Thursday, October 31, 2019

Article Rebuttal Essay Example | Topics and Well Written Essays - 500 words - 2

Article Rebuttal - Essay Example The politics of same-sex marriage is deeper than a mere proclamation. There are numerous fault lines that are built due to the cultural issues in the American politics (Rimmerman & Wilcox 2007). The gay rights law has expanded over the years increasing the members of the community to become large enough to fight for a separate seat in elections. What has really compelled opponents of the same-sex marriage is the focus that gay marriage has received in the state court through their efforts. The community has managed to sponsor its case through major litigating groups such as the â€Å"Lamdba Legal in New York, GLAD in Boston and NCLR in San Francisco†. In the absence of these national groups the ACLU Gay and Lesbian Rights project gets involved (Rimmerman & Wilcox 2007). It is for this reason that the focus on same-sex marriage has increased in the recent years. Bronner states that the opponents are frequently requested to accept the gay marriage as part of the American culture to an extent that even Presifent Obama agreed to accept the new addition in the most welcoming manner. Mr. Blankenhorn, however, is not concerned with the ethics and morality of the act itself. He believes that the same-sex marriage is the major cause in the decline in general marriage patterns in the society. He lays stress on the institution of marriage as being a healthy and significant part of the society. He is merely using the language of morality when he speaks of marriage and indirectly, despite his denial, is addressing the religious or biblical justification for going against the same-sex marriage (Bronner 2012). Mr. Blankenhorn indeed is giving the most unfortunate acceptance for the gay-marriage. But what the author seems to overlook is the fact that the situation is not as simple as it may seem to be (Bronner 2012). The whole idea of marriage has largely evolved in recent years because of the pressure that the

Tuesday, October 29, 2019

Psychoanalys Essay Example | Topics and Well Written Essays - 500 words

Psychoanalys - Essay Example Hypocrisy is the false claim to virtue. It always refers to consciously intended deception by a person in a position of trust. Making use of literary examples, the investigation starts with the delineation of three readily apparent preconditions for falling prey to hypocrisy. Idealization of the hypocrite is seen as a defense against a dread of uncertainty on the part of the person who succumbs to hypocrisy. The addition of a third precondition, the force of powerful desire, completes the introduction. A selective review of historical and philosophical studies of hypocrisy over the past twenty-five hundred years situates the problem of the susceptibility to hypocrisy. Must idealization lead to credulity I do not think so. Belief, even strong belief, need not be credulous, and idealization, though it always involves some substitution of wish for judgment, is not always used as a defense. But when idealization and belief are fueled by anxiety, independent judgment, fragile under the best of circumstances, may fail. So idealization as defense against the dread of uncertainty may be expected to create the credulity that is one precondition for successful hypocrisy. But unrelenting credulity may come about also from great desire, especially in those inclined to magical thinking and other immaturities of consideration by playwrights and philosophers, a

Sunday, October 27, 2019

Tic Tac Toe Game Computer Science Essay

Tic Tac Toe Game Computer Science Essay Most of the research nowadays is focused towards problems that deal with complexity or are influenced by some kind of random events. Interesting about these problems is that if they are deterministic, then a solution is expected to exist, at least a theoretical one. These problems are often inspired by games, such as mathematical games (ex. Tic-Tac-Toe, Chess). On the other hand the point of randomness involved in these problems increases the difficulty of prediction on the possible solution, or in some situations outcome. This is thy, there are certain methods of operations devised, that in turn give some supplementary information to a decision maker. In most of the cases, the probability distribution of an even which took place randomly, it is possible to be affected by prior events. These games are often played by at least 2 players (or many), out of which the one is called an opponent. The decisions at each step are made by the last move of the opponent. The operations research in these games is called game theory. The vital Tic-Tac-Toe game consists of two players, X and O, who take turns marking the spaces in a 3ÃÆ'-3 grid (Crowley, 1993; Gardner, 1998). The game usually begins with the X player, and the player who will manage to place three respective marks (in any direction, i.e. in a horizontal, vertical, or diagonal row) wins the game. This basic version of the game is rather simple, what allows the game to be used as a useful tool in combinatorial game theory, as well as a branch of artificial intelligence that deals with the searching of game trees (Beck, 2008). Using game theory there are few approaches that can be undertaken: The games solution is resulted by dominance when the game has only 1 rational strategy for each player Minimax strategies decide a stable solution useful if the opponent makes the wrong play Minimax strategies do not decide a stable solution using a probability distribution Even though, game theory researches are made on the possible playing strategies, they might not be employed in real life when playing a game, because: There might be too many strategies to enumerate (this number is simply too large to be estimated). Players are not always rational. There might be more than two players. Real-life games are not zero-sum games. This project deals with developing a Tic-Tac-Toe to be used on a mobile device. The following chapter discusses the Aims and Objectives of the game. Chapter 3 talks about a background research on this game, starting with a review on existing Tic-Tac-Toe games, which in turn leads to discussion about the existing models of this game and the proposed model of this work. Finally, Chapter 3 concludes with a technology research concentrated towards Java 2 Platform, Micro Edition (J2ME). Chapters 4 and 5 describe the system requirement analysis and design on this work, and chapters 6, 7, and 8 include explanation on the implementation, testing and evaluation. And finally, chapter 9 concludes this work. 2. Aim and Objectives The aim of this project is to develop a Tic-Tac-Toe game for mobile device. The game is supposed to consist of two parts, one a single player game (a player against a system), and the other a multi-player game (two players on their mobile devices, playing against each other). In order to accomplish these, the following objectives were defined. Single player game The player should play Tic-Tac-Toe game on his mobile device. The player should have option to edit his name. The player will start the game of choosing his symbol as X or O. If player 1 selected X then O has to be automatically allotted to the mobile device as a second player, and vice versa. The player has an option to choose the small game grid out of 4 small tic-tac-toe games. If player X marked horizontally or vertically or diagonally of his symbol X in a row, then player X won that small match. Finally, which player won the maximum small games will be declared as winner of the tic-tac-toe game. Multi-player game Using Bluetooth as communication channel the two players should play Tic-Tac-Toe game from different mobiles. Players should have options to edit his name. Once both players connected together, then first player will start the game of choosing his symbol as X or O. If player 1 selected X then O has to be automatically allotted to player 2. Then main game grid has to display in both mobiles. Player2 have option to choose the small game grid out of 4 small tic-tac-toe games. After grid selection both players will play tic-tac-toe game in that small grid. If player X marked horizontally or vertically or diagonally of his symbol X in a row, then player X won that small match. That small grid is marked with X and Player1 awarded 1 point, screen should zoom out and have to display whole main game grid and now player who won the previous game will have the choice to choose on which grid have to be select to play remaining game. This process will be repeated until the whole Four (4) small games grids marked with X, or O, or T. Finally which player won the maximum small games will be declared as winner of the tic-tac-toe game. then game ends. 3. Background Research In this section the Tic-Tac-Toe game will be discussed in details. At the outset, the basic rules of the game are going to be covered. Then, there will be a review on existing Tic-Tac-Toe games, which in turn will lead to discussion about the existing models of this game and the proposed model of this work. Finally, this section is going to be concluded with a technology research concentrated towards Java 2 Platform, Micro Edition (J2ME). 3.1 Basic Rules of Tic-Tac-Toe game The basic Tic-Tac-Toe game consists of two players, X and O, who take turns marking the spaces in a 3ÃÆ'-3 grid (Crowley, 1993; Gardner, 1998). The game usually starts with the X player, and the player who will manage to place three respective marks wins the game. The marks can be placed in any direction, i.e. in a horizontal, vertical, or diagonal row. This basic version of the game is rather simple and very often leads to draw. This simplicity allows the game to be used as a useful tool in combinatorial game theory, as well as a branch of artificial intelligence that deals with the searching of game trees (Beck, 2008). The Roman Empire is known to have established the beginnings of the earliest known variant of tic-tac-toe. It originated around the first century BC (Crowley, 1993). At that time, the game was called Terni Lapilli. Instead of having any number of pieces, each player only had three. The game was played by moving them around to empty spaces to keep playing. However, according to Claudia Zaslavskys book, the game Tic Tac Toe is originating from ancient Egypt (Zaslavsky, 1982). Chess and Tic-Tac-Toe are one of the most famous games to which the moves are not left to chances, rather than pure mathematics and logical reasoning. In these games, a player wins by achieving a winning configuration first, like for instance: checkmate in chess, and 3-in-a-row in a basic Tic-Tac-Toe game in 33 board (Gardner, 1998). Thus, the question which can be posed at this point is: How a player can achieve a winning configuration first? Even though there isnt a general theorem to answer this question, there might be a well-known strategy stealing argument that can give a partial answer about when a player can achieve a winning configuration first (Beck, 2008). In order to find a winning strategy, in theory all the paths could be explored. However, in practice this is not easy because the total number of strategies can be calculated a double exponential function of the size of the board. For example, a 3-dimensional 5ÃÆ'-5ÃÆ'-5 version of Tic-Tac-Toe, has about 3125 positions. This is because each one of the 53 cells has 3 options: Marked by the first player, Marked by the second player, or Unmarked. Thus the backtracking on a graph of 3125 vertices takes at least 3125 steps. This is the main reason that this 3-dimensional 5ÃÆ'-5ÃÆ'-5 version of Tic-Tac-Toe remains unsolved up to date. Moreover, only two explicit winning strategies are known from in the whole class of nÃÆ'-nÃÆ'- ·  ·  ·ÃƒÆ'-n = nd Tic-Tac-Toe games. This is the 33 version and it is characterized with an easy winning strategy, and the 43 version that in turn has an extremely complicated winning strategy. In order to play a perfect tic-tac-toe game, i.e. a win or a draw, the player can play given they move consistent with the uppermost possible moves. This is presented in the following table (Crowley, 1993): Win If the player has two in a row, play the third to get three in a row. Block If the opponent has two in a row, play the third to block them. Fork Create an opportunity where you can win in two ways. Block opponents fork Option 1: Create two in a row to force the opponent into defending, as long as it doesnt result in them creating a fork or winning. For example, if X has a corner, O has the center, and X has the opposite corner as well, O must not play a corner in order to win. (Playing a corner in this scenario creates a fork for X to win.) Option 2: If there is a configuration where the opponent can fork, block that fork. Center Play the center. Opposite corner If the opponent is in the corner, play the opposite corner. Empty corner Play in a corner square. Empty side Play in a middle square on any of the 4 sides. Initially, the player that starts first gets the X and has 3 probable positions to mark in his turn. Even though it seems that there are 9 possible positions, as there are 9 squares in the grid, by rotating the board, this is not the case. It can be observed that: Every corner mark is tactically equal to every other corner mark, and Every edge mark is tactically equal to every other edge mark. There are therefore only three possible first marks: corner, edge, or center. The first player could win (or make a draw) from any of these starting marks. It can be also observed that playing a corner would give the opponent the smallest choice of squares. This is a nice strategy as could be played to avoid losing (Zaslavsky, 1982) . The second player can be identified as O and this player must respond to Xs opening mark. However, this should be done in such a way as to avoid Player X to win. It can be stated that Player O must always respond with (Zaslavsky, 1982): To a corner opening with a center mark, To a center opening with a corner mark and To an edge opening either with a center mark, a corner mark next to the X, or an edge mark opposite the X. Any different play would allow X to compel a win. After every next turn of player X, the player O should follow the above list. This way the player O can achieve a draw (or a win if the player X makes a weak play). 3.2 Existing Tic-Tac-Toe games As many other games like: three mens morris, nine mens morris, pente, gomoku, Qubic, Connect Four, Quarto and Gobblet, Tic-Tac-Toe also has the same goal, i.e. a player wins if he is the first one to get n-in-a-row. Basically, if a generalization is to be provided, it can be concluded that all the different formations of Tic-Tac-Toe can be represented as nd-games, which are accordingly played on a d-dimensional boards with edge n (Zaslavsky, 1982). As it was discussed in the previous section as well, the original Tic-Tac-Toe game is actually a 32-game. There are many variations, discussed as follows (Patashnik, 1980; Gardner, 1998; Beck, 2008). A slightly different version of a Tic-Tac-Toe game is the 33-game, played on a 3x3x3 board (Patashnik, 1980). It can be noted that this game gives good opportunities to the player that plays first, so he could achieve an easy win by playing at the center with his first move. Similarly, playing on a 4x4x4 board also gives the first payer better chances for wining. More complex version of a Tic-Tac-Toe game is playing it on a board with higher dimensional space. 4 dimensional, i.e. 3ÃÆ'-3ÃÆ'-3ÃÆ'-3 board is one of the most commonly played Tic-Tac-Toe (Patashnik, 1980). In this version there are 2 possible aims. One of them is to position elements through all of the board, thus the player that has more rows of 3 totally than the other one is the winner of the game. And the other strategy is to include 4 players, in which case the winner is the payer that will get a row of 3 first. Another version is the misà ¨re tic-tac-toe game. It is played according to its conventional rules, such as in this variation 33 game would be a draw, whereas the winner is the player that will get n in a row (Berlekamp, 1982). Quite a new game is the Tic Tac Tactic variation of tic-tac-toe (Berlekamp, 1982). This game is played on a 3 dimensional curved board, and the here each player tries to roll a ball at least half the way, as it would then drop on a grid that has 9 positions (33 grid). This way the players should make a row of 3 in order to gain a ball. The winner is the player that will have won the first 5 balls. In order to roll their balls precisely, they could use a device that helps into changing a balls trajectory. Yet another version is the nine board tic-tac-toe. In this game, there are in essence 9 boards, arranged as 33 grids, and the first payer can start on any of them by his choice (Gardner, 1998). The following moves are supposed to be places on the board chosen by the first player. Once this board gets full and there is no more space left, the next move can be again on any of the boards left, by the choice of the player. The winner is the one that will achieve 3 in a row. However, having 9 boards gives the game yet another spirit than the usual tic-tac-toe game, as the players can have an opening, middle and end of their game. Similar to the nine board tic-tac-toe game is the super tic-tac-toe game (Beck, 2008). The difference in this variation is that this game does not end once a player makes 3 in a row in one of the 9 boards. As an alternative, the position of that board is marked on a new 33 grid, and the winner is the one that will make 3 in row there. Tic-Tac-Chess is an interesting combination of games, as it involved playing a chess game, as well as a tic-tac-toe game at the same time (Beck, 2008). In this variation, once a player captures a piece from the challenger on the chess game, makes a move on the tic-tac-toe game (even if the challenger has not placed anything on the tic-tac-toe game yet). And of course, the winner is the player that will make 3 in a row on the tic-tac-toe game first. A game that in essence is an isomorphic to a tic-tac-toe game, even though it seems as a completely different game, is described as follows (Beck, 2008). Basically, there are 2 players that should say a number between 1 and 9, without repeating the previously said numbers. The winner is the player that will first make a sum of 15. This game is isomorphic to a tic-tac-toe, because if those numbers are to be placed on a 33 magic grid, then it will be exactly as playing a tic-tac-toe game, because a straight line is formed only if the sum of the numbers is 15. This information is mostly useful in programming variations of a tic-tac-toe game. Another different variation again employs numbers from 1 to 9 (Gardner, 1998). These are to be placed on a 33 grid, but must be held with an order of precedence defined by the players. Then the players play a tic-tac-toe game, filling the grid by the precedence defined beforehand. Check Lines is a very old variation of tic-tac-toe game, invented in the 1970s by Tri-ang Toys Games. In this game the board is actually any geometrical pattern that consists of 12 lines. There are 11 holes in total, distributed in a way that each line has 3 holes. At this point, each player is given 5 coins, and each player on their turn should place a coin on the board. The winner is the one that will have first completed 2 lines. Because the players have only 5 coins, this means that they have to complete intersecting lines. If none of the players have won after placing their 5 coins, then they will continue playing by replacing the position of the coins, on the remaining spaces, with the rule that it must be done only on an adjacent hole. Very similar game to the tic-tac-toe game is the Toss Across game. Here, the players are given bags with beans and they are throwing them on a big board for marking the squares. Star Tic Tac Toe is another popular variation of tic-tac-toe. This game is played with checkers like movable pieces. It has a 33 board, thus a player has 3 pieces accordingly. The participants keep on replacing pieces into the spaces which are left empty in the board, until one the players wins; this actually adds some more dynamism in the game. Moreover, the players have supplementary star shaped pieces, which can be swapped. Similar category of games as the previous bullet, are the: Mojo, Mojo Too and Mojo tic-tac-toe games. In these variation the payers also pieces and pawn(s) onto empty positions until there is a winner. Moreover, there are many shows based on the tic-tac-toe game, as well: Hollywood Squares is a show with 9 celebrities, which fill the cells of the tic-tac-toe grid. Tic-Tac-Dough is a show on which the players put symbols up on the board. This is achieved by answering queries in a variety of categories. In Beat the Teacher competitors respond to questions to win a turn, again on a tic-tac-toe grid. On The Price Is Right, there is a pricing game called Secret X, in which players must estimate prices to win Xes, in order to place them on a blank board. They must position the Xes as to provide speculation of the location on the secret X. This is in turn hidden in the middle line of the board, forming a tic-tac-toe line across. The fictional game Dni game of Gemedet, has an aim to place 6 balls in a row to a 9x9x9 grid (Gardner, 1998). The fictional game Squid-Tac-Toad, has an aim to place 4 or 5 balls in a row to a 44 or 55 grid, accordingly (Gardner, 1998). A more simplistic variation of this game is having the rules as of the Y formations to count as a win. This is rather simple, because all the scenarios basically forming some kind of a Y configuration. Quantum tic tac toe is yet another variation in which the participants are positioning a quantum superposition of numbers on a tic tac toe board (Gardner, 1998). A larger grid (for example 1010) tic-tac-toe games also exist. In a 1010 grid the winner should place 5 in a row. The more the grids there are on a board, the larger complexity of the game is. Another similar game named Go-moku, originating from Vietnam, also has the strategy for a player to get 5 in a row in order to win the game (Gardner, 1998). The players put Xs and Os, but in order to try blocking each other, in this variation they should also try to create changes for wining. Another difference is that the board has no limit, thus the game is played until there is a winner. Three Mens Morris and Nine Mens Morris are also variations, in which there is a limiting on the number of pieces in order for a move to be allowed (Gardner, 1998). Finally, the last variation of the tic-tac-toe game, employs the words: eat, an, laf, it, line, if, lot, on and foe. In this game, the winner is the one that will select 3 words that start with the same letter. If the game was places on a tic-tac-toe grid, it would mean 3 words in order to form a line (three in a row line). 3.3 Proposed model There are quite a few algorithms hat can be used for creating the Tic-Tac-Toes game strategy. The most popular ones are the semantic algorithms and the lexical algorithms. For this project, a lexical algorithm was utilized. The model of the tic-tac-toe game described in this work contains 2 different game strategies. Basically, the one strategy is the Single Player game where a player plays against a system. The other strategy involves Multiple Player environment, and it is being played by a player versus another player. In order to analyze this game, a decision tree might be used. Moreover, for the analyzing part it should be assumed that both the players in the Multiple Player environment, and the single player in the Single Player game, are in essence experienced. This means that the result of a game can be foreseen after the first move from each participant (again assuming that there are no mistakes). Let us represent with 1 if the player that has the X wins and with -1 if the player that has the O wins. The following figure represents the decision tree after the first move from each participant. As it was already discussed in section 3.1 Basic Rules of Tic-Tac-Toe game, the tic-tac-toe game is symmetric and therefore it is sufficient to consider only the squares 1, 2 and 3 for the first player (see the figure below). The rest of the moves are symmetric and will be presented. So, following this reasoning, the first player has the positions 1, 2 and 3 available, and the second player has the remai ning two positions. The figure above presents an expansion, so called an extensive form. It demonstrates that even in the simplest scenario the decision tree can be quite large. For example, if the first two moves were to be presented, this would be impossible to be demonstrated on a single page. Similarly to this discussion, the strategic form of the game can be presented by a different model, i.e. as a matrix. In order to demonstrate this approach, it should be assumed that the players choose one strategy and they strictly follow it when their turn comes. Of course, each strategy should represent all the paths of action and in every possible situation. At the beginning, let us assume that there is a strategy that the first player uses for their first move, and another strategy for the first move of the second player. This logic would create some rules like the following (Zaslavsky, 1982): For the first player: select one of the nine squares on the game board. For the second player: Select one of the nine squares on the game board. If the first player already uses the selected square, then à ¢Ã¢â€š ¬Ã‚ ¢ put an O in square 3, 5, 7, or 9 if an X is in square 1 (center) à ¢Ã¢â€š ¬Ã‚ ¢ put an O in cell 1 if an X is in cell j. These rules are examples of complete strategies, and these can be selected by the payers before the beginning of the game, and thus followed with their first moves. The strategic form of a tic-tac-toe game is presented on the figure below. It should be noted that the entries in the table below are in essence the values of the game. They hold values for every possible selection of strategies. Each tic-tac-toe game that can be actually presented in an extensive form would have an equivalent strategic form similar to the one shown in the table presented above. Moreover, this table is also equivalent to the matrix established previously. The payoff matrix in cooperation with the descriptions of the strategies comprises the model for the two-person tic-tac-toe game. 3.4 Comparison of Proposed model with Existing Models The semantic algorithm is yet another approach towards the tic-tac-toe game. The semantic algorithm is in essence a learning algorithm, and it might be structured in the following way. It might have as initial information the ability to recognizing the 3 states of a game: lost, won or a draw. The algorithm in this case would play the X, and it will play against another algorithm, i.e. the O. As soon as a game is finishes, the information if the game was won or lost is stored. Moreover, the moves are presented with the smaller letters x and o accordingly. A possible structure of stored information could be the following line: x5 o3 x9 o4 x1 won. The first move is always randomly selected. So, given that the algorithm played 7 (x7), and the opponent played 6 (o6), the algorithm will search for previous games that are most similar to x7 o6. If such a case is found, then the following rules apply: If the game found was a win, than the algorithm will try to reproduce the move. If the position is not available, it will play randomly. If the game found was a loss, the algorithm will try to correct the move, by not placing an element in the same position as in the lost game. This is repeated until there is a winner. Moreover, if a game end with a draw, it is not saved in the database. Comparing this algorithm with a lexical algorithm such as our proposed model, it might be noted that the semantic algorithm usually plays very badly at the begging. But, after a certain number of games, the learning curve of the algorithm becomes better. On the other hand, our proposed model behaves well during all the stages of the game. 3.5 Technology Research (j2me) Being quite different from other programming languages, Java does both compiling and interpreting when it comes to process code. As it can be seen from the photo above, the source code (i.e. the .java files) is initially translated by the compiler. This gives an output of an intermediate language, called Java bytecode (i.e. the .class files). The bytecode is then ready to be executed (or in other words, interpreted) within a particular virtual processor, known as the JVM (Java Virtual Machine) (Hayun, 2009; Knudsen, 2008). This is in essence a simulated processor that executes all the bytecode commands. The Java Virtual Machine is the basic components that give to Java the feature to compatibility. This is simply because it represents a reliable layer between bytecode and the concrete machine instructions, translated at runtime. Over the years, the Java language has undergone many changes and development. J2SE (Java 2 Standard Edition) had its first edition targeting GUIs, applets, and other basic and rather simple applications. Recently, the language was extended with the Java suite known as J2EE (Java 2 Enterprise Edition). This edition is based for server side development, and includes tools for: database access, messaging, content rendering, inter-process communications, and transaction control (Hayun, 2009; Li, 2005). J2ME (Java 2 Micro Edition) came into existence as to cover the needs for applications targeting mobile devices. As it can be seen from this short overview, there are versions of Java to suit different environments: from the enterprise development tools intended for use in servers, to the micro systems. An important thing to note at this point is that the separation between platforms is not just unconditional (Knudsen, 2008). Many times these are not a simple line than can be drawn. In ord er to demonstrate this, it might be explained that Java 2 Micro Edition development sometimes requires the use of Java 2 Enterprise Edition and Java 2 Micro Edition. This is the case with multiplayer games for instance, so and Java 2 Micro Edition is used for the client side, but Java 2 Enterprise Edition is used for the server side of the application/game. Moreover, different Java editions target different hardware configurations. Similarly, there are 3 virtual machines to be used for the different environments (Li, 2005). For example, Hotspot VM is a default virtual machine suitable for a executing the full-scale edition of JavaHotspot. JavaHotspot is a newer type of virtual machine competent of vigorously optimizing a great deal of executed code (called as hotspots) during the runtime (Li, 2005). Other versions of virtual machine are the Compact Virtual Machine (CVM) and Kilobyte Virtual Machine (KVM). These are in essence smaller virtual machine implementations. They are targete d to run within the restrictions of the limited resources found on the micro devices (these will be discussed later in this section, as well). The requirement of having another version (like the Java 2 Micro Edition) for the mobile devices came because these devices do not have sufficient recourses to run Java 2 Standard Edition, since J2SE was clearly way excessively large to fit on even the bigger micro devices. However, the question was imposed initially was which features should be left out from the J2SE, so to be minimized in a smaller edition. Also, having great diversity of different devices, it would not have been a nice decision to restrict all the J2ME applications to the lowest compatible hardware configuration (Li, 2005; Kochnev, 2003). Moreover, this solution would not have been practical as well, because it would incorrectly neglect the capabilities of the higher end devices. The final solution is comprehended through a mixture of J2ME configurations and profiles (Krikke, 2005). It represented a revised Java architecture, which actually offers for the leaving out of parts of the platform, at the same time as a ddition to device and category precise components. Along these lines, the configuration would identify the abilities of a Java platform intended for use on a sequence of analogous hardware. Possible components that can be removed are the following (Kochnev, 2003; Lefevre, 2005): Java language mechanism smallest amount hardware necessities, such as the memory, screen size, and processor power for the family of devices integrated Java libraries By utilizing this approach, there are actually 2 preset configurations for mobile devices: one for somewhat restricted devices such as PDAs and Set-Top-Boxes (for instance the digital TV receivers), and another one for devices such as pagers and mobile phones. These two configurations are (Kochnev, 2003; Krikke, 2005; Lefevre, 2005): CDC (Connected Device Configuration) CLDC (Connected, Limited Device Configuration) All of these configurations are to be reviewed as follows. On the other hand, a good example of java profiles is the UI (User Interface) for mobile phones. For example, the J2ME configuration CLDC that wraps this type of device, keeps out the typical Java UI libraries (AWT and Swing). The devices do not have the ability of presenting anything derived from these libraries in any case. This is due to the fact that their screens are just too small. Thus, there is no point to slaughtering valued space on them. The solution was to generate an innovative User Interface, fitting to the exact necessities of the poor mobiles LCD display. The consequential LCD UI is built-in in the CLDC profile. This targets MIDs (Mobile Information Devices), for this reason the name is MIDP. The CDC is built for bigger devices such as digital TV set-top-boxes and PDAs. These are devices characteristically with numerous space of memory. The CDC is the bigger brother of the J2ME configurations. It encloses a single profile (the Foundation profile) as well as a high performance virtual machine (known as the Compact Virtual Machine CVM). This Java language implementation, as well as the API, practically has all the influence of J2SE. Unluckily, the CDC is not accessible on the platform for the most micro-game players (the mobile phones). The CLDC is especially targeted to micro devices, like mobile phones. It fundamentally defines a standard, which in turn is used by all the device manufact

Friday, October 25, 2019

The Role of Women in Joseph Conrads Heart of Darkness Essay -- Joseph

The Role of Women in Joseph Conrad's Heart of Darkness Women have taken an increasingly important role in literature. Only recently have authors portrayed women in a dominant, protagonistic light. Sophocles and other classical writers portrayed women more as reactors than heroines. Since the ancient Greeks, however, a trend has been established that gives women characters much more substance and purpose. A definite shift from the antediluvian ways can be seen, and the overall complexity of women characters has increased exponentially. In Conrad?s Heart of Darkness, however, the portrayal of women takes a backwards step and is reverted back to the primitive, more demeaning viewpoint. Conrad employs characters that reflect the archaic perspectives concerning women. The main character, Marlow, generalizes all women and depicts every woman as living in a dream-like state merely ?going through the motions? of life. In his descriptions of the various women characters, Marlow either implies or directly states that women are not mentally equipped to survive in society, and can only function in a dream-like state. He also conveys that it is the responsibility of men to save women and preserve their naà ¯vetà ©. This point of view is reflected often, and stems from his English upbringing and the British society of the day. Marlow speaks utilizing many lewd words and racial slurs. Many of the Victorian ideals still remain within English culture, and this fragility towards women is a prime example of the fragmented set of beliefs. Nevertheless, Marlow views women as mindless pawns, his stance is evident when he goes to speak with the Intended. While speaking with Marlow, the Intended praises Kurtz and speaks of his many goo... ...viewed as mere symbols and not real characters. There are no quoted in the entire story where a woman says something intelligent, meaningful, or important. Conrad only used the women in the story as symbols for his thematic metaphors. The women represented large facets of society or nature, but were not given much personality on individualism. By the end of the story, the reader knows a tremendous amount of information about Marlow and Kurtz, and Conrad?s novel could be called a case study for either of them. No new information is known about the psyche or inter-workings of the women of Heart of Darkness and even though the females in the story represent vast societies, their personal anonymity could leave the reader empty and searching for substance. Bibliography Conrad, Joseph. Heart of Darkness. New York: Dover, 1990.

Thursday, October 24, 2019

English subculture

What is subculture? – It is a culture within a culture 2. Name some of the subcultures you know. – Hip-hop, memo, hooligan & hippie 3. What subculture is represented in the picture? – Hip-Hop Why are members of the group easily recognizable? – Because they are getting ready to go on stage themselves 4. What is stereotyping? Give example of stereotypes. – Its a way of seeing people. E. G. The Germans are drinking a lot of beer 5. How might people stereotype you? – As a person who like to have fun and party! Reading 1. Describe the poll featured in the article. Statistics about children answered by adults 2.What words and expressions were used by adult Britons to describe children? Animal, feral, vermin 3. What is general perception of today's children and young people in – Beginning to behave like animals and that they are increasing the danger to society 4. Are British youngsters as criminal as they believed to be? – Not at all they are only responsible for 12 % not 50 % 5. What percentage of crime in the KICK is committed by young people? 12 % Geeks/ nerd: What is distinctive about the group Geeks are shy, love games or an other geek things (Math, school, magna, nine, science and many more things).Many are not good to talk to new people. Some are very lonely and don't go out much. Because of that are they bullied by many. But there are many geeks, so they find each other. What attitude is shown by its members towards dress and interests? Geeks is not interested in that to wear and not to wear. Stereotypical â€Å"nerd† appearance includes very large glasses, braces, severe acne and pants highly lifted up. In the media, many nerds are white males, portrayed as being physically unfit, either overweight or very thin. Products that would appeal to the members of the group.Geeks love games, books, all types of food, music, electronics. Summarize the story using the graphic organizer. Beginning – a man ask the bus conductor 1. – Bus conductor is negative 2. – Another person joins the debate – Old woman 3. – Another one joins the debate – old man 4. – Another one joins the debate – girl 5. – Suddenly all start discussing END – he talk with the police about the incident. What generalizations are used by the characters in the story? Old people doesn't see young people as good as them If you don't dress properly your parents haven't got any control Are there any stereotypes?No because they are all negative Discussion Who fault and could I have been avoided The bus conductor because he was rude Name some stereotypes of the Danish people. Has a great quality of life.

Wednesday, October 23, 2019

After the Second World War

After the Second World War, the Western European countries, which were in a rapid development process, tried to meet the deficiencies in their labor supply from neighboring countries in the South, relatively less developed. This request directed to Turkey in the early 60s. Turkish emigration to Western Europe begins by the agreement with Germany made in 1961. This followed similar agreements with Austria, Belgium, and the Netherlands in 1964, with France in 1965, and Switzerland in 1967. Additionally, Turkey has implemented its first five-year development plan in 1962. In line with this plan, â€Å"increasing labor exports† was considered a plan goal, along with measures to curb population growth. In the years 1966-67, the German automobile industry, which the Turks worked extensively, had crisis and about 70,000 Turkish workers had fired. Workers who lost their jobs tried to find jobs in neighboring countries such as Holland, Belgium, Denmark, and those who could not find sheltered with their coworkers for a while. The Turkish immigration process which was based on the individual invitation format and the institutional invitation format before bilateral agreements were signed. This process for the central regions, where labor is dominant from the surrounding regions, is the first phase of international labor migration that has never lost its unwavering social, economic, cultural and political dimensions. In the early years of migration until the mid-70s, the majority of immigrants were physically robust men who successfully passed through health checks. This trend gained momentum after 1963 with the partnership agreement signed between Turkey and the EEC. The following governments supported immigration. The promotion of worker' migration has been carried out as the official policy of the Turkish States since the beginning. Due to the economic crisis brought by the oil embargo in Western European countries, there have been significant changes in the structure of Turkish migrants, especially after 1973, when they stopped the recruitment of workers from Turkey. The Family Reunification Act, which first took effect in the Federal Republic of Germany at the beginning of March 1974, created a situation allowing Turkish immigrant workers to bring their family members to the countries they found. Since then, the family reunification process has become the main channel of legal immigration to European countries and has continued with the ongoing applications for marriage, illegal immigration and asylum for political purposes. Based on bilateral agreements with Germany on October 30, 1961 by the state initiated the process of Germany's Turkish emigration was legally terminated with stopping the intake of labor migration from Turkey on November 30, 1973. However, despite all the measures taken during certain periods of the migration movement, it is a known fact that it has been associated with global dynamics and is a systematic migration style.

Tuesday, October 22, 2019

Which States Require the SAT Complete List

Which States Require the SAT Complete List SAT / ACT Prep Online Guides and Tips The College Board offers a program calledSAT School Day, which, as the name suggests, allows schools to offer the SAT to students during the week, generally for free. In some states, all high school juniors are required to take the SAT under this program, while in others only some are. Read on to learn more about this program and what it means for you. Why Do Some States Require the SAT? When statewide testing started, Colorado and Illinoisdecided to partner with ACT, Inc., to use the ACT as theassessment for 11th graders.This plan was meant to eliminate an extra test for students who were already planning to apply to college whilealso encouraging those who weren't planning for college to consider it.Over the nextdecade and a half, the two states became 20, and the ACT replaced the SAT as the most popular college admissions test in the US. In 2010, the College Board introduced a similar program (calledSAT School Day) that was meant to increase access to the SAT for low-incomestudents. Although the program caught on in a few places (most notably Delaware),the SAT wasn't as widely accepted as an assessment test because it'sgenerally considered totest aptitude rather than knowledge.For the 2014-15 school year, only threestates offeredthe SAT free to all juniors, though certaindistricts orschools did so in a handful more. However,the redesigned SAT (released in 2016) seems to be shifting the momentum.One of the primary goals of the overhaul was to align the SAT with Common Core standards,making it far more appealing as an assessment test than the older version of the test. Which States Require the SAT? In total, 20states (plus Washington, DC) are contracted with the College Board to administer the SAT to some or all juniors for free. Let's go through the exact situation for each state, one at a time. (Note that these statements only apply to public school students.) Colorado As ofthe 2016-17 school year, all Colorado juniors in public schools will take the SAT. Connecticut As ofthe 2015-16 school year, all Connecticut juniors will take the SAT. Delaware In 2016, the SAT replaced Delaware's Smarter Assessment state test for 11th graders. District of Columbia Although it's not required, the SAT is offered for free to all juniors and seniors in Washington, DC. Idaho Each year, Idaho offers a free administration of the SAT, though it is not required. Illinois Beginning with the 2016-17 school year, all Illinois juniors must take the SAT. Maine Historically, Maine has required the SAT of all juniors, but in 2015the Department of Education made the testoptional (though still free). Michigan Michigan administered the SAT to juniors statewide for the first time in the 2015-16 school year. Previously, students were given the ACT. New Hampshire As of spring 2016, all New Hampshire juniors must take the SAT. Ohio To graduate high school in Ohio, students must meet threshold scores on the SAT or ACT. Oklahoma Students in Oklahoma must take either the SAT or ACT, with the choice of test being determined by each individual school district. Rhode Island Since the 2017-18 school year, all Rhode Island 11th graders must take the SAT. South Carolina Students in South Carolina must take either the SAT or ACT. Which test you take will be determined by your school district. Tennessee Students must take either the SAT or ACT. West Virginia All juniors must take the SAT unless taking the West Virginia Alternative Summer Assessment. Other States There are a number of other states where some schools or districts can administer the SAT to their students (either as an option or a requirement). These states include Arizona, Florida, Maryland, Minnesota, New York, and Texas. What Does Statewide Testing Mean for Your SATPrep? The SATisthe same whether you take it on a regular test date or on a state-administered date.Nonetheless, there are afew things to keep in mind if you're required to take the exam. #1: AFree Test Because the state foots the bill for its own administration of the exam,you won't have to pay any fees to take the SATon that date.This discount might or might not be important for you, but if it is, make sure to study for the statewide testing date.This free SAT also comes with four free score reports. There are other resources for low-income families as well. You might be eligible for twoSAT fee waivers, soyou'd be able to take the test a total of three times if you don't get the score you want the first time. #2: Free Study Materials The College Board has partnered with Khan Academy to providefree official SAT study materials to everyone(you'll just need to sign up for a free account). Be sure to do some practice with these materials if you're planning to take the SAT. In addition, your schoolmight have teachers includesome SAT prep in their classesor offer extra prep opportunities to students who want them. #3: No Effect on the Curve Contrary to popular belief,when you take the SAT will have no effect on your score. The SAT isn't really curved- at least not in the same way your math test in class might be curved. Instead, your raw score (the number of questions you get right) for each SAT section isequated into a scaled score (between 200 and 800) using a somewhat mysterious process based on the College Board's data and analysis.As a result,you're never directly measured against other students who take the same SAT as you. What's Next? If you're definitelyplanning to take the SAT,check outthis full breakdown of the test, learnhow to study for the SAT,andget tips on how to find the best official practice materials. If you're stillnot sure whether you want to take the SAT or not,try this quizto see if you might be better at the ACT instead! What states require the ACT? Check out our full list to learn whether you'll need to take the ACT. Want to learn more about the SAT but tired of reading blog articles? Then you'll love our free, SAT prep livestreams. Designed and led by PrepScholar SAT experts, these live video events are a great resource for students and parents looking to learn more about the SAT and SAT prep. Click on the button below to register for one of our livestreams today!