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Giathio knows where he is at all times. He knows this because he knows where he isn’t. By subtracting where he is from where he isn’t, or where he isn’t from where he is (whichever is greater), he obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive him from a position where he is to a position where he isn’t, and arriving at a position where he wasn’t, he now is. Consequently, the position where he is, is now the position that he wasn’t, and it follows that the position that he was, is now the position that he isn’t.
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Henry Joseph Darger Jr. (/ˈdɑːrɡər/ DAR-ghər; April 12, 1892 – April 13, 1973) was an American janitor and hospital worker who became known after his death for his immense body of visual art and literature.
Darger was raised by his disabled father in Chicago. Frequently in fights, he was put into a charity home as his father's health declined, and in 1904 was sent to a children's asylum in Lincoln, Illinois, officially due to his masturbation. He began making escape attempts after his father's death in 1908, and in 1910 was able to escape, walking much of the way to Chicago. As an adult he did menial jobs for several hospitals, interrupted by a brief stint in the U.S. Army during World War I. He spent much of his life in poverty and in later life was a recluse in his apartment. A devout Catholic, Darger attended Mass multiple times each day and collected religious memorabilia. Retiring in 1963 due to chronic pain, he was moved into a charity nursing home in late 1972, shortly before his death. During this move, his landlords Kiyoko and Nathan Lerner discovered his artwork and writings, which he had kept secret over decades of work.
From around the early 1910s to the late 1930s, Darger wrote the 15,145-page novel In the Realms of the Unreal, centered on a rebellion of child slaves on a fantastical planet. The chief protagonists are the Vivian Girls, who fight to free the children from the enslaving Glandelinians. Inspired by the American Civil War and martyrdom stories, it features lengthy, gruesome descriptions of battles, many ending with the mass killing of rebel children. Between 1912 and 1925, Darger produced collages, often only loosely correlated to the book. Later he made these with watercolors and traced figures taken from popular sources such as magazines and children's books. These paintings grew more elaborate over time, with some of his largest works exceeding 10 feet (3 m) in length. Little girls, often in combat, are a primary focus; for unknown reasons, they are frequently depicted naked and exclusively with male genitalia. Other writings by Darger include a roughly 8,000-page unfinished sequel to In the Realms of the Unreal entitled Further Adventures of the Vivian Girls in Chicago, a decade-long daily weather journal, and The History of My Life—consisting of a 206-page autobiography followed by several thousand pages about the destruction caused by a fictional Illinois tornado.
Darger made no efforts to publish his work, and it was unknown to others until shortly before his death. He is frequently associated with the outsider art movement, which encompasses the work of self-taught creators outside the mainstream art community who frequently produce very singular and unusual work. His art was popularized by his former landlords and is now featured in many museum collections, with the largest at the American Folk Art Museum in New York City and the Intuit Art Museum in Chicago. Initial critical analysis of him and his work took a psychoanalytical approach, often focused on his many depictions of nude and brutalized children. Scholars have hypothesized several different psychological conditions Darger may have suffered from. Theories from earlier scholars that he was a pedophile or murderer have been discredited.
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Beginning in 1914, silver coinage featuring a portrait of the Chinese president and military leader Yuan Shikai was minted across the Republic of China to replace the previous imperial coinage and various foreign silver coins in circulation in China. The most prominent and numerous of these coins, the Yuan Shikai dollar (also known as the "fatman dollar" by collectors, from Chinese 袁大头; yuán dàtóu; 'big head Yuan Shikai [dollars]'), remained in production long after Yuan's death in 1916. Designed by Tianjin Mint engraver Luigi Giorgi, the coin features a profile bust of Yuan wearing a military uniform on the obverse, with a wreath of grain and the denomination of one yuan on the reverse.
The dollar coins were regularly produced by various mints across China from 1914 to 1928, with a total production run exceeding a billion coins. Until 1920, all coins were dated Republican Year 3 (1914 CE) regardless of their actual year of production. Some mints produced coins featuring various three new dates during the 1920s, but these only incidentally coincided with their production date, with certain dates being usable as mint marks.
After the 1926–1928 Northern Expedition, the incipient Nationalist government halted production of the coins in favor of the memento dollar. However, regional circulation and production of the coins continued, with poorer-quality examples produced in Gansu and Communist-held areas during the 1930s. Production was curtailed by the abandonment of the silver standard in 1935, but returned in response to hyperinflation during the Chinese Civil War, including a large run of coins at Canton in 1949. The People's Republic once again produced the coin in the mid-1950s for circulation in newly annexed Tibet and rural regions of southwestern China. In total, around 1.1 billion Yuan Shikai dollars were produced from 1914 and 1954, not including local issues produced by warlords or revolutionaries.
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Flow (stylized as flOw) is an indie video game created by Jenova Chen and Nicholas Clark. Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany, with assistance from Santa Monica Studio. SuperVillain Studios developed a PlayStation Portable version of the game in 2008, and PlayStation 4 and PlayStation Vita versions in 2013. In Flow, the player navigates a series of two-dimensional planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.
The Flash version of Flow received 100,000 downloads within its first two weeks of release, and had been played over 3.5 million times by 2008. Its PlayStation 3 re-release was the most downloaded game on the PlayStation Network in 2007 and won the Best Downloadable Game award at the 2008 Game Developers Choice Awards. It was nominated for awards by the Academy of Interactive Arts & Sciences and the British Academy of Film and Television Arts. Reviewers praised Flow's visual and audio appeal, but noted the simplicity of its gameplay; several considered it to be more of an art piece than a game.
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Coeliac disease (Commonwealth English) or celiac disease (American English) is a chronic autoimmune disease, mainly affecting the small intestine. It is caused by an abnormal immune system response to gluten, found in wheat and other grains such as barley and rye. Coeliac disease causes a wide range of symptoms and complications that can affect multiple organs outside the gastrointestinal tract.
The classic form of the disease can affect any age group, but is usually diagnosed in early childhood and causes symptoms of malabsorption such as weight loss, diarrhoea, and stunted growth. Non-classic coeliac disease is more commonly seen in adults, characterised by vague abdominal symptoms and complications in organs outside the gastrointestinal tract, such as bone disease, anaemia, and other consequences of nutritional deficiencies. In people with a genetic predisposition to the condition, eating gluten causes inflammation in the small intestine, damaging its lining and leading to malabsorption. The development of coeliac disease is believed to be influenced by other environmental factors, such as infections.
Diagnosis is based on symptoms, blood tests, and biopsies of the small intestine. For people who have already cut out gluten, gluten may need to be reintroduced before testing to ensure an accurate diagnosis. The diagnosis is often complicated by the diverse symptoms, overlap with other disorders, and lack of awareness, leading to a delay in diagnosis. Current research indicates that there is not enough evidence to advocate for mass screening for coeliac disease in those without symptoms.
The only treatment for coeliac disease is a lifelong gluten-free diet (GFD). A GFD involves removing all food and drink that contains wheat, rye, barley and gluten derivatives. Symptoms can improve within days of adopting a GFD, and the diet can improve quality of life, prevent further complications, and normalise some effects of the disease such as stunted growth.
Approximately 1 in 200 to 1 in 50 people have coeliac disease. Diagnoses of coeliac disease have increased recently due to increased awareness and availability of blood testing. The disease is still thought to be underdiagnosed, with a significant number of people with the condition remaining undiagnosed and untreated. Most people develop the disease before the age of 10; it is slightly more common in women than in men.
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Nynetjer (also known as Ninetjer and Banetjer) was the third pharaoh of the Second Dynasty of Egypt during the Early Dynastic Period, prior to the Old Kingdom period. The dates for his reign are uncertain. Egyptologists have proposed that it took place at some point between the late 29th and the early 27th century BC for 35 to 49 years, and most probably lasted around 40 years. Archaeologically, Nynetjer is the best-attested king of the early Second Dynasty, and he is also recorded on several king lists dating to the Old Kingdom and the later Ramesside and Ptolemaic periods. There is strong evidence that he succeeded Raneb on the throne. The events at the end of his reign and the identity of his successor are much less clear. Both historical sources and archaeological evidence point to some breakdown or partition of the state along both religious and political lines, most probably seeing concurrent rulers reigning over Upper and Lower Egypt until the country was reunited by Khasekhemwy at the end of the dynasty.
Most of the events recorded for Nynetjer's reign on the Palermo Stone, the Old Kingdom royal annals, are regular religious festivals and censuses undertaken for taxation purposes. The probable locations for these events indicate that royal activity was largely confined to the capital Memphis and its vicinity in Lower Egypt, with the possible exception of a military campaign in Nubia. The administrative structure of the state continued on its First Dynasty (c. 3150 – 3000 BC) basis but became more sophisticated, with the earliest evidence for the administrative partition of Egypt into nomes, a regional management system, dating to Nynetjer's reign.
Nynetjer had a large gallery tomb dug for himself in Saqqara, now beneath parts of both Djoser's and Unas's pyramid complexes. His tomb comprises a maze of over 150 rooms, some of which are arranged to model a royal palace. Although it was disturbed during Egypt's later periods, the tomb when excavated still housed some of the original funerary equipment of the king. This included hundreds of jars that once held wine, beer and jujube fruits. Excavations have also produced numerous stone tools, some of which seem to have been used in a ritual feast for Nynetjer's burial. The subterranean tomb was probably built with associated superstructures, but these have not survived as they were levelled and overbuilt by subsequent pharaohs.
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A bridge is a structure designed to span an obstacle, such as a river or railroad, allowing vehicles, pedestrians, and other loads to pass across. Most bridges consist of a flat deck, supported by beams, arches, or cables. These structures rest on a foundation that is carefully designed to transfer the weight of the bridge to the subsoil without settling.
Bridges can be constructed in a wide variety of forms, determined by the location, intended purpose, and available construction technologies. Simple bridge structures include beam bridges made from logs, and suspension bridges made of ropes or vines. The Romans and ancient Chinese built major arch bridges of timber, stone, and brick. During the Renaissance, advances in science and engineering led to wider bridge spans and more elegant designs. Concrete was perfected in the early 19th century, and arch bridges are now built primarily of concrete or steel.
With the Industrial Revolution came mass-produced steel, which enabled the creation of more complex forms – including truss and cantilever bridges – that permitted bridges to cross wide rivers or deep valleys. The longest spans use suspension or cable-stayed designs, both of which rely on high-strength steel cables to support the deck. Over time, the maximum achievable span of bridges has steadily increased, reaching 2 kilometers (1.2 miles) in 2022. Other bridge forms include multi-span viaducts, which can cross wide valleys; trestles, a common design for carrying heavy trains; and movable bridges including drawbridges and swing bridges.
The design of a bridge must satisfy many requirements, namely connecting to a transportation network, providing adequate clearances, and safely transporting its users. A bridge must be strong enough to support its own weight as well as the weight of the traffic passing over it. It must also tolerate violent, unpredictable stresses imposed by the environment, including winds, floods, and earthquakes. To meet all these goals, bridge engineers typically use limit state design processes and the finite element method.
Many bridges are admired for their beauty, and some spectacular bridges serve as iconic landmarks that provide a sense of pride and identity for the local community. In art and literature, bridges are frequently used as metaphors to represent connection or transition. Bridges can create beneficial impacts on a community, including shorter transport times and increased gross domestic product; and also negative effects such as increased pollution and contributions to global warming.
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