what happens if you kick a free kick into your own goal

A goal may be scored directly from a direct free kick, but only against the opposing side (i.e. an own goal may not be scored). Should the ball directly land in the kicking team's own goal, a corner kick is awarded to the opposing team.[1] A player may be penalised for an offside offence committed from a direct free kick; with the exception of receiving the ball directly from a goal kick or corner kick.

Direct free kick

A direct free kick is a method of restarting play in a game of association football that is awarded to a team following most types of fouls. In a direct free kick, the fouled team is entitled to freely kick the ball from the spot of the foul, with opponents required to be at least 10 yards (9.1 m) from the ball. The kicking team may score a goal directly from a direct free kick, that is, without the ball having first touched another player. This is in contrast with an indirect free kick – a restart with a similar procedure that is usually awarded for technical infringements – where the ball must contact another player before a goal is scored. If a player commits a foul punishable by a direct free kick within his/her own penalty area, a penalty kick is awarded instead.

Direct free kicks awarded near the opponent's goal can often lead to scoring opportunities, either from the kick itself or from an ensuing set piece. Accordingly, developing plays from free kicks are an important part of team strategy, and defending against them is an important skill for defenders.

The kick is taken from where the foul occurred, unless it was within the fouled team's own goal area, in which case it may be taken from anywhere within the goal area. The ball must be stationary prior to being kicked. Opponents must remain 10 yards (9.1 metres) from the ball (outside the penalty area if the kick is taken from within the defending team's penalty area) until the ball is in play. Observing the minimum distance limit, the opposite players may choose to form a "wall" between the ball and the goal.

Vanishing foam has been used at the professional level since 2000 to keep the defending players at the right distance.

The ball becomes in play as soon as it is kicked and moves, unless the kick was taken from within the kicking team's penalty area, in which case it is in play once it has passed directly beyond the penalty area.

A team may choose to take a "quick" free kick, that is, take the kick while opponents are within the 10-yard (9.1Â m) minimum required distance. This is usually done for some strategic reason, such as surprising the defence or taking advantage of their poor positioning. The referee has full discretion on whether to allow a quick free kick, and all other rules on free kicks still apply. However, in taking a quick free kick the kicking team waives their entitlement to retake the kick if an opponent who was within 10 yards intercepts the ball.[1] Football governing bodies may provide further instruction to referees on administering quick free kicks; for example, the United States Soccer Federation advises that referees should not allow a quick free kick if a card is shown prior to the restart, if a trainer has to enter the field to attend to an injured player, if the kicking team requests enforcement of the 10-yard rule, or if the referee needs to slow the pace of the match (e.g., to talk to a player).[2]

There are various techniques used with direct free kicks.[citation needed] First, the player taking the direct free kick may blast the ball as hard as he can, usually with the laces of the boot. Alternatively, some players try to curl the ball around the keeper or the wall, with the inside or outside the boot. Additionally, certain free kick specialists will choose to kick the ball with minimal spin, making the ball behave unpredictably in the air (similar to the action of a knuckleball pitch in baseball). The kicker may also attempt to drive the shot under the wall formed by the opposition defenders.[clarification needed] Free kick takers may also attempt to cross the ball to their centre backs or strikers to get a header on goal, since they usually are the tallest members of the team, especially if the position of the free kick is close to the wings.

If an opponent is less than 10 yards (9.1Â m) from the spot where the kick is taken, the kick is re-taken unless the kicking team chooses to do a quick free kick (see above). An opponent also may be cautioned (yellow card) for failing to retreat 10 yards.[1]

For a kick taken by a team inside their own penalty area, the ball is not considered in play until it has left the area. If the ball fails to travel directly out of the penalty area the kick is retaken.

The kicker will concede an indirect free kick to their opponents if they touch the ball again before another player (of either team) has touched it. If this second touch is an illegal handling of the ball offence, this takes priority and is penalised (with a direct free kick or penalty) accordingly.

Most teams have one or two designated free kick takers, depending on the distance from goal and the side of the field the free kick is to be taken from. The strategy may be to score a goal directly from the free kick, or to use the free kick as the beginning of a set play leading towards a goal scoring opportunity.

Where there is a potential for a dangerous shot on goal to occur from a direct free kick often the defending side erects a "wall" of players standing side-by-side as a barrier to the shot. A kicker who has the skill to curl the ball around a wall is at a distinct advantage.

The 'wall' is the main defensive strategy for a direct free kick. It is a system of defending part of the goal from a free kick. The process includes positioning players 10 yards (9.1 metres) from the ball, while also joined together and placed in-between the ball and the goal. (See photo.) The number of players composing the wall varies based on distance. It is not fully known when the 'wall' was started.


who was i wish by r kelly about

"I Wish" is an R&B song recorded by American singer-songwriter R. Kelly, from the album TP-2.com. It was released as the album's first single. It spent three weeks at number-one on the U.S. R&B chart and peaked at number fourteen on the U.S. Hot 100 chart.[1] The song is dedicated to his mother as well as friends and other loved ones of his who have died. This song was originally going to feature rapper 2Pac, but he died before recording his verse.[2] The remix, which was titled "I Wish - Remix (To the Homies That We Lost) featured Hip Hop duo Boo & Gotti, who were then signed to his Rockland Records imprint.

I Wish (R. Kelly song)

The official music video for the song was directed by Kelly and Christopher Erskin.[3] R. Kelly's daughter Joann Kelly is featured in the video.


when did the first pocket calculator come out

Another calculator introduced in 1965 was Bulgaria's ELKA 6521,[20][21] developed by the Central Institute for Calculation Technologies and built at the Elektronika factory in Sofia. The name derives from ELektronen KAlkulator, and it weighed around 8 kg (18 lb). It is the first calculator in the world which includes the square root function. Later that same year were released the ELKA 22 (with a luminescent display)[20][22][23] and the ELKA 25, with an in-built printer. Several other models were developed until the first pocket model, the ELKA 101, was released in 1974. The writing on it was in Roman script, and it was exported to western countries.[20][24][25]

Calculator

An electronic calculator is typically a portable electronic device used to perform calculations, ranging from basic arithmetic to complex mathematics.

The first solid-state electronic calculator was created in the early 1960s. Pocket-sized devices became available in the 1970s, especially after the Intel 4004, the first microprocessor, was developed by Intel for the Japanese calculator company Busicom. They later became used commonly within the petroleum industry (oil and gas).

Modern electronic calculators vary from cheap, give-away, credit-card-sized models to sturdy desktop models with built-in printers. They became popular in the mid-1970s as the incorporation of integrated circuits reduced their size and cost. By the end of that decade, prices had dropped to the point where a basic calculator was affordable to most and they became common in schools.

Computer operating systems as far back as early Unix have included interactive calculator programs such as dc and hoc, and calculator functions are included in almost all personal digital assistant (PDA) type devices, the exceptions being a few dedicated address book and dictionary devices.

In addition to general purpose calculators, there are those designed for specific markets. For example, there are scientific calculators which include trigonometric and statistical calculations. Some calculators even have the ability to do computer algebra. Graphing calculators can be used to graph functions defined on the real line, or higher-dimensional Euclidean space. As of  2016[update], basic calculators cost little, but scientific and graphing models tend to cost more.

In 1986, calculators still represented an estimated 41% of the world's general-purpose hardware capacity to compute information. By 2007, this diminished to less than 0.05%.[1]

Electronic calculators contain a keyboard with buttons for digits and arithmetical operations; some even contain "00" and "000" buttons to make larger or smaller numbers easier to enter. Most basic calculators assign only one digit or operation on each button; however, in more specific calculators, a button can perform multi-function working with key combinations.

Calculators usually have liquid-crystal displays (LCD) as output in place of historical light-emitting diode (LED) displays and vacuum fluorescent displays (VFD); details are provided in the section Technical improvements.

Large-sized figures are often used to improve readability; while using decimal separator (usually a point rather than a comma) instead of or in addition to vulgar fractions. Various symbols for function commands may also be shown on the display. Fractions such as 1⁄3 are displayed as decimal approximations, for example rounded to 0.33333333. Also, some fractions (such as 1⁄7, which is 0.14285714285714; to 14 significant figures) can be difficult to recognize in decimal form; as a result, many scientific calculators are able to work in vulgar fractions or mixed numbers.

Calculators also have the ability to store numbers into computer memory. Basic calculators usually store only one number at a time; more specific types are able to store many numbers represented in variables. The variables can also be used for constructing formulas. Some models have the ability to extend memory capacity to store more numbers; the extended memory address is termed an array index.

Power sources of calculators are: batteries, solar cells or mains electricity (for old models), turning on with a switch or button. Some models even have no turn-off button but they provide some way to put off (for example, leaving no operation for a moment, covering solar cell exposure, or closing their lid). Crank-powered calculators were also common in the early computer era.

The following keys are common to most pocket calculators.  While the arrangement of the digits is standard, the positions of other keys vary from model to model; the illustration is an example.

In general, a basic electronic calculator consists of the following components:[2]

Clock rate of a processor chip refers to the frequency at which the central processing unit (CPU) is running. It is used as an indicator of the processor's speed, and is measured in clock cycles per second or the SI unit hertz (Hz). For basic calculators, the speed can vary from a few hundred hertz to the kilohertz range.

A basic explanation as to how calculations are performed in a simple four-function calculator:

To perform the calculation 25 + 9, one presses keys in the following sequence on most calculators: 2 5 + 9 =.

Other functions are usually performed using repeated additions or subtractions.

Most pocket calculators do all their calculations in BCD rather than a floating-point representation.  BCD is common in electronic systems where a numeric value is to be displayed, especially in systems consisting solely of digital logic, and not containing a microprocessor. By employing BCD, the manipulation of numerical data for display can be greatly simplified by treating each digit as a separate single sub-circuit. This matches much more closely the physical reality of display hardwareâ€”a designer might choose to use a series of separate identical seven-segment displays to build a metering circuit, for example. If the numeric quantity were stored and manipulated as pure binary, interfacing to such a display would require complex circuitry. Therefore, in cases where the calculations are relatively simple, working throughout with BCD can lead to a simpler overall system than converting to and from binary.

The same argument applies when hardware of this type uses an embedded microcontroller or other small processor. Often, smaller code results when representing numbers internally in BCD format, since a conversion from or to binary representation can be expensive on such limited processors. For these applications, some small processors feature BCD arithmetic modes, which assist when writing routines that manipulate BCD quantities.[3][4]

Where calculators have added functions (such as square root, or trigonometric functions), software algorithms are required to produce high precision results. Sometimes significant design effort is needed to fit all the desired functions in the limited memory space available in the calculator chip, with acceptable calculation time.[5]

The fundamental difference between a calculator and computer is that a computer can be programmed in a way that allows the program to take different branches according to intermediate results, while calculators are pre-designed with specific functions (such as addition, multiplication, and logarithms) built in. The distinction is not clear-cut: some devices classed as programmable calculators have programming functions, sometimes with support for programming languages (such as RPL or TI-BASIC).

For instance, instead of a hardware multiplier, a calculator might implement floating point mathematics with code in read-only memory (ROM), and compute trigonometric functions with the CORDIC algorithm because CORDIC does not require much multiplication. Bit serial logic designs are more common in calculators whereas bit parallel designs dominate general-purpose computers, because a bit serial design minimizes chip complexity, but takes many more clock cycles. This distinction blurs with high-end calculators, which use processor chips associated with computer and embedded systems design, more so the Z80, MC68000, and ARM architectures, and some custom designs specialized for the calculator market.

The first known tools used to aid arithmetic calculations were: bones (used to tally items), pebbles, and counting boards, and the abacus, known to have been used by Sumerians and Egyptians before 2000Â BC.[6] Except for the Antikythera mechanism (an "out of the time" astronomical device), development of computing tools arrived near the start of the 17th century: the geometric-military compass (by Galileo), logarithms and Napier bones (by Napier), and the slide rule (by Edmund Gunter).

In 1642, the Renaissance saw the invention of the mechanical calculator (by Wilhelm Schickard[7] and several decades later Blaise Pascal[8]), a device that was at times somewhat over-promoted as being able to perform all four arithmetic operations with minimal human intervention.[9] Pascal's Calculator could add and subtract two numbers directly and thus, if the tedium could be borne, multiply and divide by repetition. Schickard's machine, constructed several decades earlier, used a clever set of mechanised multiplication tables to ease the process of multiplication and division with the adding machine as a means of completing this operation. (Because they were different inventions with different aims a debate about whether Pascal or Schickard should be credited as the "inventor" of the adding machine (or calculating machine) is probably pointless.[10]) Schickard and Pascal were followed by Gottfried Leibniz who spent forty years designing a four-operation mechanical calculator, the stepped reckoner, inventing in the process his leibniz wheel, but who couldn't design a fully operational machine.[11] There were also five unsuccessful attempts to design a calculating clock in the 17th century.[12]

The 18th century saw the arrival of some interesting improvements, first by Poleni with the first fully functional calculating clock and four-operation machine, but these machines were almost always one of the kind. Luigi Torchi invented the first direct multiplication machine in 1834: this was also the second key-driven machine in the world, following that of James White (1822).[13] It was not until the 19th century and the Industrial Revolution that real developments began to occur. Although machines capable of performing all four arithmetic functions existed prior to the 19th century, the refinement of manufacturing and fabrication processes during the eve of the industrial revolution made large scale production of more compact and modern units possible. The Arithmometer, invented in 1820 as a four-operation mechanical calculator, was released to production in 1851 as an adding machine and became the first commercially successful unit; forty years later, by 1890, about 2,500 arithmometers had been sold[14] plus a few hundreds more from two arithmometer clone makers (Burkhardt, Germany, 1878 and Layton, UK, 1883) and Felt and Tarrant, the only other competitor in true commercial production, had sold 100 comptometers.[15]

It wasn't until 1902 that the familiar push-button user interface was developed, with the introduction of the Dalton Adding Machine, developed by James L. Dalton in the United States.

In 1921, Edith Clarke invented the "Clarke calculator", a simple graph-based calculator for solving line equations involving hyperbolic functions. This allowed electrical engineers to simplify calculations for inductance and capacitance in power transmission lines.[16]

The Curta calculator was developed in 1948 and, although costly, became popular for its portability. This purely mechanical hand-held device could do addition, subtraction, multiplication and division. By the early 1970s electronic pocket calculators ended manufacture of mechanical calculators, although the Curta remains a popular collectable item.

The first mainframe computers, using firstly vacuum tubes and later transistors in the logic circuits, appeared in the 1940s and 1950s. This technology was to provide a stepping stone to the development of electronic calculators.

The Casio Computer Company, in Japan, released the Model 14-A calculator in 1957, which was the world's first all-electric (relatively) compact calculator. It did not use electronic logic but was based on relay technology, and was built into a desk.

In October 1961, the world's first all-electronic desktop calculator, the British Bell Punch/Sumlock Comptometer ANITA (A New Inspiration To Arithmetic/Accounting) was announced.[17][18] This machine used vacuum tubes, cold-cathode tubes and Dekatrons in its circuits, with 12 cold-cathode "Nixie" tubes for its display. Two models were displayed, the Mk VII for continental Europe and the Mk VIII for Britain and the rest of the world, both for delivery from early 1962. The Mk VII was a slightly earlier design with a more complicated mode of multiplication, and was soon dropped in favour of the simpler Mark VIII. The ANITA had a full keyboard, similar to mechanical comptometers of the time, a feature that was unique to it and the later Sharp CS-10A among electronic calculators. The ANITA weighed roughly 33 pounds (15Â kg) due to its large tube system.[19] Bell Punch had been producing key-driven mechanical calculators of the comptometer type under the names "Plus" and "Sumlock", and had realised in the mid-1950s that the future of calculators lay in electronics. They employed the young graduate Norbert Kitz, who had worked on the early British Pilot ACE computer project, to lead the development. The ANITA sold well since it was the only electronic desktop calculator available, and was silent and quick.

The tube technology of the ANITA was superseded in June 1963 by the U.S. manufactured Friden EC-130, which had an all-transistor design, a stack of four 13-digit numbers displayed on a 5-inch (13 cm) cathode ray tube (CRT), and introduced Reverse Polish Notation (RPN) to the calculator market for a price of $2200, which was about three times the cost of an electromechanical calculator of the time. Like Bell Punch, Friden was a manufacturer of mechanical calculators that had decided that the future lay in electronics. In 1964 more all-transistor electronic calculators were introduced: Sharp introduced the CS-10A, which weighed 25 kilograms (55 lb) and cost 500,000 yen ($4457.52), and Industria Macchine Elettroniche of Italy introduced the IME 84, to which several extra keyboard and display units could be connected so that several people could make use of it (but apparently not at the same time).

There followed a series of electronic calculator models from these and other manufacturers, including Canon, Mathatronics, Olivetti, SCM (Smith-Corona-Marchant), Sony, Toshiba, and Wang. The early calculators used hundreds of germanium transistors, which were cheaper than silicon transistors, on multiple circuit boards. Display types used were CRT, cold-cathode Nixie tubes, and filament lamps. Memory technology was usually based on the delay line memory or the magnetic core memory, though the Toshiba "Toscal" BC-1411 appears to have used an early form of dynamic RAM built from discrete components. Already there was a desire for smaller and less power-hungry machines.

The Olivetti Programma 101 was introduced in late 1965; it was a stored program machine which could read and write magnetic cards and displayed results on its built-in printer. Memory, implemented by an acoustic delay line, could be partitioned between program steps, constants, and data registers. Programming allowed conditional testing and programs could also be overlaid by reading from magnetic cards. It is regarded as the first personal computer produced by a company (that is, a desktop electronic calculating machine programmable by non-specialists for personal use). The Olivetti Programma 101 won many industrial design awards.

The Monroe Epic programmable calculator came on the market in 1967. A large, printing, desk-top unit, with an attached floor-standing logic tower, it could be programmed to perform many computer-like functions. However, the only branch instruction was an implied unconditional branch (GOTO) at the end of the operation stack, returning the program to its starting instruction. Thus, it was not possible to include any conditional branch (IF-THEN-ELSE) logic. During this era, the absence of the conditional branch was sometimes used to distinguish a programmable calculator from a computer.

The first handheld calculator was a prototype called "Cal Tech", whose development was led by Jack Kilby at Texas Instruments in 1967. It could add, multiply, subtract, and divide, and its output device was a paper tape.[26][27][28][29][30][31]

The electronic calculators of the mid-1960s were large and heavy desktop machines due to their use of hundreds of transistors on several circuit boards with a large power consumption that required an AC power supply. There were great efforts to put the logic required for a calculator into fewer and fewer integrated circuits (chips) and calculator electronics was one of the leading edges of semiconductor development. U.S. semiconductor manufacturers led the world in large scale integration (LSI) semiconductor development, squeezing more and more functions into individual integrated circuits. This led to alliances between Japanese calculator manufacturers and U.S. semiconductor companies: Canon Inc. with Texas Instruments, Hayakawa Electric (later renamed Sharp Corporation) with North-American Rockwell Microelectronics (later renamed Rockwell International), Busicom with Mostek and Intel, and General Instrument with Sanyo.

By 1970, a calculator could be made using just a few chips of low power consumption, allowing portable models powered from rechargeable batteries. The first portable calculators appeared in Japan in 1970, and were soon marketed around the world. These included the Sanyo ICC-0081 "Mini Calculator", the Canon Pocketronic, and the Sharp QT-8B "micro Compet". The Canon Pocketronic was a development of the "Cal-Tech" project which had been started at Texas Instruments in 1965 as a research project to produce a portable calculator. The Pocketronic has no traditional display; numerical output is on thermal paper tape. As a result of the "Cal-Tech" project, Texas Instruments was granted master patents on portable calculators.

Sharp put in great efforts in size and power reduction and introduced in January 1971 the Sharp EL-8, also marketed as the Facit 1111, which was close to being a pocket calculator. It weighed 1.59 pounds (721 grams), had a vacuum fluorescent display, rechargeable NiCad batteries, and initially sold for US $395.

However, the efforts in integrated circuit development culminated in the introduction in early 1971 of the first "calculator on a chip", the MK6010 by Mostek,[32] followed by Texas Instruments later in the year. Although these early hand-held calculators were very costly, these advances in electronics, together with developments in display technology (such as the vacuum fluorescent display, LED, and LCD), led within a few years to the cheap pocket calculator available to all.

In 1971 Pico Electronics.[33] and General Instrument also introduced their first collaboration in ICs, a full single chip calculator IC for the Monroe Royal Digital III calculator. Pico was a spinout by five GI design engineers whose vision was to create single chip calculator ICs. Pico and GI went on to have significant success in the burgeoning handheld calculator market.

The first truly pocket-sized electronic calculator was the Busicom LE-120A "HANDY", which was marketed early in 1971.[34] Made in Japan, this was also the first calculator to use an LED display, the first hand-held calculator to use a single integrated circuit (then proclaimed as a "calculator on a chip"), the Mostek MK6010, and the first electronic calculator to run off replaceable batteries. Using four AA-size cells the LE-120A measures 4.9 by 2.8 by 0.9 inches (124 mm × 71 mm × 23 mm).

The first European-made pocket-sized calculator, DB 800[35][36] is made in May 1971 by Digitron in Buje, Croatia (former Yugoslavia) with four functions and an eight-digit display and special characters for a negative number and a warning that the calculation has too many digits to display.

The first American-made pocket-sized calculator, the Bowmar 901B (popularly termed The Bowmar Brain), measuring 5.2 by 3.0 by 1.5 inches (132 mm × 76 mm × 38 mm), came out in the Autumn of 1971, with four functions and an eight-digit red LED display, for $240, while in August 1972 the four-function Sinclair Executive became the first slimline pocket calculator measuring 5.4 by 2.2 by 0.35 inches (137.2 mm × 55.9 mm × 8.9 mm) and weighing 2.5 ounces (71 g). It retailed for around £79 ($101.28). By the end of the decade, similar calculators were priced less than £5 ($6.41).

The first Soviet Union made pocket-sized calculator, the Elektronika B3-04 was developed by the end of 1973 and sold at the start of 1974.

One of the first low-cost calculators was the Sinclair Cambridge, launched in August 1973. It retailed for £29.95 ($38.4), or £5 ($6.41) less in kit form. The Sinclair calculators were successful because they were far cheaper than the competition; however, their design led to slow and inaccurate computations of transcendental functions.[37]

Meanwhile, Hewlett-Packard (HP) had been developing a pocket calculator. Launched in early 1972, it was unlike the other basic four-function pocket calculators then available in that it was the first pocket calculator with scientific functions that could replace a slide rule. The $395 HP-35, along with nearly all later HP engineering calculators, used reverse Polish notation (RPN), also called postfix notation. A calculation like "8 plus 5" is, using RPN, performed by pressing 8, Enterâ†‘, 5, and +; instead of the algebraic infix notation: 8, +, 5, =. It had 35 buttons and was based on Mostek Mk6020 chip.

The first Soviet scientific pocket-sized calculator the "B3-18" was completed by the end of 1975.

In 1973, Texas Instruments (TI) introduced the SR-10, (SR signifying slide rule) an algebraic entry pocket calculator using scientific notation for $150. Shortly after the SR-11 featured an added key for entering Pi (Ï€). It was followed the next year by the SR-50 which added log and trig functions to compete with the HP-35, and in 1977 the mass-marketed TI-30 line which is still produced.

In 1978 a new company, Calculated Industries arose which focused on specialized markets. Their first calculator, the Loan Arranger[38] (1978) was a pocket calculator marketed to the Real Estate industry with preprogrammed functions to simplify the process of calculating payments and future values. In 1985, CI launched a calculator for the construction industry called the Construction Master[39] which came preprogrammed with common construction calculations (such as angles, stairs, roofing math, pitch, rise, run, and feet-inch fraction conversions). This would be the first in a line of construction related calculators.

Adler 81S pocket calculator with vacuum fluorescent display (VFD) from the mid-1970s.

The Casio CM-602 Mini electronic calculator provided basic functions in the 1970s.

The 1972 Sinclair Executive pocket calculator.

The HP-35, the world's first scientific pocket calculator by Hewlett Packard (1972).

The first desktop programmable calculators were produced in the mid-1960s by Mathatronics and Casio (AL-1000). These machines were very heavy and costly. The first programmable pocket calculator was the HP-65, in 1974; it had a capacity of 100 instructions, and could store and retrieve programs with a built-in magnetic card reader. Two years later the HP-25C introduced continuous memory, i.e., programs and data were retained in CMOS memory during power-off. In 1979, HP released the first alphanumeric, programmable, expandable calculator, the HP-41C. It could be expanded with random access memory (RAM, for memory) and read-only memory (ROM, for software) modules, and peripherals like bar code readers, microcassette and floppy disk drives, paper-roll thermal printers, and miscellaneous communication interfaces (RS-232, HP-IL, HP-IB).

The first Soviet programmable desktop calculator ISKRA 123, powered by the power grid, was released at the start of the 1970s. The first Soviet pocket battery-powered programmable calculator, Elektronika B3-21, was developed by the end of 1976 and released at the start of 1977.[40] The successor of B3-21, the Elektronika B3-34 wasn't backward compatible with B3-21, even if it kept the reverse Polish notation (RPN). Thus B3-34 defined a new command set, which later was used in a series of later programmable Soviet calculators. Despite very limited abilities (98 bytes of instruction memory and about 19 stack and addressable registers), people managed to write all kinds of programs for them, including adventure games and libraries of calculus-related functions for engineers. Hundreds, perhaps thousands, of programs were written for these machines, from practical scientific and business software, which were used in real-life offices and labs, to fun games for children. The Elektronika MK-52 calculator (using the extended B3-34 command set, and featuring internal EEPROM memory for storing programs and external interface for EEPROM cards and other periphery) was used in Soviet spacecraft program (for Soyuz TM-7 flight) as a backup of the board computer.

This series of calculators was also noted for a large number of highly counter-intuitive mysterious undocumented features, somewhat similar to "synthetic programming" of the American HP-41, which were exploited by applying normal arithmetic operations to error messages, jumping to nonexistent addresses and other methods. A number of respected monthly publications, including the popular science magazine Nauka i Zhizn (Наука и жизнь, Science and Life), featured special columns, dedicated to optimization methods for calculator programmers and updates on undocumented features for hackers, which grew into a whole esoteric science with many branches, named "yeggogology" ("еггогология"). The error messages on those calculators appear as a Russian word "YEGGOG" ("ЕГГОГ") which, unsurprisingly, is translated to "Error".

A similar hacker culture in the USA revolved around the HP-41, which was also noted for a large number of undocumented features and was much more powerful than B3-34.

Through the 1970s the hand-held electronic calculator underwent rapid development. The red LED and blue/green vacuum fluorescent displays consumed a lot of power and the calculators either had a short battery life (often measured in hours, so rechargeable nickel-cadmium batteries were common) or were large so that they could take larger, higher capacity batteries. In the early 1970s liquid-crystal displays (LCDs) were in their infancy and there was a great deal of concern that they only had a short operating lifetime. Busicom introduced the Busicom LE-120A "HANDY" calculator, the first pocket-sized calculator and the first with an LED display, and announced the Busicom LC with LCD. However, there were problems with this display and the calculator never went on sale. The first successful calculators with LCDs were manufactured by Rockwell International and sold from 1972 by other companies under such names as: Dataking LC-800, Harden DT/12, Ibico 086, Lloyds 40, Lloyds 100, Prismatic 500 (a.k.a. P500), Rapid Data Rapidman 1208LC. The LCDs were an early form using the Dynamic Scattering Mode DSM with the numbers appearing as bright against a dark background. To present a high-contrast display these models illuminated the LCD using a filament lamp and solid plastic light guide, which negated the low power consumption of the display. These models appear to have been sold only for a year or two.

A more successful series of calculators using a reflective DSM-LCD was launched in 1972 by Sharp Inc with the Sharp EL-805, which was a slim pocket calculator. This, and another few similar models, used Sharp's Calculator On Substrate (COS) technology. An extension of one glass plate needed for the liquid crystal display was used as a substrate to mount the needed chips based on a new hybrid technology. The COS technology may have been too costly since it was only used in a few models before Sharp reverted to conventional circuit boards.

In the mid-1970s the first calculators appeared with field-effect, twisted nematic (TN) LCDs with dark numerals against a grey background, though the early ones often had a yellow filter over them to cut out damaging ultraviolet rays. The advantage of LCDs is that they are passive light modulators reflecting light, which require much less power than light-emitting displays such as LEDs or VFDs. This led the way to the first credit-card-sized calculators, such as the Casio Mini Card LC-78 of 1978, which could run for months of normal use on button cells.

There were also improvements to the electronics inside the calculators. All of the logic functions of a calculator had been squeezed into the first "calculator on a chip" integrated circuits (ICs) in 1971, but this was leading edge technology of the time and yields were low and costs were high. Many calculators continued to use two or more ICs, especially the scientific and the programmable ones, into the late 1970s.

The power consumption of the integrated circuits was also reduced, especially with the introduction of CMOS technology. Appearing in the Sharp "EL-801" in 1972, the transistors in the logic cells of CMOS ICs only used any appreciable power when they changed state. The LED and VFD displays often required added driver transistors or ICs, whereas the LCDs were more amenable to being driven directly by the calculator IC itself.

With this low power consumption came the possibility of using solar cells as the power source, realised around 1978 by calculators such as the Royal Solar 1, Sharp EL-8026, and Teal Photon.

The interior of a Casio fx-20 scientific calculator from the mid-1970s, using a VFD. The processor integrated circuit (IC) is made by NEC. Discrete electronic components like capacitors and resistors and the IC are mounted on a printed circuit board (PCB). This calculator uses a battery pack as a power source.

The processor chip (integrated circuit package) inside a 1981 Sharp pocket calculator, marked SC6762 1â€¢H. An LCD is directly under the chip. This was a PCB-less design. No discrete components are used. The battery compartment at the top can hold two button cells.

Inside a Casio scientific calculator from the mid-1990s, showing the processor chip (small square, top-middle, left), keypad contacts, right (with matching contacts on the left), the back of the LCD (top, marked 4L102E), battery compartment, and other components. The solar cell assembly is under the chip.

The interior of a newer (ca. 2000) pocket calculator. It uses a button battery in combination with a solar cell. The processor is a "Chip on Board" type, covered with dark epoxy.

At the start of the 1970s, hand-held electronic calculators were very costly, at two or three weeks' wages, and so were a luxury item. The high price was due to their construction requiring many mechanical and electronic components which were costly to produce, and production runs that were too small to exploit economies of scale. Many firms saw that there were good profits to be made in the calculator business with the margin on such high prices. However, the cost of calculators fell as components and their production methods improved, and the effect of economies of scale was felt.

By 1976, the cost of the cheapest four-function pocket calculator had dropped to a few dollars, about 1/20th of the cost five years before. The results of this were that the pocket calculator was affordable, and that it was now difficult for the manufacturers to make a profit from calculators, leading to many firms dropping out of the business or closing down. The firms that survived making calculators tended to be those with high outputs of higher quality calculators, or producing high-specification scientific and programmable calculators.[citation needed]

The first calculator capable of symbolic computing was the HP-28C, released in 1987. It could, for example, solve quadratic equations symbolically. The first graphing calculator was the Casio fx-7000G released in 1985.

The two leading manufacturers, HP and TI, released increasingly feature-laden calculators during the 1980s and 1990s. At the turn of the millennium, the line between a graphing calculator and a handheld computer was not always clear, as some very advanced calculators such as the TI-89, the Voyage 200 and HP-49G could differentiate and integrate functions, solve differential equations, run word processing and PIM software, and connect by wire or IR to other calculators/computers.

The HP 12c financial calculator is still produced. It was introduced in 1981 and is still being made with few changes. The HP 12c featured the reverse Polish notation mode of data entry. In 2003 several new models were released, including an improved version of the HP 12c, the "HP 12c platinum edition" which added more memory, more built-in functions, and the addition of the algebraic mode of data entry.

Calculated Industries competed with the HP 12c in the mortgage and real estate markets by differentiating the key labeling; changing the “I”, “PV”, “FV” to easier labeling terms such as "Int", "Term", "Pmt", and not using the reverse Polish notation. However, CI's more successful calculators involved a line of construction calculators, which evolved and expanded in the 1990s to present. According to Mark Bollman,[41] a mathematics and calculator historian and associate professor of mathematics at Albion College, the "Construction Master is the first in a long and profitable line of CI construction calculators" which carried them through the 1980s, 1990s, and to the present.

Personal computers often come with a calculator utility program that emulates the appearance and functions of a calculator, using the graphical user interface to portray a calculator. One such example is Windows Calculator. Most personal data assistants (PDAs) and smartphones also have such a feature.

In most countries, students use calculators for schoolwork. There was some initial resistance to the idea out of fear that basic or elementary arithmetic skills would suffer. There remains disagreement about the importance of the ability to perform calculations in the head, with some curricula restricting calculator use until a certain level of proficiency has been obtained, while others concentrate more on teaching estimation methods and problem-solving. Research suggests that inadequate guidance in the use of calculating tools can restrict the kind of mathematical thinking that students engage in.[42] Others have argued[who?] that calculator use can even cause core mathematical skills to atrophy, or that such use can prevent understanding of advanced algebraic concepts.[43] In December 2011 the UK's Minister of State for Schools, Nick Gibb, voiced concern that children can become "too dependent" on the use of calculators.[44] As a result, the use of calculators is to be included as part of a review of the Curriculum.[44] In the United States, many math educators and boards of education enthusiastically endorsed the National Council of Teachers of Mathematics (NCTM) standards and actively promoted the use of classroom calculators from kindergarten through high school.


does borderlands 2 handsome collection have all dlc

Borderlands: The Handsome Collection is a compilation of first-person shooter video games developed by Gearbox Software and published by 2K Games. The collection consists of ports of Borderlands 2 and Borderlands: The Pre-Sequel for PlayStation 4 and Xbox One, along with all of their accompanying downloadable content, enhanced local multiplayer, and the ability to transfer save data from their respective PlayStation 3/Vita and Xbox 360 versions.

Borderlands: The Handsome Collection

To maintain consistency with the previous installments in the franchise, Borderlands: The Pre-Sequel—a follow up set between the first two games in Gearbox Software's Borderlands franchise developed by 2K Australia, was only released on PlayStation 3 and Xbox 360 consoles. In July 2014, prior to the game's release, 2K Australia's head Tony Lawrence reiterated that there was a possibility that The Pre-Sequel could be ported to PlayStation 4 and Xbox One—gauged by fan demand and sales.[2]

In December 2014, it was reported that a game titled Borderlands Remastered Edition, which was presumed to be a Borderlands port to PlayStation 4 and Xbox One, had received a rating from the Australian Classification Board. No other details had been announced at that point. The discovery drew comparisons to other "remastered" ports of recent previous generation games to the consoles, including Tomb Raider, The Last of Us, fellow Take Two Interactive title Grand Theft Auto V, and Halo: The Master Chief Collection.[3][4]

The compilation was announced on January 20, 2015, as The Handsome Collection, for a release in North America on March 24, 2015, and elsewhere on March 27, 2015.[5] A limited "Claptrap-in-a-Box" edition was also announced; this US$399 bundle includes lithographs of the playable characters from both games, a Steelbook case for the game, and a remote-controlled version of the robot character Claptrap; it can be controlled from an Android or iOS device using the "ClaptrApp", features a single wheel and gyroscopic stabilization, can play Claptrap's in-game quotes, and has a camera in its eye that can be viewed from within the app.[6] Only 5,000 copies of this edition were produced.[7]

The compilation does not include the first Borderlands: speaking at PAX South, Gearbox CEO Randy Pitchford stated that they may consider creating a port of the original game if The Handsome Collection is "wildly successful".[8]

On 18 March 2015, Gearbox Software and 2K Games confirmed that the game had been declared gold, indicating it was being prepared for duplication and release.[9]

Both games in The Handsome Collection feature remastered graphics, and are capable of running at 1080p resolution at 60 frames per second when playing with one or two local players. The games are also capable of local split-screen multiplayer with up to four players, rather than the two-player limit of the previous-generation versions; four-player mode will reduce the frame rate to 30 frames per second.[5][7]

Save data from the previous-generation versions of 2 or The Pre-Sequel (including characters and Badass Rank) can be migrated to The Handsome Collection from the PlayStation 3 and Vita versions to PlayStation 4, and the Xbox 360 version to Xbox One.[5] Both games include all of their respective downloadable content—such as campaigns and additional playable characters. Claptastic Voyage—a campaign for The Pre-Sequel that was released on the same day as The Handsome Collection, is not included on-disc, but is a free download.[10][11]

Borderlands: The Handsome Collection received positive reviews from critics. Aggregating review websites Metacritic gave the PlayStation 4 version 82/100 based on 49 reviews.[12]

IGN gave the compilation an 8.4 out of 10, praising the performance of its Borderlands 2 port for being "rock solid". Some issues were noted, including that the inventory menu in four-player mode was not scaled to fit the smaller amount of screen space, The Pre-Sequel had inconsistent frame rates, and users are unable to switch between the two games without rebooting it entirely, concluding that "Minor quibbles aside, The Handsome Collection is a great package for any console-bound Borderlands fan."[15] GamesRadar was also positive, praising the extent of content available, but criticized minor framerate issues and that no significant new features were added.[14]


who plays dum dum dugan in captain america

Neal McDonough appeared as the character in the 2011 Marvel Studios film Captain America: The First Avenger, the 2013 Marvel Studios short film Agent Carter (post-credits) and also in 2015 in the fifth episode of Marvel's Agent Carter.

Dum Dum Dugan

Timothy Aloysius Cadwallader "Dum Dum" Dugan is a fictional character appearing in American comic books published by Marvel Comics. He is an officer of S.H.I.E.L.D. and is one of the most experienced members of Nick Fury's team, known for his marksmanship with rifles and impressive physique. He is recognized for his trademark bowler hat.

Dum Dum Dugan first appeared in Sgt. Fury and his Howling Commandos #1 (May 1963), and was created by Stan Lee and Jack Kirby.[citation needed]

Dum Dum Dugan received an entry in the Official Handbook of the Marvel Universe Update '89 #2.[citation needed]

Dum Dum Dugan was originally portrayed as a British citizen in Sgt Fury #1, but later retconned to be born in Boston, Massachusetts. During World War II, while working as a circus strongman, Dugan helps Nick Fury and Sam "Happy" Sawyer escape the Nazis during a mission, recounted in issue #34. Dugan joins the British Army, and when Sawyer is charged with creating Fury's First Attack Squad, formally listed as "Able Company" and nicknamed the Howling Commandos, Sawyer invites Dugan to transfer into the US Army and become Fury's second-in-command. Dugan's exceptional strength saves the day in several of his adventures in the Sgt. Fury comic books.  Dugan is an enlisted man with the rank of corporal, and wears the chevrons  of his rank on the front top of his trademark bowler hat throughout World War II.[volume & issue needed]

Dugan leaves the U.S. Army before the Korean War, but rejoins during the war as Second Lieutenant under the promoted First Lieutenant Fury, once again as his second-in-command of the reformed Howling Commandos.  Fury had already received a battlefield promotion to Second Lt. earlier.[1]  Dugan remains with Fury when Fury continues his military career into the Vietnam War, as shown in Sgt. Fury and his Howling Commandos Annual #3 and 4, and later into espionage work.  Dugan's exact rank is not stated, but he is addressed as "Captain" at one point.  He remains with Fury when Fury goes into the CIA and later into the original S.H.I.E.L.D.[volume & issue needed]

Different accounts state that Dugan and other members of Fury's Howling Commandos receive the Infinity Formula to explain how they all remain youthful and active despite being all into their 60s and 70s in the modern era.  Other stories contradict this artificial maintenance of youth by Dugan as merely dyeing his hair and suffering a heart attack.[2]

Later on in life, he is placed in charge of internal security on the S.H.I.E.L.D. Helicarrier.[volume & issue needed]

Dum Dum is placed in charge of a SHIELD Unit coined the Godzilla Squad, charged with the task of tracking and stopping the radioactive kaiju.[3] Over the twenty-four issue series, Dugan goes from loathing the creature's destructive tendencies to accepting the beast's existence after Godzilla saves him on numerous occasions. Dugan later recalls a long list of his greatest nightmares, one of which includes Godzilla.[volume & issue needed]

After suffering his heart attack, Dugan is formally promoted to Fury's permanent second-in-command of S.H.I.E.L.D. as "Deputy Director",[4] though he has acted as such before his formal appointment.[volume & issue needed]

In Marvel Graphic Novel #18: She-Hulk, Dum Dum Dugan ran S.H.I.E.L.D. during one of Nick Fury's absences. His authority is usurped by the craven, sex-obsessed agent Roger Dooley. She-Hulk and her boyfriend Wyatt Wingfoot are illegally captured. Dugan protests Dooley's forcible strip-search of She-Hulk in public but is overruled. His authority is regained when Dooley is killed in action.[volume & issue needed]

During the Nick Fury vs. S.H.I.E.L.D. six issue series, Dum Dum Dugan and, later, the entirety of S.H.I.E.L.D., deal with another mutiny from within. Dugan was shown to have been shot to death while taking out the trash.[5]  In this series, Hydra was revealed to have been a sister organization of S.H.I.E.L.D., with both directly controlled by the mysterious council, who had replaced many of the organization's top brass - including Deputy Director Dugan - with Life Model Decoy android duplicates in order to speed the survival of the fittest selection process that the council had been forcing between the two organizations over the decades.[6]  All the officers who were thought to be killed were shown to have been replaced with Life Model Decoy android replacements and were found alive.  Dugan retires, along with many of the older officers, at the end of this series.[7]  Dugan's retirement does not last long, as he rejoins Fury when the next version of S.H.I.E.L.D. (now known as Strategic Hazard Intervention Espionage Logistics Directorate) is created.[8]

Dugan calls on Squirrel Girl to help him take down various supervillains.[9]

With Nick Fury's absence at the S.H.I.E.L.D. headquarters, Dugan is placed second-in-command to Maria Hill.[volume & issue needed] Dugan is put in charge of mutant affairs, and deals with Wolverine.[volume & issue needed] Dugan apparently knows a dire secret to Logan's past.[volume & issue needed]

In Marvel's Civil War crossover, Dum Dum Dugan and several other S.H.I.E.L.D. agents are sent to capture his fugitive friend Captain America. The entire group is defeated.[10] He expresses regret to fellow agent Sharon Carter for trying to capture his friend.[11] He also states his concerns about losing faith in S.H.I.E.L.D due to the war and the way the organization is run under Director Maria Hill.[volume & issue needed]

After the events of Civil War and as Tony Stark takes over as director of S.H.I.E.L.D., Dugan turns in his letter of resignation, stating that he does not approve of the changes Stark has made, or the way he runs the organization. Dugan's resignation is not accepted however, as he is too vital to S.H.I.E.L.D.; despite his disapproval of Stark's leadership, Stark still trusts Dugan, and Dugan alone, with the command of a weapon that could send an abandoned Manhattan into the Negative Zone, destroying the island and anyone inside during World War Hulk, stating that Hulk and the Warbound are too dangerous a global threat to leave Manhattan free. Stark trusts that Dugan will know the appropriate time to execute the plan, if at all. Dugan never used the weapon.[volume & issue needed]

Dugan later proved his worth and loyalty to S.H.I.E.L.D during a confrontation with Maria Hill, where he forced her to confront the fact that she was apparentlly willing to take actions that would allow innocent people to die while still sticking to 'the book' because the alternative was to disobey orders, informing her that some situations weren't in 'the book'.[12] Inspired by Dugan's words, Hill ended up putting her career on the line by locking down the United Nations under S.H.I.E.L.D. martial law so Stark could escape a tribunal and track down the Mandarin, with Dugan providing Stark with a version of the Silver Centurion armor after his Extremis abilities were deactivated.[13]

Dum Dum is stabbed through the chest by Daken (Wolverine's son).[14]

It was later revealed that, shortly after Captain America's death, Dugan was ambushed and stabbed by a Skrull impersonating Contessa Valentina Allegra de la Fontaine who then took his place.[15] The Dugan impostor destroys the Peak, S.W.O.R.D.'s Orbital base, in a suicide strike that allows the Skrull armada to invade Earth.[16] After the invasion, Iron Man discovers the Skrull kidnap victims alive and well, including Dum Dum.[17] Dugan is later shown in a support group meeting with the others that had been replaced by Skrulls. Dugan wanted to leave immediately but was convinced to stay.[18]

After a confrontation that goes badly between Nick Fury's Secret Warriors and The Gorgon, Fury calls up Dum Dum Dugan's "Howling Commandos" PMC for help in Fury's missions, needing "a couple of nasty old bastards with a bad habit of shooting first and asking questions later." Dugan learns that the new S.H.I.E.L.D. organization has been controlled by their old enemies HYDRA right from the start,[19] the same as the older incarnations of S.H.I.E.L.D.[20]  Dugan later shows up in Fury's efforts to bring down HYDRA and yet another secretive organization, the Russian LEVIATHAN.[21] Dugan and Jasper Sitwell soon became all that is left of the Howling Commandos PMC after battles with HYDRA and LEVIATHAN and are arrested by the U.N.. At the end of Secret Warriors, Dugan and Sitwell were released.[volume & issue needed]

Dugan is recruited as part of a multi-verse wide effort to stop a supernatural-powered Nazi zombie army. Assisted by Howard The Duck he takes a team of warriors to the affected reality and manages to neutralize the threat at the source.[22]

A HYDRA group attempts to devastate civilization via super-powered shock-troops and media that inflames people's personal beliefs into irrationality. Dugan leads the effort in destroying this group, often with high explosives. He works closely with Sharon Carter and the Falcon. Dugan is severely wounded in the upper arm but recovers.[23]

During the Original Sin storyline, it is revealed that the real Dum Dum Dugan was killed in 1966 while on a Black Ops mission, and Nick Fury - the only other person who knew about the mission and Dugan's death - had him replaced with an advanced LMD; Fury claimed that this was done because he did not want to lose his best friend and felt that he needed Dugan to serve as his conscience. When the LMD Dugan finds out, he accuses Fury of doing this so that he could feel guilty about things, reasoning that Fury could convince himself that he was still a hero if he felt bad about his actions as the man on the wall. Telling Fury not to bring him back again if they were ever friends, Dugan then shoots himself in the head.[24]

Months later, Maria Hill deemed necessary to bring the LMD of Dugan back and removed the blocks that prevented his resurrection so he could return to Area 13 and help S.T.A.K.E. (short for the Special Threat Assessment for Known Extranormalities).[25]

Dum Dum Dugan is later appointed to lead the latest incarnation of the Howling Commandos.[26]

During the Avengers: Standoff! storyline, Dum Dum Dugan discovered that Dr. Paul Kraye had Maria Hill imprison Orrgo at Pleasant Hill. Upon locating Pleasant Hill, Dum Dum Dugan leads the Howling Commandos to Pleasant Hill where they fight past the inmates. When they confront Kobik, she teleports the Howling Commandos back to S.T.A.K.E. HQ. Once back at S.T.A.K.E. HQ, Dum Dum Dugan learns from Orrgo that Paul Kraye released all the inmates there to cause havoc causing the Howling Commandos to spring into action.[27]

In Marvel 1602, the commander of Sir Nicholas Fury's soldiers is named Dougan.[28] In 1602: New World, he is the defender of the Roanoke Colony.[29]

Dugan appears, on the other side of the afterlife, in the climactic battle against Mephisto's forces in Earth X Volume 1, issue 'X'. Along with multiple modern superheroes, Dugan fights with many of his old 'Howling Commandos' comrades. He had perished due to being taken by the Hydra entity.[30]

Dum Dum Dugan and Nick Fury show up in the issue "Prisoner of War!" from The Transformers as guest characters along with Peter Parker and Joe Robertson. They also reference Godzilla's comic in this appearance, though not by name, due to Marvel no longer holding the licence at the time.[volume & issue needed]

Dugan appears in Ultimate X-Men several times, once at the end of the Blockbuster storyline,[31] then again, during New Mutants,[32] and one more time as a hologram at the beginning of the Magnetic North story arc. Here, Dugan is scarred and aging but physically fit, and is S.H.I.E.L.D.'s Director of Mutant Operations. He has a mysterious connection to Wolverine, even remembering Logan's real name while Wolverine himself couldn't recall it.[33] Also of note is that this version of Dugan has never been seen with the mainstream version's trademark derby hat. In the "Ultimate Origins" five-parter it is shown that he was involved with Project: Rebirth, the project that made Captain America, appearing as an already grown man in 1943, essentially replacing Chester Phillips in Mainstream continuity.[34] Thanks to a runaway mutant, Dugan and Nick Fury led a strike team at the Weapon X facility, but not before killing Malcolm Colcord on the true origins behind mutants, and rescuing T'Challa Udaku.[35]


when did the slender man game come out

Slender: The Eight Pages is a freeware indie-developed first-person survival horror video game released in June 2012 as a beta for Microsoft Windows and OS X, utilizing the Unity engine. Developed by Mark J. Hadley, the game is based on the quasi-folklore meme figure known as the Slender Man, who is depicted as a tall man wearing all black with a white face with no facial features. The character is known for the ominous abduction of countless children in dark mysterious settings, such as deep forests and abandoned buildings.

Slender: The Eight Pages

Slender: The Eight Pages is set in the middle of a dense forest during the middle of the night, and is played from a first person perspective. The player's objective is to collect all eight pages located in various areas of the forest while avoiding the Slender Man. As the player collects pages, the fog in the forest grows thicker, and Slender Man appears closer to the player's character, though the character's sprinting speed slowly increases as well. Slender Man moves by teleporting, creeping around the player, but only from a certain distance. The player is equipped with only a flashlight to see through the dark (its battery life is limited and will eventually shut down permanently if left on for an extended period of time). The player's character has the ability to "jog", which will eventually tire out the player and make her wheeze if forced to go on for too long. Slender Man will occasionally appear in the player's field of vision, accompanied with a loud piano slamming noise and/or static on the screen. This then allows the ability to "sprint" to become available to the player. "Sprinting" allows the player to move faster than "jogging" does, but will also decrease the maximum stamina available for "jogging" and "sprinting". A game over occurs when either the player has taken too long to find a note, the player stares at Slender Man for too long, or if Slender Man comes into contact with the player, which will turn them around and end the game. The game over screen shows Slender Man's face up close and blinking static pulses.[1]

Even if the player's character successfully collects all the eight pages, the Slender Man will continue to chase them. Once all the pages are collected, one is allowed to walk around for a couple of seconds in total silence until Slender Man finally appears behind the player and ends the game. However, the end credits can be viewed afterwards if all eight pages were successfully collected, and new game modes are then unlocked. There is also a grace period in the very beginning of the game, during which Slender Man remains inactive for only a few minutes, or until the player collects the first page. However, the difficulty level increases the longer one goes without collecting any pages. The end of this grace period is indicated by a repetitive stomping sound echoing in the background. This sound is heard throughout the rest of the game, and gradually gets quicker as more pages are collected, as well as several other layering sounds. These sounds include a low droning sound (pages 3–4), a loud wind (pages 5–6), and then a mysterious and unnerving beeping sound (page 7). Once all 8 pages are collected, the sounds abruptly fade into silence.[2]

In Version 0.9.4 there is a "Daytime Mode" that can be unlocked. To unlock this mode, the player must beat the game on "Normal", but there is a different ending where the player awakes in the daytime after collecting all eight pages and being caught by Slender Man.[3] After waking up, the player can walk around in the daytime for a few seconds before the credits roll. "Daytime Mode" is simply during the day and without a flashlight. If the player beats "Daytime Mode" the ending will be the same as before, only the player wakes up at night. After the credits roll, the player will have unlocked "$20 Mode". In this mode, gameplay is the same as "Normal Mode", except that if the player sees Slender Man a song called "20 Dollars" by American rap artist Ron Browz starts playing. This is a reference to a fan-originated meme about Slender Man, stating that if a person gives Slender Man $20, he will leave the person alone. This is the only version in which the Player selects these modes in the "Options" portion of the menu screen, and this is also the only version in which two hidden modes can be played at the same time ("Daytime Mode" and "$20 Mode"). There is also a "MH (Marble Hornets) Mode", viewing the gameplay as a 'Marble Hornets' entry. The creepy sounds and page collector have been removed, there are static bars on the edges, and the ending is slightly different. However, the "$20 Mode" has been absent since version 0.9.7 due to unknown reasons. The accompanying readme advises "One game mode removed - it was only a matter of time as it contained copyrighted material" which could be the reason.

From version 0.9.7 on, there is an ambiance during the menu screen, as well as portions of the eight pages being shown. There are also now links to the Slender Man Mythos Forums and some popular web series based on the Mythos such as the 'Marble Hornets' and the 'TribeTwelve'. As of this version, the game was officially renamed Slender: The Eight Pages to avoid confusion with future versions such as Slender: The Arrival. "$20 Mode" has also been removed from this version because of Copyright issues. "MH Mode" has been renamed to "Marble Hornets Mode" (simply the unabbreviated version of the title). Two new light sources are available: a glow stick with almost no light, and almost no range at all, and a crank lantern with a wide range, but a short amount of light which must be replenished by cranking the lantern. The player can now also pause the game by pressing "Escape" on the keyboard, but only when there is no static on the screen as to not allow the player to quit in response to being frightened.[4]

The game is now given a backstory in its sequel; Slender: The Arrival. It was confirmed that the name of the character controlled in this game is Kate, also known as The Chaser in The Arrival.

Some publications noted the effectiveness of the game's minimalist horror approach, contrasting it with many action-based survival horror games of the time period, such as the latest Resident Evil titles.[5] The official website crashed after too many people tried to download the game, leading to subsequent mirror downloads on Reddit and later MediaFire.[6][7]

A sequel to the game called Slender: The Arrival was released on March 26, 2013 to positive reviews.