Counter Strike 1.6 – Legendary
A video game console is an electronic, digital or computer device that outputs a video signal or visual image to display a video game that one or more people can play. 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 or home computers. An arcade machine consists of a video game computer, display, game controller (joystick, buttons, etc.) and speakers housed in large chassis. A home computer is a personal computer designed for home use for a variety of purposes, such as bookkeeping, accessing the Internet and playing video games. There are various types of video game consoles, including home video game consoles, handheld game consoles, microconsoles and dedicated consoles. Although Ralph Baer had built working game consoles by 1966, it was nearly a decade before the Pong game made them commonplace in regular people’s living rooms. Through evolution over the 1990s and 2000s, game consoles have expanded to offer additional functions such as CD players, DVD players, Blu-ray disc payers, web browsers, set-top boxes and more
The first video games appeared in the 1960s.[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, Baer 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 players 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 players to choose from the Odyssey’s built-in games.
The Odyssey 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
Fairchild released the Fairchild Video Entertainment System (VES) in 1976. While there had been previous game consoles that used cartridges, either the cartridges had no information and served the same function as flipping switches (the Odyssey) or the console itself was empty (Coleco Telstar) and the cartridge contained all of the game components. The VES, however, contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions. RCA and Atari soon released their own cartridge-based consoles, the RCA Studio II and the Atari 2600 (originally branded as the Atari Video Computer System), respectively.
Handheld game consoles
Handheld game consoles
The first handheld game console with interchangeable cartridges was the Microvision designed by Smith Engineering, and distributed and sold by Milton-Bradley in 1979. Crippled by a small, fragile LCD display and a very narrow selection of games, it was discontinued two years later. The Epoch Game Pocket Computer was released in Japan in 1984. The Game Pocket Computer featured an LCD screen with 75 X 64 resolution, and could produce graphics at about the same level as early Atari 2600 games. The system sold poorly, and as a result only five games were made for it. Nintendo’s Game & Watch series of dedicated game systems proved more successful. It helped to establish handheld gaming as popular and lasted until 1991. Many Games & Watch games were later re-released on Nintendo’s subsequent handheld systems.
Rebirth of the home console market
The VES continued to be sold at a profit after 1977, and both Bally (with their Home Library Computer in 1977) and Magnavox (with the Odyssey² in 1978) brought their own programmable cartridge-based consoles to the market. However, it was not until Atari released a conversion of the golden age arcade hit Space Invaders in 1980 for the Atari 2600 that the home console industry took off. Many consumers bought an Atari console so they could play Space Invaders at home. The unprecedented success of Space Invaders started the trend of console manufacturers trying to get exclusive rights to arcade titles, and the trend of advertisements for game consoles claiming to bring the arcade experience home. Throughout the early 1980s, other companies released video game consoles of their own. Many of the video game systems (e.g. ColecoVision) were technically superior to the Atari 2600, and marketed as improvements over the Atari 2600. However, Atari dominated the console market in the early 1980s.
Rebirth of the home console market
The VES continued to be sold at a profit after 1977, and both Bally (with their Home Library Computer in 1977) and Magnavox (with the Odyssey² in 1978) brought their own programmable cartridge-based consoles to the market. However, it was not until Atari released a conversion of the golden age arcade hit Space Invaders in 1980 for the Atari 2600 that the home console industry took off. Many consumers bought an Atari console so they could play Space Invaders at home. The unprecedented success of Space Invaders started the trend of console manufacturers trying to get exclusive rights to arcade titles, and the trend of advertisements for game consoles claiming to bring the arcade experience home. Throughout the early 1980s, other companies released video game consoles of their own. Many of the video game systems (e.g. ColecoVision) were technically superior to the Atari 2600, and marketed as improvements over the Atari 2600. However, Atari dominated the console market in the early 1980s.
In 1983, the video game business suffered a much more severe crash. A flood of consoles, low-quality video games by smaller companies (especially for the 2600), industry leader Atari hyping games such as E.T and a 2600 version of Pac-Man that were poorly received, and a growing number of home computer users caused consumers and retailers to lose faith in video game consoles. Most video game companies filed for bankruptcy, or moved into other industries, abandoning their game consoles. A group of employees from Mattel Electronics formed the INTV Corporation and bought the rights for the Intellivision. INTV alone continued to manufacture the Intellivision in small quantities and release new Intellivision games until 1991. All other North American game consoles were discontinued by 1984.
The Sun is the star at the center of the Solar System. It is a nearly perfect sphere of hot plasma,[13][14] with internal convective motion that generates a magnetic field via a dynamo process.[15] It is by far the most important source of energy for life on Earth. Its diameter is about 109 times that of Earth, and its mass is about 330,000 times that of Earth, accounting for about 99.86% of the total mass of the Solar System.[16] About three quarters of the Sun’s mass consists of hydrogen; the rest is mostly helium, with much smaller quantities of heavier elements, including oxygen, carbon, neon, and iron.[17]
The Sun is a G-type main-sequence star (G2V) based on its spectral class, and is informally referred to as a yellow dwarf. It formed approximately 4.6 billion[a][9][18] years ago from the gravitational collapse of matter within a region of a large molecular cloud. Most of this matter gathered in the center, whereas the rest flattened into an orbiting disk that became the Solar System. The central mass became so hot and dense that it eventually initiated nuclear fusion in its core. It is thought that almost all stars form by this process.
The Sun is roughly middle-aged: it has not changed dramatically for more than four billion[a] years, and will remain fairly stable for more than another five billion years. After hydrogen fusion in its core has stopped, the Sun will undergo severe changes and become a red giant. It is calculated that the Sun will become sufficiently large to engulf the current orbits of Mercury, Venus, and possibly Earth.
The enormous effect of the Sun on Earth has been recognized since prehistoric times, and the Sun has been regarded by some cultures as a deity. The synodic rotation of Earth and its orbit around the Sun are the basis of the solar calendar, which is the predominant calendar in use today.
The English proper name Sun developed from Old English sunne and may be related to south. Cognates to English sun appear in other Germanic languages, including Old Frisian sunne, sonne, Old Saxon sunna, Middle Dutch sonne, modern Dutch zon, Old High German sunna, modern German Sonne, Old Norse sunna, and Gothic sunnō. All Germanic terms for the Sun stem from Proto-Germanic *sunnōn.[19][20]
The English proper name Sun developed from Old English sunne and may be related to south. Cognates to English sun appear in other Germanic languages, including Old Frisian sunne, sonne, Old Saxon sunna, Middle Dutch sonne, modern Dutch zon, Old High German sunna, modern German Sonne, Old Norse sunna, and Gothic sunnō. All Germanic terms for the Sun stem from Proto-Germanic *sunnōn.[19][20]
The English weekday name Sunday stems from Old English (Sunnandæg; “Sun’s day”, from before 700) and is ultimately a result of a Germanic interpretation of Latin dies solis, itself a translation of the Greek ἡμέρα ἡλίου (hēméra hēlíou).[21] The Latin name for the Sun, Sol, is not common in general English language use; the adjectival form is the related word solar.[22][23] The term sol is also used by planetary astronomers to refer to the duration of a solar day on another planet, such as Mars.[24] A mean Earth solar day is approximately 24 hours, whereas a mean Martian ‘sol’ is 24 hours, 39 minutes, and 35.244 seconds.
Solar deities and Sun worship can be found throughout most of recorded history in various forms, including the Egyptian Ra, the Hindu Surya, the Japanese Amaterasu, the Germanic Sól, and the Aztec Tonatiuh, among others.
From at least the 4th Dynasty of Ancient Egypt, the Sun was worshipped as the god Ra, portrayed as a falcon-headed divinity surmounted by the solar disk, and surrounded by a serpent. In the New Empire period, the Sun became identified with the dung beetle, whose spherical ball of dung was identified with the Sun. In the form of the Sun disc Aten, the Sun had a brief resurgence during the Amarna Period when it again became the preeminent, if not only, divinity for the Pharaoh Akhenaton.[26][27]
The Sun is viewed as a goddess in Germanic paganism, Sól/Sunna.[20] Scholars theorize that the Sun, as a Germanic goddess, may represent an extension of an earlier Proto-Indo-European Sun deity because of Indo-European linguistic connections between Old Norse Sól, Sanskrit Surya, Gaulish Sulis, Lithuanian Saulė, and Slavic Solntse.[20]
In ancient Roman culture, Sunday was the day of the Sun god. It was adopted as the Sabbath day by Christians who did not have a Jewish background. The symbol of light was a pagan device adopted by Christians, and perhaps the most important one that did not come from Jewish traditions. In paganism, the Sun was a source of life, giving warmth and illumination to mankind. It was the center of a popular cult among Romans, who would stand at dawn to catch the first rays of sunshine as they prayed. The celebration of the winter solstice (which influenced Christmas) was part of the Roman cult of the unconquered Sun (Sol Invictus). Christian churches were built with an orientation so that the congregation faced toward the sunrise in the East.[28]
Characteristics
Characteristics
The Sun is a G-type main-sequence star that comprises about 99.86% of the mass of the Solar System. The Sun has an absolute magnitude of +4.83, estimated to be brighter than about 85% of the stars in the Milky Way, most of which are red dwarfs.[29][30] The Sun is a Population I, or heavy-element-rich,[b] star.[31] The formation of the Sun may have been triggered by shockwaves from one or more nearby supernovae.[32] This is suggested by a high abundance of heavy elements in the Solar System, such as gold and uranium, relative to the abundances of these elements in so-called Population II, heavy-element-poor, stars. The heavy elements could most plausibly have been produced by endothermic nuclear reactions during a supernova, or by transmutation through neutron absorption within a massive second-generation star.[31]
The Sun is by far the brightest object in the sky, with an apparent magnitude of −26.74.[33][34] This is about 13 billion times brighter than the next brightest star, Sirius, which has an apparent magnitude of −1.46. The mean distance of the Sun’s center to Earth’s center is approximately 1 astronomical unit (about 150,000,000 km; 93,000,000 mi), though the distance varies as Earth moves from perihelion in January to aphelion in July.[35] At this average distance, light travels from the Sun’s horizon to Earth’s horizon in about 8 minutes and 19 seconds, while light from the closest points of the Sun and Earth takes about two seconds less. The energy of this sunlight supports almost all life[c] on Earth by photosynthesis,[36] and drives Earth’s climate and weather.
The Sun does not have a definite boundary, and in its outer parts its density decreases exponentially with increasing distance from its center.[37] For the purpose of measurement, however, the Sun’s radius is considered to be the distance from its center to the edge of the photosphere, the apparent visible surface of the Sun.[38] By this measure, the Sun is a near-perfect sphere with an oblateness estimated at about 9 millionths,[39] which means that its polar diameter differs from its equatorial diameter by only 10 kilometres (6.2 mi).[40] The tidal effect of the planets is weak and does not significantly affect the shape of the Sun.[41] The Sun rotates faster at its equator than at its poles. This differential rotation is caused by convective motion due to heat transport and the Coriolis force due to the Sun’s rotation. In a frame of reference defined by the stars, the rotational period is approximately 25.6 days at the equator and 33.5 days at the poles. Viewed from Earth as it orbits the Sun, the apparent rotational period of the Sun at its equator is about 28 days
The solar constant is the amount of power that the Sun deposits per unit area that is directly exposed to sunlight. The solar constant is equal to approximately 1,368 W/m2 (watts per square meter) at a distance of one astronomical unit (AU) from the Sun (that is, on or near Earth).[43] Sunlight on the surface of Earth is attenuated by Earth’s atmosphere, so that less power arrives at the surface (closer to 1,000 W/m2) in clear conditions when the Sun is near the zenith.[44] Sunlight at the top of Earth’s atmosphere is composed (by total energy) of about 50% infrared light, 40% visible light, and 10% ultraviolet light.[45] The atmosphere in particular filters out over 70% of solar ultraviolet, especially at the shorter wavelengths.[46] Solar ultraviolet radiation ionizes Earth’s dayside upper atmosphere, creating the electrically conducting ionosphere.[47]
The Sun’s color is white, with a CIE color-space index near (0.3, 0.3), when viewed from space or when the Sun is high in the sky. When measuring all the photons emitted, the Sun is actually emitting more photons in the green portion of the spectrum than any other.[48][49] When the Sun is low in the sky, atmospheric scattering renders the Sun yellow, red, orange, or magenta. Despite its typical whiteness, most people mentally picture the Sun as yellow; the reasons for this are the subject of debate.[50] The Sun is a G2V star, with G2 indicating its surface temperature of approximately 5,778 K (5,505 °C, 9,941 °F), and V that it, like most stars, is a main-sequence star.[51][52] The average luminance of the Sun is about 1.88 giga candela per square metre, but as viewed through Earth’s atmosphere, this is lowered to about 1.44 Gcd/m2.[d] However, the luminance is not constant across the disk of the Sun (limb darkening).
Counter Strike 1.6 – Legendary
Reviewed by fleonitib
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July 20, 2017
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