ashtapada while the 10Γ—10 game is dasapada. He states that both are race games.

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πŸ”— Trillion-dollar coin

πŸ”— United States/U.S. Government πŸ”— United States πŸ”— Finance & Investment πŸ”— Politics πŸ”— United States/District of Columbia

The trillion-dollar coin is a concept that emerged during the United States debt-ceiling crisis in 2011, as a proposed way to bypass any necessity for the United States Congress to raise the country's borrowing limit, through the minting of very high-value platinum coins. The concept gained more mainstream attention by late 2012 during the debates over the United States fiscal cliff negotiations and renewed debt-ceiling discussions. After reaching the headlines during the week of January 7, 2013, use of the trillion dollar coin concept was ultimately rejected by the Federal Reserve and the Treasury..

The concept of the trillion-dollar coin was reintroduced in March 2020 in the form of a congressional proposal during the 2020 stock market crash.

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πŸ”— Boltzmann Brain

πŸ”— Physics πŸ”— Philosophy πŸ”— Philosophy/Metaphysics

The Boltzmann brain argument suggests that it is more likely for a single brain to spontaneously and briefly form in a void (complete with a false memory of having existed in our universe) than it is for our universe to have come about in the way modern science thinks it actually did. It was first proposed as a reductio ad absurdum response to Ludwig Boltzmann's early explanation for the low-entropy state of our universe.

In this physics thought experiment, a Boltzmann brain is a fully formed brain, complete with memories of a full human life in our universe, that arises due to extremely rare random fluctuations out of a state of thermodynamic equilibrium. Theoretically over a period of time on the order of hundreds of billions of years, by sheer chance atoms in a void could spontaneously come together in such a way as to assemble a functioning human brain. Like any brain in such circumstances, it would almost immediately stop functioning and begin to deteriorate.

The idea is ironically named after the Austrian physicist Ludwig Boltzmann (1844–1906), who in 1896 published a theory that tried to account for the fact that we find ourselves in a universe that is not as chaotic as the budding field of thermodynamics seemed to predict. He offered several explanations, one of them being that the universe, even one that is fully random (or at thermal equilibrium), would spontaneously fluctuate to a more ordered (or low-entropy) state. One criticism of this "Boltzmann universe" hypothesis is that the most common thermal fluctuations are as close to equilibrium overall as possible; thus, by any reasonable criterion, actual humans in the actual universe would be vastly less likely than "Boltzmann brains" existing alone in an empty universe.

Boltzmann brains gained new relevance around 2002, when some cosmologists started to become concerned that, in many existing theories about the Universe, human brains in the current Universe appear to be vastly outnumbered by Boltzmann brains in the future Universe who, by chance, have exactly the same perceptions that we do; this leads to the conclusion that statistically we ourselves are likely to be Boltzmann brains. Such a reductio ad absurdum argument is sometimes used to argue against certain theories of the Universe. When applied to more recent theories about the multiverse, Boltzmann brain arguments are part of the unsolved measure problem of cosmology. Boltzmann brains remain a thought experiment; physicists do not believe that we are actually Boltzmann brains, but rather use the thought experiment as a tool for evaluating competing scientific theories.

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πŸ”— Homoiconicity

πŸ”— Computing

In computer programming, homoiconicity (from the Greek words homo- meaning "the same" and icon meaning "representation") is a property of some programming languages. A language is homoiconic if a program written in it can be manipulated as data using the language, and thus the program's internal representation can be inferred just by reading the program itself. For example, a Lisp program is written as a regular Lisp list, and can be manipulated by other Lisp code. In homoiconic languages, all code can be accessed and transformed as data, using the same representation. This property is often summarized by saying that the language treats "code as data".

In a homoiconic language, the primary representation of programs is also a data structure in a primitive type of the language itself. This makes metaprogramming easier than in a language without this property: reflection in the language (examining the program's entities at runtime) depends on a single, homogeneous structure, and it does not have to handle several different structures that would appear in a complex syntax.

As noted above, a commonly cited example is Lisp, which was created to allow for easy list manipulations and where the structure is given by S-expressions that take the form of nested lists. Lisp programs are written in the form of lists; the result is that the program can access its own functions and procedures while running, and programmatically alter itself on the fly. Homoiconic languages typically include full support of syntactic macros, allowing the programmer to express transformations of programs in a concise way. Examples are the programming languages Clojure (a contemporary dialect of Lisp), Rebol (also its successor Red), Refal, Prolog, and more recently Julia.

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πŸ”— List of selfie-related injuries and deaths

πŸ”— Internet culture πŸ”— Death πŸ”— Lists πŸ”— Photography πŸ”— Photography/History of photography

This is a list of serious injuries and deaths in which one or more subjects of a selfie were killed or injured, either before, during or after having taken a photo of themselves, with the accident at least in part attributed to the taking of the photo.

The United States Department of Transportation estimated that during 2014, the so-called "year of the selfie", 33,000 people were injured while driving and using a cell-phone in some fashion, which can include talking, listening, and "manual button/control actuation" including taking, uploading, downloading, editing, or opening of selfies. A 2015 survey by Erie Insurance Group found that 4% of all drivers admitted to taking selfies while driving.

The Washington Post reported in January 2016 that "about half" of at least 27 "selfie related" deaths in 2015 had occurred in India. No official datasets on the number of people who died taking selfies in India exists, but reports show from 2014 up to August 2016, there have been at least 54 deaths in India while taking selfies. The Indian Ministry of Tourism asked states to identify and barricade 'selfie danger' areas, its first national attempt to deal with the selfie deaths. Mumbai Police identified at least 16 danger zones after a man drowned attempting to save a selfie-taker. No-selfie zones were also established in certain areas of the Kumbh Mela because organizers feared bottlenecks caused by selfie-takers could spark stampedes.

A 2018 study of news reports showed that between October 2011 and November 2017, there were 259 selfie deaths in 137 incidents reported globally, with the highest occurrences in India, followed by Russia, United States, and Pakistan. The mean age was 23 years old, with male deaths outnumbering female about three to one.

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πŸ”— Rue de L'Avenir

πŸ”— Technology πŸ”— France

The Rue de l'Avenir (transl. Street of the future) was an electric moving walkway installed at the 1900 Exposition Universelle in Paris. It ran along the edge of the Exposition site, from the Esplanade of Les Invalides to the Champ de Mars, passing through nine stations along the way, where passengers could board. It was designed by architect Joseph Lyman Silsbee and engineer Max E. Schmidt, designers of The Great Wharf Moving Sidewalk installed at the 1893 World's Fair in Chicago, the first-ever moving walkway.

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πŸ”— Ramanujan's Lost Notebook

πŸ”— Mathematics πŸ”— India πŸ”— India/Tamil Nadu

Ramanujan's lost notebook is the manuscript in which the Indian mathematician Srinivasa Ramanujan recorded the mathematical discoveries of the last year (1919–1920) of his life. Its whereabouts were unknown to all but a few mathematicians until it was rediscovered by George Andrews in 1976, in a box of effects of G. N. Watson stored at the Wren Library at Trinity College, Cambridge. The "notebook" is not a book, but consists of loose and unordered sheets of paper described as "more than one hundred pages written on 138 sides in Ramanujan's distinctive handwriting. The sheets contained over six hundred mathematical formulas listed consecutively without proofs."

George Andrews and Bruce C. BerndtΒ (2005, 2009, 2012, 2013, 2018) have published several books in which they give proofs for Ramanujan's formulas included in the notebook. Berndt says of the notebook's discovery: "The discovery of this 'Lost Notebook' caused roughly as much stir in the mathematical world as the discovery of Beethoven’s tenth symphony would cause in the musical world."

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πŸ”— The β€œTopgrading” Interview Process

πŸ”— Business

Topgrading is a corporate hiring and interviewing methodology that is intended to identify preferred candidates for a particular position. In the methodology, prospective employees undergo a 12-step process that includes extensive interviews, the creation of detailed job scorecards, research into job history, coaching, and more. After being interviewed and reference-checked, job candidates are grouped into one of three categories: A Players, B Players, or C Players. A Players have the most potential for high performance in their role while B and C Players may require more work to be successful. The methodology has been used by major corporations and organizations like General Electric, Lincoln Financial, Honeywell, Barclays, and the American Heart Association.

πŸ”— Hydraulic Telegraph

A hydraulic telegraph (Greek: Ο…Ξ΄ΟΞ±Ο…Ξ»ΞΉΞΊΟŒΟ‚ τηλέγραφος) is either of two different hydraulic-telegraph telecommunication systems. The earliest one was developed in 4th-century BC Greece, while the other was developed in 19th-century AD Britain. The Greek system was deployed in combination with semaphoric fires, while the latter British system was operated purely by hydraulic fluid pressure.

Although both systems employed water in their sending and receiver devices, their transmission media were completely different. The ancient Greek system transmitted its semaphoric information to the receiver visually, which limited its use to line-of-sight distances in good visibility weather conditions only. The 19th-century British system used water-filled pipes to effect changes to the water level in the receiver unit (similar to a transparent water-filled flexible tube used as a level indicator), thus limiting its range to the hydraulic pressure that could be generated at the transmitter's device.

While the Greek device was extremely limited in the codes (and hence the information) it could convey, the British device was never deployed in operation other than for very short-distance demonstrations. Although the British device could be used in any visibility within its range of operation, it could not work in sub-zero temperatures without additional infrastructure to heat the pipes. This contributed to its impracticality.

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πŸ”— Largest Corporate Earnings and Losses of All Time

πŸ”— Companies πŸ”— Finance & Investment πŸ”— Lists πŸ”— Business πŸ”— Business/Accounting

This page lists the largest annual and quarterly earnings and losses in corporate history. In general terms the oil and gas industry is the one generating both largest annual and quarterly earnings. In contrast, both the annual and quarterly losses are more distributed across industries.

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