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πŸ”— Breeding back

πŸ”— Extinction

Breeding back is a form of artificial selection by the deliberate selective breeding of domestic animals, in an attempt to achieve an animal breed with a phenotype that resembles a wild type ancestor, usually one that has gone extinct. Breeding back is not to be confused with dedomestication.

It must be kept in mind that a breeding-back breed may be very similar to the extinct wild type in phenotype, ecological niche, and to some extent genetics, but the original gene pool of that wild type was eliminated with its extinction. A breeding-back attempt cannot actually recreate the extinct wild type of the breeding target, as an extinct wild type cannot be resurrected through it. Furthermore, even the superficial authenticity of a bred-back animal depends on the quality of the stock used to breed the new lineage. As a result of this, some breeds, like Heck cattle, are at best a vague look-alike of the extinct wild type aurochs, according to the literature.

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πŸ”— HeLa, the oldest and most commonly used human cell line

πŸ”— Viruses πŸ”— Biology πŸ”— Philosophy πŸ”— Philosophy/Contemporary philosophy πŸ”— History of Science πŸ”— Molecular and Cell Biology πŸ”— Philosophy/Ethics πŸ”— Genetics πŸ”— Evolutionary biology πŸ”— Science Policy πŸ”— Molecular Biology/Molecular and Cell Biology

HeLa (; also Hela or hela) is an immortal cell line used in scientific research. It is the oldest and most commonly used human cell line. The line was derived from cervical cancer cells taken on February 8, 1951 from Henrietta Lacks, a patient who died of cancer on October 4, 1951. The cell line was found to be remarkably durable and prolific, which gives rise to its extensive use in scientific research.

The cells from Lacks's cancerous cervical tumor were taken without her knowledge or consent, which was common practice at the time. Cell biologist George Otto Gey found that they could be kept alive, and developed a cell line. Previously, cells cultured from other human cells would only survive for a few days. Scientists would spend more time trying to keep the cells alive than performing actual research on them. Cells from Lacks' tumor behaved differently. As was custom for Gey's lab assistant, she labeled the culture 'HeLa', the first two letters of the patient's first and last name; this became the name of the cell line.

These were the first human cells grown in a lab that were naturally "immortal", meaning that they do not die after a set number of cell divisions (i.e. cellular senescence). These cells could be used for conducting a multitude of medical experimentsβ€”if the cells died, they could simply be discarded and the experiment attempted again on fresh cells from the culture. This represented an enormous boon to medical and biological research, as previously stocks of living cells were limited and took significant effort to culture.

The stable growth of HeLa enabled a researcher at the University of Minnesota hospital to successfully grow polio virus, enabling the development of a vaccine, and by 1952, Jonas Salk developed a vaccine for polio using these cells. To test Salk's new vaccine, the cells were put into mass production in the first-ever cell production factory.

In 1953, HeLa cells were the first human cells successfully cloned and demand for the HeLa cells quickly grew in the nascent biomedical industry. Since the cells' first mass replications, they have been used by scientists in various types of investigations including disease research, gene mapping, effects of toxic substances on organisms, and radiation on humans. Additionally, HeLa cells have been used to test human sensitivity to tape, glue, cosmetics, and many other products.

Scientists have grown an estimated 50 million metricΒ tons of HeLa cells, and there are almost 11,000Β patents involving these cells.

The HeLa cell lines are also notorious for invading other cell cultures in laboratory settings. Some have estimated that HeLa cells have contaminated 10–20% of all cell lines currently in use.

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πŸ”— Protestant Work Ethic

πŸ”— Religion πŸ”— Philosophy πŸ”— Philosophy/Philosophy of religion πŸ”— Philosophy/Ethics πŸ”— Christianity πŸ”— Christianity/theology πŸ”— Christianity/Calvinism

The Protestant work ethic, also known as the Calvinist work ethic or the Puritan work ethic, is a work ethic concept in scholarly sociology, economics and historiography. It emphasizes that diligence, discipline, and frugality are a result of a person's subscription to the values espoused by the Protestant faith, particularly Calvinism.

The phrase was initially coined in 1905 by Max Weber in his book The Protestant Ethic and the Spirit of Capitalism. Weber asserted that Protestant ethics and values, along with the Calvinist doctrines of asceticism and predestination, enabled the rise and spread of capitalism. It is one of the most influential and cited books in sociology, although the thesis presented has been controversial since its release. In opposition to Weber, historians such as Fernand Braudel and Hugh Trevor-Roper assert that the Protestant work ethic did not create capitalism and that capitalism developed in pre-Reformation Catholic communities. Just as priests and caring professionals are deemed to have a vocation (or "calling" from God) for their work, according to the Protestant work ethic the "lowly" workman also has a noble vocation which he can fulfill through dedication to his work.

The concept is often credited with helping to define the societies of Northern, Central and Northwestern Europe as well as the United States of America.

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πŸ”— Taikyoku Shogi

πŸ”— Chess πŸ”— Japan

Taikyoku shōgi (Japanese: 倧局将棋) lit. "ultimate chess" is the largest known variant of shogi (Japanese chess). The game was created around the mid-16th century (presumably by priests) and is based on earlier large board shogi games. Before the rediscovery of taikyoku shogi in 1997, tai shogi was believed to be the largest playable chess variant ever. It has not been shown that taikyoku shogi was ever widely played. There are only two sets of restored taikyoku shogi pieces and one of them is held at Osaka University of Commerce. One game may be played over several long sessions and require each player to make over a thousand moves.

Because the game was found only recently after centuries of obscurity, it is difficult to say exactly what all the rules were. Several documents describing the game have been found; however, there are differences between them. Many of the pieces appear in other shogi variants but their moves may be different. The board, and likewise the pieces, were made much smaller, making archeological finds difficult to decipher. Research into this game continues for historical and cultural reasons, but also to satisfy the curious and those who wish to play what could be the most challenging chess-like game ever made. More research must be done however. This article focuses on one likely set of rules that can make the game playable in modern times but is by no means canon. These rules may change as more discoveries are made and secrets of the game unlocked.

Further, because of the terse and often incomplete wording of the historical sources for the large shogi variants, except for chu shogi and to a lesser extent dai shogi (which were at some points of time the most prestigious forms of shogi being played), the historical rules of taikyoku shogi are not clear. Different sources often differ significantly in the moves attributed to the pieces, and the degree of contradiction (summarised below with the listing of most known alternative moves) is such that it is likely impossible to reconstruct the "true historical rules" with any degree of certainty, if there ever was such a thing. It is not clear if the game was ever played much historically, as there is no record of any sets having been made.

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πŸ”— Terence Tao

πŸ”— Biography πŸ”— Mathematics πŸ”— Australia πŸ”— Biography/science and academia

Terence Chi-Shen Tao (born 17 July 1975) is an Australian-American mathematician who has worked in various areas of mathematics. He currently focuses on harmonic analysis, partial differential equations, algebraic combinatorics, arithmetic combinatorics, geometric combinatorics, probability theory, compressed sensing and analytic number theory. As of 2015, he holds the James and Carol Collins chair in mathematics at the University of California, Los Angeles.

Tao was a recipient of the 2006 Fields Medal and the 2014 Breakthrough Prize in Mathematics. He is also a 2006 MacArthur Fellow. Tao has been the author or co-author of 275 research papers.

Tao is the second mathematician of Han Chinese descent to win the Fields medal after Shing-Tung Yau, and the first Australian citizen to win the medal.

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πŸ”— Mark V. Shaney

πŸ”— Computing πŸ”— Computing/Software πŸ”— Linguistics πŸ”— Computing/Computer science πŸ”— Linguistics/Applied Linguistics

Mark V. Shaney is a synthetic Usenet user whose postings in the net.singles newsgroups were generated by Markov chain techniques, based on text from other postings. The username is a play on the words "Markov chain". Many readers were fooled into thinking that the quirky, sometimes uncannily topical posts were written by a real person.

The system was designed by Rob Pike with coding by Bruce Ellis. Don P. Mitchell wrote the Markov chain code, initially demonstrating it to Pike and Ellis using the Tao Te Ching as a basis. They chose to apply it to the net.singles netnews group.

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πŸ”— Kola Superdeep Borehole

πŸ”— Russia πŸ”— Russia/technology and engineering in Russia πŸ”— Russia/science and education in Russia πŸ”— Geology

The Kola Superdeep Borehole (Russian: Кольская свСрхглубокая скваТина) is the result of a scientific drilling project of the Soviet Union in the Pechengsky District, on the Kola Peninsula. The project attempted to drill as deep as possible into the Earth's crust. Drilling began on 24 May 1970 using the Uralmash-4E, and later the Uralmash-15000 series drilling rig. Boreholes were drilled by branching from a central hole. The deepest, SG-3, reached 12,262 metres (40,230Β ft; 7.619Β mi) in 1989 and is the deepest artificial point on Earth. The borehole is 23 centimetres (9Β in) in diameter.

In terms of true vertical depth, it is the deepest borehole in the world. For two decades it was also the world's longest borehole in terms of measured depth along the well bore, until it was surpassed in 2008 by the 12,289-metre-long (40,318Β ft) Al Shaheen oil well in Qatar, and in 2011 by the 12,345-metre-long (40,502Β ft) Sakhalin-I Odoptu OP-11 Well (offshore from the Russian island of Sakhalin).

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πŸ”— Shatranj, the predecessor of modern chess

πŸ”— Chess πŸ”— India

Shatranj (Arabic: Ψ΄Ψ·Ψ±Ω†Ψ¬β€Ž; Persian: Ψ΄ΨͺΨ±Ω†Ϊ―β€Ž; from Middle Persian chatrang) is an old form of chess, as played in the Sasanian Empire. Its origins are in the Indian game of chaturaαΉ…ga. Modern chess gradually developed from this game, as it was introduced to the western world via contacts in Muslim Andalusia (modern Spain) and in Sicily in the 10th century.

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πŸ”— Folding@Home

πŸ”— Computing πŸ”— Biology πŸ”— Computing/Software πŸ”— Stanford University πŸ”— Pharmacology πŸ”— Molecular Biology πŸ”— Molecular Biology/Molecular and Cell Biology πŸ”— Molecular Biology/Computational Biology

Folding@home (FAH or F@h) is a distributed computing project aimed to help scientists develop new therapeutics for a variety of diseases by the means of simulating protein dynamics. This includes the process of protein folding and the movements of proteins, and is reliant on simulations run on volunteers' personal computers. Folding@home is currently based at the University of Pennsylvania and led by Greg Bowman, a former student of Vijay Pande.

The project utilizes graphics processing units (GPUs), central processing units (CPUs), and ARM processors like those on the Raspberry Pi for distributed computing and scientific research. The project uses statistical simulation methodology that is a paradigm shift from traditional computing methods. As part of the client–server model network architecture, the volunteered machines each receive pieces of a simulation (work units), complete them, and return them to the project's database servers, where the units are compiled into an overall simulation. Volunteers can track their contributions on the Folding@home website, which makes volunteers' participation competitive and encourages long-term involvement.

Folding@home is one of the world's fastest computing systems. With heightened interest in the project as a result of the COVID-19 pandemic, the system achieved a speed of approximately 1.22 exaflops by late March 2020 and reached 2.43 exaflops by April 12, 2020, making it the world's first exaflop computing system. This level of performance from its large-scale computing network has allowed researchers to run computationally costly atomic-level simulations of protein folding thousands of times longer than formerly achieved. Since its launch on OctoberΒ 1, 2000, Folding@home was involved in the production of 226 scientific research papers. Results from the project's simulations agree well with experiments.

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πŸ”— Lamest Edit Wars

πŸ”— Department of Fun


Occasionally, even experienced Wikipedians lose their heads and devote every waking moment to edit warring over the most trivial thing, wasting time debating topics of no practical value, or wrestling over questions whose answers hold no practical consequence. This page documents our lamest examples. It isn't comprehensive or authoritative, but it serves as a showcase of situations where people lose sight of the big picture and obsessively expend huge amounts of energy fighting over something that, in the end, isn't really so important.

Edit warring is believed by some to be important, possibly due to the historical regularity and frequency of the occurrence of these wars. A careful and scholarly study of available archeological evidence has even suggested that edit wars may have recurred on a regular basis going back all the way to the beginning of recorded history, even before the advent of proper writing circa 2001 C.E. (see Wikipedia). In some earlier instances of edit warring, dating back from before the good old days, participants would simply utilize their swords and fight a battle, or later, their guns and fight a duel.

In modern times, physical combat has been outlawed and replaced by the careful inciting of personal attacks, strategic 3RR templating and canvassing, timely notices on WP:AN/I, and (in some cases) marking the changes as a minor edit. Truly, the revolutionary Wikipedia outlook has changed the way things get done. It has changed them from actually getting done to never getting done. On the other hand, nobody gets dispatched (so far!).

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