O SS Keewatin é um navio de passageiros que já navegou entre Port Arthur / Fort William (agora Thunder Bay ) no Lago Superior e Port McNicoll na Baía Georgian ( Lago Huron ) em Ontário, Canadá. Ela transportou passageiros entre esses portos para o serviço de navios a vapor dos Grandes Lagos da Canadian Pacific Railway . Keewatin também transportava mercadorias de carga embaladas para a ferrovia nesses portos.

O Keewatin é um dos maiores navios a vapor remanescentes da era eduardiana deixados no mundo, junto com  e o navio a vapor  . (1913), atualmente ainda operacional na Nova Zelândia.

o Keewatin é um transatlântico que, quando construído, media 3,856 toneladas brutas de registro (GRT) e 2,470 NRT . O navio tem um comprimento entre perpendiculares de  e uma boca de  com um calado de  . A embarcação era alimentada por quatro caldeiras escocesas movidas a carvão, cada uma  por , fornecendo vapor para um motor a vapor de expansão quádrupla girando um parafuso criando     nominal . Isso deu ao navio uma velocidade máxima de    e uma velocidade de cruzeiro de  .

O navio tinha 108 cabines com beliches para 288 passageiros. A embarcação era tripulada por 86 oficiais e tripulantes.

construção e carreira
Construído pela Fairfield Shipbuilding and Engineering Company em Govan, Glasgow, Escócia como estaleiro número 453, Keewatin foi lançado em 6 de julho de 1907 e concluído em setembro.  O navio partiu em sua viagem inaugural atracando em Lévis, Quebec, para ser reduzido pela metade porque os canais abaixo do Lago Erie, especificamente o Canal Welland, não podiam suportar navios tão longos quanto Keewatin . O navio foi remontado em Buffalo, Nova York, onde retomou suas viagens por conta própria para começar o serviço em Owen Sound, Ontário.

O Keewatin foi originalmente projetado para completar a ligação na rota continental da Canadian Pacific Railway . Ela e Assiniaboia se juntaram a outras três, Manitoba, Athabaska e Alberta (as duas últimas também construídas na Escócia). Ela serviu a esse propósito ligando o depósito de Owen Sound da Railroad ao Fort William Port Arthur no Lago Superior. Em 1912, Port McNicoll, Ontário, foi estabelecido como o novo 'super porto' e terminal ferroviário e os navios se mudaram para lá. Os navios levaram dois dias e meio para fazer a viagem em cada sentido, incluindo meio dia atravessando as eclusas de Soo . Port McNicoll era conhecido como a "Chicago do Norte" até que os trens e navios foram descontinuados em 1965 após a conclusão da Rodovia Trans Canada através do norte de Ontário, fazendo com que a cidade praticamente morresse, já que todos os empregos ferroviários e marítimos foram embora.

Nos últimos vinte anos de sua vida profissional, como muitos navios de passageiros daquela época nos Grandes Lagos, Keewatin e o navio irmão Assiniboia operaram sob regulamentos rigorosos impostos para navios a vapor com cabine de madeira após o desastre do  em 1949. Condenados por suas cabines de madeira e superestrutura, esses cruzadores noturnos sobreviveram ao declínio do comércio de passageiros nos lagos nos anos pós-guerra. Como os passageiros optaram por modos de viagem mais confiáveis e rápidos, Keewatin e seu navio irmão foram retirados do comércio de passageiros em 1965, continuando no serviço somente de carga até setembro de 1967. Junto com  e , o Keewatin estava entre os últimos navios de passageiros noturnos do estilo da virada do século dos Grandes Lagos.

Keewatin funcionou quase continuamente até ser aposentado em 29 de novembro de 1965. Logo depois, ela foi adquirida para preservação histórica nos Estados Unidos. Seu navio irmão, Assiniboia, também deveria ser preservado como atração, mas queimou em 1971 e foi sucateado .

navio-museu
Depois de definhar por alguns anos, em janeiro de 1967, Keewatin foi comprado pelo empresário de West Michigan, Roland J. Peterson Sr. por $ 37.000, $ 2.000 a mais do que teria vendido como sucata. Chegou no rio Kalamazoo em Douglas, Michigan, em 27 de junho de 1967. O navio era conhecido como Keewatin Maritime Museum, permanentemente ancorado do outro lado do rio desde o retiro de verão Saugatuck, Michigan, de 1968 até sua realocação em 2012. Em julho de 2011, Keewatin foi comprado pela Skyline Marine e dragado do rio Kalamazoo com  de comprimento,  de profundidade,  ampla escavação e canal dragado e mudou-se para a foz do rio e o lago Michigan em 4 de junho. Keewatin, tripulado com uma tripulação de dez pessoas, foi rebocado de volta ao Canadá e chegou a Port McNicoll em 23 de junho de 2012.

Realocação
Em agosto de 2011, foi anunciado que a embarcação havia sido vendida para a Skyline International Developments Inc., e foi transferida de volta para seu porto de origem, Port McNicoll, Ontário, em 23 de junho de 2012, para restauração e exibição permanente como um museu marítimo. e instalações para eventos. Isso foi possível devido à cooperação dos funcionários locais e estaduais na obtenção de permissões e autorizações para dragar o porto onde Keewatin ficou por 45 anos para permitir que o navio fosse movido. Uma fundação sem fins lucrativos, a Fundação Diane e RJ Peterson Keewatin, foi formada para operar o navio e restaurá-lo. A Skyline Developments, uma corporação de capital aberto que estava reconstruindo os  Local de Port McNicoll, financiando o projeto.

Keewatin foi transferido do Lago Kalamazoo em 31 de maio de 2012 e atracado cerca de  descendo o rio logo dentro do píer para manutenção contínua antes de entrar no Lago Michigan. A embarcação partiu de Saugatuck para o lago em 4 de junho de 2012, para continuar sua jornada para o norte até a cidade de Mackinaw . Lá Keewatin fez uma escala temporária antes da etapa final da viagem para Port McNicoll.

Em 23 de junho de 2012, uma celebração marcou o retorno  Keewatin e o renascimento de uma nova comunidade planejada ao seu redor. Passaram-se 45 anos depois que Keewatin deixou Port McNicoll em 23 de junho de 1967 e 100 anos depois de 12 de maio de 1912, data em que o navio começou a operar no mesmo cais.

No final de 2017, foram discutidos planos para mover Keewatin para Midland, Ontário . Em março de 2018, ficou claro que Keewatin permaneceria em Port McNicoll por mais um verão, aguardando novas opções de realocação. Em 2019, a empresa de desenvolvimento CIM se comprometeu a incorporar Keewatin em um plano de redesenvolvimento no local de Port McNicoll; os planos previam que o navio permanecesse como um museu em um parque adjacente ao empreendimento proposto de uso misto (residencial e comercial). Mas em junho de 2020, a Skyline Investments (proprietária de Keewatin e propriedades de desenvolvimento vizinhas) indicou que a CIM havia inadimplente nos pagamentos da hipoteca, e, em vez disso, seguiria planos para doar o navio ao Museu Marinho dos Grandes Lagos em Kingston, Ontário. A oposição local à mudança de Port McNicoll foi intensa, e o destino de Keewatin permanece incerto.

O navio também se tornou um cenário para uma série de documentários marítimos e docudramas de televisão, incluindo assuntos envolvendo o transatlântico torpedeado RMS Lusitania, o navio de cruzeiro incendiado das Bahamas , RMS Empress of Ireland Pacífico Canadense, bem como RMS Titanic . Ela também foi amplamente usada no episódio de abertura da sétima temporada de Murdoch Mysteries, "Murdoch Ahoy". Um documentário foi transmitido pela CBC Canada também foi feito chamado "Bring Her on Home".

No Brasil, um modelo do navio foi usado para fazer o SS Albatroz, um transatlântico fictício da novela O Tempo Não Para da Rede Globo, onde o navio bateu num iceberg na Patagônia e afundou de verdade. (Foi inspirado no naufrágio do RMS Titanic). O desgin do Albatroz é baseado no Keewatin.

Navios de 1907
Navios de passageiros dos Estados Unidos
Navios construídos no rio Clyde
Transatlânticos
Navios

SS Keewatin


Biserica "Sfântul Nicolae", "Sfântul Eustație Plachida" din Corlătești este un ansamblu de monumente istorice aflat pe teritoriul satului Corlătești, comuna Berceni.

Ansamblul este format din două monumente:
 Biserica "Sf. Nicolae", "Sf. Eustație Plachida" ()
 Turn clopotniță ()

Note

Monumente istorice din județul Prahova

Biserica „Sfântul Nicolae”, „Sfântul Eustație Plachida” din Corlătești


An Pleurothallis filiformis in uska species han Liliopsida nga ginhulagway ni Célestin Alfred Cogniaux. An Pleurothallis filiformis in nahilalakip ha genus nga Pleurothallis, ngan familia nga Orchidaceae. Waray hini subspecies nga nakalista.

Mga kasarigan

Mga sumpay ha gawas

Image gallery

Pleurothallis

Pleurothallis filiformis


Petrův Dvůr (deutsch Peterhof) ist ein Ortsteil der Stadt Netolice in Tschechien. Er liegt einen Kilometer westlich von Netolice in Südböhmen und gehört zum Okres Prachatice.

Geographie
Petrův Dvůr befindet sich in den als Netolická pahorkatina (Nettolitzer Hügelland) bezeichneten nördlichen Ausläufern des Blanský les. Das Dorf liegt rechtsseitig des Baches Třebánka am Südufer des Teiches Myslivna. Gegen Nordosten liegt der Bahnhof Netolice. Südöstlich befindet sich der Teich Mnich, im Süden der Benídkov und die Pivovarské rybníky sowie nordwestlich der Kratochvílský rybník und der Neštěstí. Im Süden erhebt sich der Peklo (506 m). Am nördlichen Ortsrand verläuft die Straße II/145 zwischen Budweis und Vimperk, von der dort die II/142 nach Volyně abzweigt.

Nachbarorte sind Krtely, Holečkov und U Ptáčníků im Norden, Hradiště im Nordosten, Netolice im Osten, Peklo und Lužice im Südosten, Podroužek, Grejnarov, Ovčín, Na Pile und Hrbov im Süden, Švarcenberk und Žitná im Südwesten, Obora und Hracholusky im Westen sowie Kratochvíle und Velký Bor im Nordwesten.

Geschichte
Die Ursprünge von Petrův Dvůr liegen in zwei Wirtschaftshöfen des Klosters Goldenkron westlich von Netolice, dem Roten Hof und dem Hof Rohn. Die erste schriftliche Erwähnung des Roten Hofes (Červený Dvůr) erfolgte im Jahre 1348, als Svatomír von Knín den zuvor vom Kloster erworbenen Hof seiner Frau Elisabeth überschrieb. Zu Beginn der Hussitenkriege zog 1420 das Heer Jan Žižkas nach Goldenkron und Prachatice und nahm im Jahr darauf auch die den Herren von Rosenberg gehörige Wachtburg Poděhusy ein. Nach dem Abzug der Hussiten bemächtigte sich zunächst Ulrich II. von Rosenberg und ab 1468 der Ritter Jindřich Roubík von Hlavatce der Güter des zerstörten Klosters. Zu Beginn des 16. Jahrhunderts überließ Vladislav II. die Güter erneut den Rosenbergern. Die alte Brauerei am Roten Hof wurde in den Jahren 1562–1566 neu aufgebaut. Wilhelm von Rosenberg überließ 1569 den Hof Rohn (Leptáč) mit den Dörfern Horní Třebánky und Dolní Třebánky seinem Verwalter Jakob Krčín von Jelčany. Dieser ließ anstelle des Hofes im Sumpfgebiet des Třebánka-Tales eine Wasserfeste errichten und löste bis 1579 die Dörfer Šitice, Ročovice, Krtely, Horní Třebánky und Dolní Třebánky zur Anlegung eines großen Tiergartens auf. 1580 tauschte Wilhelm von Rosenberg das Gut mit Jakob Krčín gegen Sedlčany und Křepenice ein. Er ließ zwischen 1583 und 1589 anstelle der Feste das Jagdschloss Kurzweil errichten. In dieser Zeit entstand auch eine Trinkwasserleitung vom Hof zur Schlossküche. Mit seinen 3000 ha Fläche war der Rosenberger Tiergarten der größte in Böhmen, in ihm wurden auch Kamele, Büffel und Elefanten gehalten. Seit der Übernahme der Regentschaft des Hauses Rosenberg durch Peter Wok von Rosenberg im Jahre 1592 diente der Rote Hof als Wirtschaftshof des Schlosses und Tiergartens. Zu dieser Zeit erhielt der Rote Hof den Namen Peterhof. Im Jahre 1599 residierte Peter Wok von Rosenberg zeitweilig auf Kurzweil. Nachdem Peter Wok 1602 die Herrschaft wegen Überschuldung an Rudolf II. verkaufen musste, überließ sie Ferdinand II. am 23. Dezember 1622 seinem Günstling Hans Ulrich von Eggenberg. In der Mitte des 17. Jahrhunderts erfolgte eine radikale Umgestaltung des Hofes. Im Jahre 1719 vererbte Marie Ernestine von Eggenberg die Herrschaft ihrem Neffen Adam Franz Karl zu Schwarzenberg. 1743 zerstörte ein Brand Teile des Peterhofes. Im Jahre 1835 bestand Peterhof aus zehn verstreut liegenden Häusern mit 217 Einwohnern. Neben dem herrschaftlichen Meierhof bestanden in Peterhof ein Amtshaus mit Kanzlei und Beamtenwohnungen, ein Brauhaus, ein Branntwein- und Flusshaus, das Schloss Kurzweil mit der Schlosskapelle St. Peter und Paul, ein Wirtshaus, das Hegerhaus im Fasangarten sowie drei Chaluppen und die Einschicht Pazderna. Pfarr- und Schulort war Netolice. Bis zur Mitte des 19. Jahrhunderts war Peterhof das Amtsdorf der den Fürsten Schwarzenberg gehörigen Allodialherrschaft Nettolitz samt dem Gut Barau.

Nach der Aufhebung der Patrimonialherrschaften bildete Peterhof mit dem Schloss Kurzweil und der Einschicht Pazderna ab 1850 einen Ortsteil der Gemeinde Obora (Thiergarten) in der Bezirkshauptmannschaft Prachatice/Prachatitz. Seit 1852 bildete Peterhof eine eigene Gemeinde. Sporadisch wurde im Tschechischen auch die Ortsbezeichnung Červený Dvůrverwendet. Sukzessive bildete sich neben dem Hof eine dörfliche Ansiedlung. 1880 wurde die Güterverwaltung Nettolitz und Libiegowitz in den Rang einer Fürstlich Schwarzenbergischen Direktion erhoben. Seit dieser Zeit ist der tschechische Ortsname Petrův Dvůr gebräuchlich. Nach dem Münchner Abkommen und der daraus resultierenden Abtrennung des Bezirks Prachatitz verblieb Petrův Dvůr 1938 bei der "Resttschechei" und wurde dem Bezirk Písek zugeschlagen. Zum Ende des Zweiten Weltkrieges wurde der Ort von der 26. Infanteriedivision eingenommen und bildete bis zum Abzug der Amerikaner die Grenze zwischen den russischen und amerikanischen Besetzungen. 1948 wurde die Gemeinde dem neugebildeten Okres Vodňany zugeordnet. Nach dessen Aufhebung wurde Petrův Dvůr 1960 dem Okres Prachatice eingegliedert und nach Netolice eingemeindet. Als amtlicher Ortsteil von Netolice wird Petrův Dvůr seit 1982 geführt. Im Jahre 1991 wurden in Petrův Dvůr 291 Einwohner gezählt. Beim Zensus von 2001 lebten in den 73 Wohnhäusern des Ortes 257 Personen.

Sehenswürdigkeiten
 Schloss Kratochvíle, die nordwestlich des Dorfes am Kratochvílský rybník gelegene Anlage entstand zwischen 1583 und 1589 auf den Fluren des wüsten Klosterhofes Rohn für Wilhelm von Rosenberg.
 Gutshof Petrův Dvůr, der Nord- und Südflügel stammen aus der Zeit der Renaissance, der Ostflügel entstand in der zweiten Hälfte des 17. Jahrhunderts. Beim Wiederaufbau nach dem Brand von 1743 wurde der Hof aufgestockt. Zum Ende des 19. Jahrhunderts entstand am Südflügel die Brauerei im Gothic-Revival-Stil.
 Pferderennbahn, nördlich des Ortes zwischen dem Teich Myslivna und dem Schloss
 Gut Švarcenberk, Renaissancebau aus dem Jahre 1719
 Kapelle der Jungfrau Maria am Peklo, errichtet im 18. Jahrhundert
 Geschützte Winterlinde, südlich des Dorfes
 Gedenktafel für Josef John am Haus Nr. 1
Quelle:

Sohne und Töchter des Ortes
 Josef John (1802–1871), Forstmeister der Fürsten zu Schwarzenberg und Initiator des Naturschutzgebietes Jungfrauwald am Kubany

Weblinks
 Geschichte des Rosenberger Tiergartens
 Geschichte der Feuerwehr und des Ortes

Einzelnachweise

Ortsteil in Tschechien
Netolice
Ersterwähnung 1348

Petrův Dvůr


Sex and Breakfast es una película de 2007 protagonizada por Macaulay Culkin, Eliza Dushku, Alexis Dziena y Kuno Becker. La filmación tuvo lugar en septiembre de 2006. La película se estrenó en Los Ángeles el 30 de noviembre de 2007, y fue lanzada en DVD el 22 de enero de 2008 por First Look Pictures. La película fue dirigida por Miles Brandman.

Reparto

Referencias

Películas independientes
Primer largometraje de un director
Películas cómicas de los años 2000

Sex and Breakfast


En droit québécois, une  société de placements dans l'entreprise québécoise (SPEQ) est une société privée de placement ayant bénéficié d'avantages fiscaux particuliers de 1985 à 2003. Mesure annoncée dans le budget de 1985, les SPEQ pouvaient être créées à partir du  et devaient obtenir un agrément de la Société de développement industriel (SDI).

Historique
Yves Duhaime annonce dans son discours sur le budget du  la création du statut des SPEQ. La loi sur les sociétés de placements dans l'entreprise québécoise, présentée le 15 mai est sanctionnée par l'Assemblée nationale le 18 juin 1985.

À la création du statut, les SPEQ ne pouvaient avoir que des particuliers (ou des sociétés de capital-risque) comme actionnaires et devaient émettre pour au moins 100 000 $ d'actions ordinaires. Si les SPEQ respectaient les conditions d'investissements fixées par le gouvernement, ses actionnaires bénéficiaient d'une déduction de 100 % des investissements éligibles réalisés, à concurrence de 20 % de leur revenu total.

Évolution ultérieure
Une déduction additionnelle de 25 % est ajoutée en 1986 pour les salariés qui souscrivent à une émission d'actions de leur employeur faite par le biais d'une SPEQ (régime appelé SPEQ-Employés).

En 1988 une déduction additionnelle de 50 ou 100 % est instaurée pour les investissements dans les SPEQ destinées à financier des activités de recherche et développement.

Le plafond de déduction de 20 % du revenu annuel est relevé à 30 % dans le budget de 1989.

Lors du budget de mars 1998, le gouvernement simplifie le régime des SPEQ en supprimant certains régimes spécifiques (le SPEQ-Employés notamment) pour uniformiser les déductions afférentes à toutes les SPEQ à 150 % de l'investissement réalisé.

À partir d'août 1998 la mission d'agrément des SPEQ est reprise par Investissement Québec en remplacement de la SDI.

Les SPEQ sont concernées par le moratoire annoncé par le budget de juin 2003 présenté par Yves Séguin après les élections générales de 2003. Le moratoire est maintenu dans le budget suivant et les SPEQ ne font plus l'objet d'avantages fiscaux depuis cette date.

Notes et références

Articles connexes
 Régime d'épargne-actions

Économie au Québec
Fiscalité au Québec
Programme du gouvernement du Québec

Société de placements dans l'entreprise québécoise


Yükseliş yayı (ascending arc) Teozofi'de gezegensel zincir adı verilen süptil ya da esîrî planlardaki (kademelerindeki) bir hareketi ve akıntıyı ifade eden bir teozofi terimidir.

Bu, yoğun maddeden en süptil plana (ortama) doğru olan yükselme hareketidir. Karanlıktan ışığa yükseliş yayı olarak da adlandırılır. Teozoflara göre Muhammed Peygamber'in miraç ve İsa Peygamber'in uruç olaylarında, çeşitli tradisyonlarda 7 kat gök olarak ifade edilen bu esîrî kademeleri (süptil planları) esîrî bedenle derece derece geçerek yükselme söz konusudur. Yükseliş yayı'nın tersi olan yoğunlaşma ya da maddeleşme hareketine ise en süptil plandan yoğun maddeye doğru bir iniş hareketi söz konusu olduğundan, ışıktan karanlığa iniş yayı ya da sade bir şekilde iniş yayı (descending arc) denir. Yükseliş ve iniş yayları Sufilik'te devre-i ferşiyye ve devre-i arşiyye terimleri ile ifade edilir.

Şaman inancına göre göğe çıkmak isteyen kişi bu yaydan göğe çıkmalıdır.

Ayrıca bakınız

 Gezegensel zincir
 Gök katları
 Esîr
 Yaşam ağacı
 Yer'in ekseni

Kaynakça
 An Occult Glossary, G. de. Purucker
 Tasavvuf Terimleri ve Deyimleri Sözlüğü, Doç.Dr. Ethem Cebecioğlu

Teozofi

Yükseliş yayı


Adarnaz III. od Taoa (gruz. ადარნასე III; umro 896.), iz dinastije Bagrationi, bio je knez Tao-Klardžetije i nasljedni vladar Taoa s titulom eristavt-eristavi, "vojvoda od vojvoda".

Adarnaz je bio najstariji sin Gurgena I., čija smrt je uslijedila dinastičkim sukobima 891. godine.  Adarnazov mandat bio je kratkotrajan. Umro je šest godina nakon stupanja na vlast, a iza sebe je ostavio dva sina i kćer:

 David, najstariji Adarnazov sin, također je imao titulu eristavt-eristavi. Sigurno je bio vrlo mlad kad mu je otac umro, a dvojbeno je je li ikad vladao. Umro je 908. godine i nije ostavio potomka.
 Gurgen II., "Veliki", vojvoda od Taoa
 Dinara, prozelitska kraljica Heretije

Naslijedio ga je Ašot Nezreli.

Izvori

Bagrationi
Gruzijski vladari

Adarnaz III. od Taoa


La bibliothèque d'Oulunkylä () est une bibliothèque de la section Patola du quartier d'Oulunkylä à Helsinki en Finlande.

Présentation
La bibliothèque d'Oulunkylä a été fondée en 1946.

Le bâtiment actuel de la bibliothèque, achevé en 1987, a été conçu par Simo Järvinen & Co. et construit à l'ouest du .

La bibliothèque est l'un des établissements de la bibliothèque municipale d'Helsinki.

Groupement Helmet de bibliothèques
La bibliothèque de Etelä-Haaga fait partie du groupement Helmet, qui est un groupement de bibliothèques municipales d'Espoo, d'Helsinki, de Kauniainen et de Vantaa ayant une liste de collections commune et des règles d'utilisation communes.

Références

Voir aussi

Liens externes

 Bibliothèques Helmet

Liens internes

Oulunkylä
Oulunkylä
Bâtiment à Helsinki

Bibliothèque d'Oulunkylä


Sybaris () ist in der griechischen Mythologie ein weibliches Ungeheuer.

Laut einer vom griechischen Mythographen Antoninus Liberalis überlieferten Verwandlungssage hauste die auch Lamia genannte Sybaris in einer großen Höhle des zu den südlichen Ausläufern des Parnass gehörigen Berges Kirphis, der sich nahe der im südwestlichen Phokis gelegenen und einen Hafenort von Delphi darstellenden Siedlung Krisa befand.

Das Untier verschlang Mensch und Vieh und verwüstete regelmäßig die ganze Umgebung. Als die Delphier ihr Orakel um Rat fragten, erhielten sie zur Antwort, dass sie einen ihrer Jünglinge dem Ungeheuer opfern müssten, um von dessen Verheerungen befreit zu werden. Durch das Los wurde hierzu Alkyoneus, der einzige Sohn des Diomos und der Meganeira, auserwählt. Mit einem Kranz geschmückt wurde er von den Priestern zur Höhle der Sybaris geführt. Doch auf dem Weg dorthin begegnete Alkyoneus durch göttliche Fügung dem Helden Eurybatos, Sohn des Euphemos, eines Nachkommen des Flussgottes Axios.

Durch die Schönheit des Opfers gerührt, beschloss Eurybatos, den Knaben zu retten. Er nahm den das Opfer bezeichnenden Kranz und ließ sich an Stelle von Alkyoneus zur Höhle führen. Daraufhin bekämpfte er das Untier erfolgreich und stürzte es den Felsen herab. Am Ort, wo es aufschlug, entsprang eine Quelle, die Sybaris genannt wurde. Auch die in Lukanien (Süditalien) gelegene Stadt Sybaris soll ihren Namen nach dem Ungeheuer erhalten haben.

Literatur

Anmerkungen

Kreatur der griechischen Mythologie

Sybaris (Ungeheuer)


Charles Flohot (* 10. Juli 1888 in Clichy; † 30. März 1927 in Paris) war ein französischer Autorennfahrer.

Karriere

Charles Flohot war in den 1910er-Jahren Mechaniker bei Delage und 1914 Beifahrer von Albert Guyot im Delage Type S beim Großen Preis von Frankreich.

Über die Rennkarriere von Charles Flohot ist wenig bekannt. Belegt sind drei Starts beim 24-Stunden-Rennen von Le Mans. 1924 startete er gemeinsam mit Robert Laly auf einem Aries 3-Litre. In den Ergebnislisten ist ein Ausfall nach 64 gefahrenen Runden vermerkt. Ein Jahr später wurde er als Partner von Louis Wagner Gesamtsechster. Bei seinem letzten Auftritt in Le Mans musste er 1926 sein Fahrzeug wegen eines Wagenbrands vorzeitig abstellen. Im selben Jahr erreichte er einen vierten Gesamtrang beim 24-Stunden-Rennen von Spa-Francorchamps.

Statistik

Le-Mans-Ergebnisse

Literatur

 R. M. Clarke: Le Mans. Die Bentley & Alfa Years 1923–1939. Brocklands Books, Cobham 1999, ISBN 1-85520-465-7.

Weblinks

 Rennergebnisse bei Racing Sports Cars

Rennfahrer des 24-Stunden-Rennens von Le Mans
Rennfahrer (Frankreich)
Franzose
Geboren 1888
Gestorben 1927
Mann

Charles Flohot


Marcos José Alves de Barros Monteiro (Fortaleza-CE, 26 de janeiro de 1981), mais conhecido como Marcos Monteiro, é um perito em computação forense, perito judicial, consultor de Tecnologia da Informação e Comunicação, professor universitário e empresário brasileiro. Especialista em segurança digital, Marcos é presidente da Associação Nacional de Peritos em Computação Forense (APECOF), Diretor do Grupo de Interesses da SUCESU (Associação de Usuários de Informática e Telecomunicações), membro consultor da comissão de Direito Digital da OAB/PI (2018 a 2019), e coordenador de Segurança da Informação e Computação Forense da Comissão de Direito Digital da OAB-SP (2020 a 2021),.

Outros Trabalhos Relevantes
De 2011 a 20199, Marcos foi CIO (Chief Information Officer) da Agência de Defesa Agropecuária do Estado do Ceará (Adagri).

De 2011 a 2014, foi diretor de responsabilidade sócio ambiental do Grupo de Gestores de TIC do Ceará (GGTIC-CE).

De 2013 a 2020 foi diretor de cybersecurity da SUCESU (Sociedade dos Usuários de Informática e Telecomunicações).

Matérias em Jornais
De 2006 a 2015, Marcos foi colunista de informática, assinando a coluna "Tira-Dúvidas", na página de tecnologia "Tecnoguia" do Diário do Nordeste.

De 2006 a 2012, Marcos assinou a coluna "Guia de Tecnologia" no Jornal Educação em Pauta (publicação bimestral)

 Jornal Diário do Nordeste

 Jornal Educação em Pauta

Palestras, Debates e Entrevistas

Videografia

Publicações
Marcos é organizador e autor do Livro "Informática Forense" da coleção Tratado de Perícias Forenses da editora LEUD, e co-autor do "Código Deontológico de Boas Práticas de Investigação Defensiva" da Associação Brasileira de Criminalística.

Livros

Prêmios e Indicações

Honrarias
 2015 - Homenageado no SHOWTech em Fortaleza pelo belíssimo trabalho desenvolvido pelo time de TI da ADAGRI.

Computação forense

Marcos Monteiro


Alex de Minaur (født 17. februar 1999 i Sydney, Australien) er en professionel mandlig tennisspiller fra Australien.

Eksterne henvisninger

Tennisspillere fra Australien
Personer fra Sydney

Alex de Minaur


Geum molle er jurt af rósaætt frá suðaustur Evrópu. Henni svipar til sóldalafífils.

Tilvísanir

Dalafíflar

Geum molle


is a character and the protagonist of Nintendo's video game franchise The Legend of Zelda. He was created by Japanese video game designer Shigeru Miyamoto. Link was introduced as the hero of the original The Legend of Zelda video game in 1986 and has appeared in a total of 20 entries in the series, as well as a number of spin-offs. Common elements in the series include Link travelling through Hyrule whilst exploring dungeons, battling creatures, and solving puzzles until he eventually defeats the series' primary antagonist, Ganon, and saves Princess Zelda.

Throughout the series, Link has made multiple appearances in a variety of incarnations, but has been traditionally depicted in his signature green cap and tunic wielding a sword and shield. He has appeared as both a child and young adult of the elf-like Hylian race. Within Zelda mythology, Link is the soul of a legendary hero that throughout history is reincarnated within a seemingly ordinary boy or young man whenever evil arises. To defeat Ganon, Link usually obtains the mystical Master Sword or a similar legendary weapon obtained after completing many trials.

In addition to the main series, Link has appeared in other Nintendo media, including merchandise, comics and manga, and an animated television series. He is a prominent character in various spin-off games, including Hyrule Warriors, Cadence of Hyrule and Hyrule Warriors: Age of Calamity. He has appeared in several other game franchises, including the Super Smash Bros. series, SoulCalibur II and Mario Kart 8, and has also been referenced in other games, such as The Elder Scrolls V: Skyrim.

Alongside fellow Nintendo character Mario, Link is one of the most recognisable characters in the video game industry. He has been instrumental in the establishment of the role-playing video game genre as the protagonist of the series, which has influenced numerous other video games with its concepts of open world and nonlinear gameplay. According to Guinness World Records, Link is the most critically acclaimed video game playable character and the most ubiquitous action-adventure video game character. He was recognised by the Guinness World Records Gamer's Edition as the second best video game character after Mario. Critics have named him as one of the greatest and most influential video game characters of all time.

Concept and creation

Characterisation
Link's creator, Shigeru Miyamoto, said that his concept of The Legend of Zelda was based on his childhood memories as well as books and movies that he and video game designer Takashi Tezuka had enjoyed, notably J. R. R. Tolkien's The Lord of the Rings. Miyamoto wanted people to have the opportunity to be heroes and created Link as a normal boy, with "a destiny to fight great evil". On the origin of the character's name, Miyamoto said: "Link's name comes from the fact that originally, the fragments of the Triforce were supposed to be electronic chips. The game was to be set in both the past and the future and as the main character would travel between both and be the link between them, they called him Link". In the Nintendo book Hyrule Historia he said that the character is named Link because he, "connects people together" and, "he was supposed to spread the scattered energy of the world through the ages".

Link is the playable character who appears in every instalment of The Legend of Zelda series. Although there are many iterations of Link, each with a similar role and appearance, they are not the same individual. The series spans thousands of years in Hyrule's history across The Legend of Zelda fictional timeline, so that each version of the character is a different Link, sometimes being a descendant of earlier incarnations or a spiritual reincarnation. In some games, such as Ocarina of Time and Majora's Mask, the same version appears in both, continuing that character's individual story. Skyward Sword, which was released in 2011, explained Link's incarnations by creating an origin story, in which the antagonist Demise curses the hero to be caught in an endless cycle of defeating evil in the form of Ganon.

As no canonical game in The Legend of Zelda series to date has contained substantial spoken dialogue for Link, he is mostly a silent protagonist, but not a mute character. His voice acting consists only of grunts, battle cries, and other sounds, although in The Wind Waker, he can be heard saying, "Come on!" Despite lacking spoken dialogue, Link interacts with other characters through visual responses, such as nodding or shaking his head, reactions from side characters, or game text that expresses his dialogue. Series producer, Eiji Aonuma explained that a core aspect of Link's design is that players need to relate to him and put themselves in his shoes, while still playing as themselves. Link is silent to allow the player to interpret how he sounds, make decisions for the character and become the hero.

Character design
Link's character design has been consistent, but it has evolved across the series. His sprite design was created by Tezuka. In an interview with Gamekult, Miyamoto said that Tezuka used the Disney character Peter Pan as a source of inspiration when creating Link in order to make the character recognisable. Due to the limited capabilities of the technology at the time, the development team was only able to use three colours and chose green as Link's signature colour, as the first game was mainly set within a forest environment. Link's sword and shield, long hat and ears were all created to make the character easily distinguishable. For Ocarina of Time, Miyamoto said that the team started by designing a grown-up model followed by a child model, but realised that both could be used in the game, "to tell the story of a boy growing up". Link's teenage appearance in Ocarina of Time was designed with the aim of making him more handsome, influenced by developer Yoshiaki Koizumi's wife declaring, "all of Nintendo's characters have funny noses; don't you have any handsome ones?" Nintendo illustrator Yusuke Nakano said that Link's design in Ocarina of Time was based on a well-known American actor at the time of the game's development.

Prior to The Wind Waker a cartoon version of Link was created by graphic designer Yoshiki Haruhana as a way to evolve the series, which was well received by the development team. According to designer Satoru Takizawa, this oversized anime-inspired design with huge eyes offered a richer variety of expression and provided a better way of representing the puzzles and mechanisms than a more photorealistic design. After many experiments, the development team had decided that cel-shading was the best option for expressing a young, energetic boy. Although the team loved the idea of basing the next Zelda game on a cartoon Link, Aonuma held off presenting it to Miyamoto until later in the game's development. When he did view it, Miyamoto reportedly cringed, believing that the game would not sell, but the team insisted that there was not enough time to develop a realistic art style. Toon Link eventually carved his own identity into the franchise by appearing in multiple entries in the series and being introduced as a playable character in Super Smash Bros. Aonuma said that despite some initial outrage, gamers began to accept Toon Link, so Phantom Hourglass and Spirit Tracks were created with a similar artwork style.

Following the response to The Wind Waker, Nintendo reversed the art style for Twilight Princess in 2006, by depicting Link in a more realistic style with a darker, grittier tone. Nakano and Takizawa stated in The Legend of Zelda: Art and Artifacts that they had planned to design him aged mid-to-late twenties and that he would be well built, but this was rejected because the team expected that fans wanted to see Link as he appeared in Ocarina of Time. Aonuma explained that the design team wanted to express Link as an older teenager: "The fact that we're seeing Link on horseback and swinging a sword, I think that's one more way in which Link has matured". In Twilight Princess, Link has the ability to transform into a wolf. Aonuma said that the design team considered the animal to be the best representation of a hero and that this function gave the adult version of Link limited human abilities, allowing him to mature over the course of the game.

Link's signature green tunic and cap have evolved over the course of the series. At a Game Developers Conference in San Francisco, Takizawa described the subtle changes made to Link's outfit. For Twilight Princess he, "made the hat long, so it would flap in the wind and move around", but for Skyward Sword, he made it more diminutive and gave it less motion. The release of Breath of the Wild in 2017 broke the conventions of Link's design, notably by the absence of his signature green outfit. Takizawa explained that "as the graphic fidelity has increased it becomes more difficult to make that hat look cool". For Breath of the Wild nearly 100 designs were considered to ensure that Link remained a neutral character. Aonuma commented: "We thought that the iconic green tunic and hat had become expected, so we wanted to mix things up and update his look. Interestingly, though, nobody on the team said, 'Let's make him blue!' It just organically ended up that way".

Link's physical features have also evolved, influenced by trends in masculinity. His handsomeness has been defined by soft, androgynous facial features, a sharp nose and a slight build. His hair has been inspired by the fashion of the era, beginning with a mullet in the 1980s, then followed by blond curtain bangs and pierced ears in the 1990s, moving to choppy, layered side-swept bangs by the release of Twilight Princess. His look was updated in Breath of the Wild to include a ponytail and a wide variety of outfits. Although Link is a male character, Aonuma said that he wanted him to be gender neutral in Ocarina of Time: "I wanted the player to think 'Maybe Link is a boy or a girl'. If you saw Link as a guy, he'd have more of a feminine touch. Or vice versa, if you related to Link as a girl, it was with more of a masculine aspect". For Twilight Princess, he created a more masculine Link, but later decided to return him to a more gender neutral character. He said that Link is definitely male in Breath of the Wild, but wanted to create a character to which anyone could relate.

Portrayal
Link has been voiced by eight actors in the series and also voiced in other games: Nobuyuki Hiyama in Ocarina of Time as adult Link, Majora's Mask as Fierce Deity Link, Super Smash Bros., Super Smash Bros. Melee and Soulcalibur II, Fujiko Takimoto in Ocarina of Time as young Link, Majora's Mask, A Link to the Past and Four Swords, and as Young Link in Hyrule Warriors, Super Smash Bros. Melee and Super Smash Bros. Ultimate Sachi Matsumoto in The Wind Waker, Phantom Hourglass, Four Swords Adventures, and as Toon Link in Hyrule Warriors, Super Smash Bros. Brawl and Super Smash Bros. Ultimate, Akira Sasanuma in Twilight Princess, Super Smash Bros. Brawl and Link's Crossbow Training, Yūki Kodaira in Spirit Tracks, Takashi Ōhara in Skyward Sword, Mitsuki Saiga in A Link Between Worlds and Link's Awakening (2019), and Kengo Takanashi in Breath of the Wild, Hyrule Warriors: Age of Calamity, Super Smash Bros. Ultimate and Tears of the Kingdom. Link was voiced by Yuki Kaji in Hyrule Warriors. In Cadence of Hyrule, he was voiced by Caitlyn Bairstow. In the cutscenes of the CD-i titles Link: The Faces of Evil and Zelda: The Wand of Gamelon, he was voiced by Jeffrey Rath. On television, Link was voiced by Jonathan Potts in both The Legend of Zelda animated series and Captain N: The Game Master.

Characteristics
Link is the "Hero of Hyrule", the archetypal hero and protagonist of The Legend of Zelda series. Whenever a great malevolence threatens the Kingdom of Hyrule, typically in the form of Ganon, Link is the counterpart who is destined to fight that evil and restore peace to the people of Hyrule. He begins each game as either a child or young adult who is often lazy and unprepared for battle, but develops his skills and experience over the course of the game as the player upgrades his weapons and health. His story varies from game to game, but typically involves a similar thread of solving dungeon puzzles, saving Princess Zelda and defeating Ganon or some other evil. He displays the characteristic traits of the Hylian race, being of humanoid form with elfin features, including pointed ears. Since the first The Legend of Zelda video game, he has been repeatedly depicted wearing his characteristic green cap and tunic and typically wields a sword and shield. Link's age varies across the series, starting the first game at ten years old and its sequel at 16. In Ocarina of Time, he is initially aged nine and is aged up to 16 after the game's time shift. In The Wind Waker, Toon Link is 12, whereas in Twilight Princess, Skyward Sword and Breath of the Wild, Link is aged 16 or 17 years old.

In the mythology of the series, Link is the reincarnated soul of a hero, chosen by the goddess Hylia to protect the kingdom of Hyrule from Ganon and save Princess Zelda whenever the need arises. He is also the bearer of the Triforce of Courage, one of the three components that combine to form the Triforce, a sacred artefact and symbol of power. The Triforce of Courage symbolises the essence of Link, specifically the courage and curiosity of the player setting out on the adventure. In several Zelda games, Link's main objective is to recover the fragments of the Triforce in order to defeat Ganon.

Although Link can carry an arsenal of weapons, including bows, boomerangs and magic rods, his signature weapon is the Master Sword, a powerful magic sword with the ability to repel evil. Throughout each game, Link is able to obtain various items during his adventures, which the player can then use in gameplay. Many of these objects possess magical properties that bestow specific abilities on Link, such as a magic cape that makes Link invisible when he wears it, or potions that replenish his health. Others have various practical purposes, such as the hookshot, which enables Link to pull items towards him, and bombs for detonating walls. Link has used various musical instruments on his travels, most notably, the Ocarina of Time, which when played is used for teleportation. In Breath of the Wild, Link's key tool is the Sheikah Slate, a handheld tablet featuring various runes that enable him to manipulate the game world. A similar device named the Purah Pad provides Link with a multitude of functions, including a camera, map and telescope, in Tears of the Kingdom.

Relationships
Link's relationships with the other two main characters have been a defining aspect of the series. Ganon, Zelda and Link embody the three pieces of the Triforce, with Ganon representing Power, Zelda representing Wisdom and Link representing Courage. This trinity dictates the enduring relationships of the three characters who are repeatedly reincarnated across the series in an endless battle for good and evil. The nature of Zelda and Link's relationship has been the subject of speculation and remains ambiguous. A romantic relationship was particularly emphasised in an official "romance trailer" for Skyward Sword. In an interview with Game Informer, Aonuma said,  "we wanted the player to feel like this is a person who's very important to me, who I need to find. We used that hint of a romance between the two to tug at the heartstrings".

Appearances

The Legend of Zelda series

Link made his debut on the Nintendo Entertainment System (NES) in The Legend of Zelda (1986) as an 8-bit 2D character within a flat environment viewed from a top-down perspective. He was depicted as a short, stubby character with brown hair wearing a green cap and tunic. During the game, he meets an old man who offers him a sword and declares "It's dangerous to go alone!". Link must rescue Princess Zelda and the kingdom of Hyrule from the evil wizard Ganon, who has stolen the Triforce of Power. He explores 128 areas of Hyrule and nine dungeons, which contain special items that help him to defeat each dungeon boss; he must defeat them all before fighting Ganon.

Link's second outing, Zelda II: The Adventure of Link (1987), depicted him as a slightly taller 2D sprite wearing a similar green outfit. In the production art, his outfit was largely the same, but he wore brown trousers and longer hair. His shield was decorated with a cross, but this was removed in the games that followed. The game switches between top-down exploration and side-scrolling action sequences. Link's combat capability evolved with the ability to stab up and down with his sword while jumping. Experience points gained by defeating enemies enable his health and attack power to be levelled up. A series of magic spells also grant him special abilities, such as extra defence. To complete the adventure, Link must defeat his doppelgänger Dark Link to awaken sleeping Zelda.

A Link to the Past (1991) recreated Link in a 16-bit colour palette for the Super Nintendo Entertainment System, with the unusual characteristic of pink hair. By contrast, the game manual depicts Link as a tall blond character. Link's sprite was designed to appear more expressive, by featuring an animated hat and a face that turns red when pulling objects. The game reverted to a top-down perspective and features items that upgrade Link's moves with extra abilities such as running and swimming. It introduced several recurring elements, including the hookshot and the Master Sword. Link's combat abilities were developed to be more complex, giving him the ability to move diagonally, swing his sword in an arc and perform a spin attack that enables multi-directional attacks. His heart containers, which featured in the first game, were broken into pieces, necessitating the player to locate them and upgrade his health in smaller increments.

The first handheld title in the series, Link's Awakening (1993) on the Game Boy, introduced Link in monochrome until the DX port brought the game to the Game Boy Color. It takes place on Koholint Island after Link is washed ashore and features a combination of mostly top-down adventuring and some side-scrolling action sequences. It was the first overhead game in which Link's move set includes the ability to jump. Link is depicted in an anime art style in the game's cutscenes. The game involves collecting eight musical instruments from eight dungeons to wake the sleeping Wind Fish.

Ocarina of Time (1998), which was released for the Nintendo 64 (N64), was the first 3D game in the Zelda series. Link was depicted with blonde hair and his horse Epona was introduced as a mode of transport. The plot's time shifts allow the player to control Link first as a child and later as a young adult. His green outfit reflects his role in the story as a Kokiri and his shield was updated to display the crest of the kingdom of Hyrule. His abilities were extensively developed to perform a variety of movements, including a swipe, stab, roll, dodge and dive. The game's Z-targeting system enables him to lock on to enemies and circle around them in combat. Through a built-in autojump function, he can also jump from a ledge. During his adventure, he is accompanied by the fairy Navi, who gives him hints about enemies and his surroundings.

Link returned on the N64 with the release of Majora's Mask (2000). Appearing again as a child, he must save the land of Termina from the evil of Majora's Mask, which has drawn the moon into a decaying orbit, threatening to crash into Termina's Clock Town in three days. Link uses the Ocarina of Time to play the Song of Time, which allows him to repeatedly travel back in time to relive the three days until he successfully prevents the disaster. During the game, Link finds various magical masks that transform him into a Goron, Deku Scrub, or Zora, which each grant him special abilities such as gliding, swimming underwater and rolling. In the final boss battle with Majora, Link is transformed into Fierce Deity Link, a dark, adult version of himself with white eyes, before finally reverting to his child form.

In Oracle of Seasons and Oracle of Ages, a pair of interconnected games released in 2001 for the Game Boy Color, Link is controlled from a top-down perspective within a flat 2D game world. The two games involve Link being sent on a mission to the foreign lands of Holodrum and Labrynna in order to stop the disruption of the seasons by the General of Darkness, Onox, and the disruption of time by the Sorceress of Shadows, Veran. Link's key tools for uncovering areas and fighting his enemies are the Rod of Seasons and his magic harp.

In 2002, Nintendo published A Link to the Past & Four Swords on the Game Boy Advance. Four Swords was an original title packaged together with the rereleased entry A Link to the Past. Diverging from the traditional single-player approach, Four Swords was based on cooperative gameplay, allowing four players to interact together by connecting four Game Boy Advance systems. In Four Swords, four Links of different colours appear, each of which is controlled by a different player. The four versions of Link must then work together to complete the game's challenges.

The Wind Waker, which was released in 2002 on the GameCube, depicted Link and the game world in a cute childlike graphical style. He appears as a preteen cartoon character with a large head and huge eyes. His facial expressions communicate a range of emotions. The game involves exploring the islands that are dotted around the map to encounter characters and uncover dungeons. Link's key tool is the titular Wind Waker, a magical baton that enables him to manipulate the breeze as he crosses the Great Sea. Nintendo artist Satoru Takizawa explained that the game's sequel was abandoned due to being set on land and Toon Link's proportions not being suitable for horseback riding.

Four Swords Adventures, which was published for the GameCube in 2004, again reinterpreted traditional Zelda gameplay with a multiplayer approach. The plot centres on Link being split into four versions of himself by the Four Sword, resulting in four Links of different colours. He must embark on a quest that involves rescuing seven princesses from an evil sorcerer. The game depicts the Links in a 16-bit top-down perspective and involves each player controlling one of the four Links to explore the game world and defeat enemies in order to complete each level.

The release of The Minish Cap in 2004 on the Game Boy Advance returned the series to a single-player format. Link appears as a child viewed from a top-down perspective and is tasked with saving his friend Princess Zelda. After a mysterious stranger arrives at a festival celebrating the coming of the Picori, he destroys the sacred Picori Blade and turns Zelda to stone. During the game, Link is accompanied by a magical talking cap named Ezlo, who helps him on his quest and teaches him to shrink to the size of the Minish.

Twilight Princess (2006) was released on the GameCube and Wii and offers a darker adventure to previous entries in the series. The game features a more detailed depiction of a teenage Link who appears ready for battle wearing chainmail beneath his tunic. In the early part of the game, he becomes trapped in the Twilight, which transforms him into a wolf. Throughout the game, he is aided by Midna, an imp-like creature, who rides on his back and helps him on his quest. The game uses a variety of animal abilities for progression, such as the ability to follow scents. Twilight Princess aimed to provide a stark contrast to the cartoonish style of The Wind Waker, presenting a game world drained of colour and a story with a more mature tone.

A direct sequel to The Wind Waker, Phantom Hourglass, was released in 2007 for the Nintendo DS. It follows Link as he embarks on a journey to save his friend Tetra. The game was designed to appeal to a wider audience, with 3D cel-shaded graphics and a light-hearted tone. It takes inspiration form the style and tone of The Wind Waker, with Toon Link displaying various humorous expressions. The game made use of the console's touchscreen functionality, which enabled the player to control Link using a stylus instead of the traditional button controls.

Following on from Phantom Hourglass, Spirit Tracks (2009) reintroduced Toon Link to the Nintendo DS. The game is a sequel to its predecessor and has a similar format but replaces sailing by boat with travelling by train. Link must explore four main map pieces, return the power of the spirit tracks using the Spirit Flute, and navigate the Spirit Tower, the main labyrinth hub, aided by the spirit of Zelda. The gameplay also incorporates the mechanic of controlling both Link and Zelda in a series of cooperative puzzles and boss battles.

Skyward Sword was released in 2011 on the Wii and made use of the Wii MotionPlus to swipe Link's sword, control a mechanical beetle, and ride his loftwing through the skies. The plot involves a romantic relationship between Link and Zelda. Beginning in Skyloft, a land floating above the clouds, Link is forced to descend to the surface after Zelda is kidnapped and then travels between the two lands wielding the Goddess Sword, a magical sword that holds a spirit named Fi, who acts as his guide. During his journey, Link imbues the Goddess Sword with three sacred flames and reforges it into the Master Sword. The game introduced Link's stamina meter for climbing surfaces and sprinting, and the ability to craft materials to make new items.

A Link Between Worlds was released in 2013 for the Nintendo 3DS and is a sequel to A Link to the Past. The plot revolves around a sorcerer named Yuga who has the ability to merge into walls and turn people into paintings. Link must foil his plan to revive Ganon. The storyline is set within the same world as A Link to the Past and was designed with a similar art style. Players are able to explore the two separate worlds of Hyrule and Lorule, which are reminiscent of the contrasting worlds of light and dark in A Link to the Past. The game introduced the ability for Link to turn into a painting, allowing him to walk along walls and switch between the two worlds.

Tri Force Heroes (2015) was the second original Zelda entry for the Nintendo 3DS and a departure from the series' tradition, with a focus on a three-player cooperative campaign. Link appears alongside two companions that can be stacked to reach high places, solve puzzles and defeat tall enemies. The storyline revolves around the theme of fashion and is set in the realm of Hytopia, where a witch has cursed Princess Styla to wear an ugly brown body suit. As a result, the Hytopian king calls for adventurers to break the curse. The gameplay departs from the usual Zelda open-world structure and involves completing dungeons and collecting materials to fashion outfits that provide specific abilities.

Breath of the Wild was released on the Nintendo Switch and Wii U in 2017 and reinvented the franchise by creating a massive open world for Link to explore. He has the ability to climb most surfaces, jump from structures and soar across the sky using a paraglider. He was designed to interact with the environment, collect materials for cooking and react to cold and heat. The complex nature of the environment also determined that his preexisting autojump functionality had to be developed into the ability to jump manually. The game introduced significant changes to his design, notably the absence of his signature green outfit. The player can instead dress Link in a variety of outfits and more emphasis is placed on using a bow as a prominent weapon.

Link appears in Tears of the Kingdom, a direct sequel to the previous game released in 2023, which is set in the same version of Hyrule. Link loses his right arm after being attacked by a substance called Gloom and is saved by the spirit Rauru who grafts his own arm onto Link. This new arm plays a major role as the source of his abilities. It was designed to distinguish him from previous iterations, as the theme of "hands" was chosen as a key recurring aspect of the game for creating items as well as cooperating with other characters. Link's abilities include the Recall ability, which rewinds an object's movement, the Fuse ability, which merges objects to create new weapons, the Ultrahand ability, which enables the construction of vehicles, and the Ascend ability, which enables Link to ascend through ceilings. In the main quest line, Link also obtains Autobuild, which gives the ability to rebuild vehicles automatically without needing to manually build with Ultrahand.

Spin-off games
In 1989, Link appeared in Zelda, which was released in the Game & Watch series of handheld electronic games. The unit features a multi-screen liquid-crystal display (LCD). The lower display renders Link fighting against dungeon monsters, while the upper display features the inventory. The gameplay is simpler than the NES game and replaces Ganon with eight dragons that kidnap Zelda. After battling through a dungeon, Link must defeat a dragon on the upper screen to receive a piece of the Triforce, before freeing Zelda with the eight recovered Triforce pieces. In the same year, The Legend of Zelda Game Watch was released, which was part of the LCD wristwatch product line licensed to and developed by Nelsonic Industries. In addition to its timekeeping function, the unit features gameplay based on the original The Legend of Zelda game but without a storyline. It features Link adventuring through eight dungeons comprising four rooms in each.

He also appears in Zelda no Densetsu: Kamigami no Triforce (Barcode Battler II), which was released by Epoch Co. in 1992 in Japan but not in North America. It was developed for the Barcode Battler II console and involves swiping cards to unlock various characters from A Link to the Past.

Link appears in Link: The Faces of Evil, Zelda: The Wand of Gamelon and Zelda's Adventure, The Legend of Zelda CD-i games published by Philips Interactive Media for its Compact Disc-Interactive (CD-i) players. While the games were licensed by Nintendo to use official Zelda characters, they were not produced or supervised by Nintendo. As well as being critically panned, none of these games are recognized by Nintendo as part of the series' official chronology. Unlike the main series, Link has the ability to speak. His personality mirrors his animated series counterpart in which he yearns for adventure and repeatedly attempts to get a kiss from Zelda.

Nintendo released a shooting video game in 2007 for the Wii titled Link's Crossbow Training. It is set within the Zelda universe and features Link as a playable character holding a crossbow. The game revisits the world of Twilight Princess and features the same landmarks and enemies. It involves the use of the Wii remote and nunchuck to create a light gun, which targets enemies with an onscreen reticule.

In the 2014 hack and slash video game Hyrule Warriors another incarnation appears as a Hyrulian soldier-in-training who helps to lead the campaign against the forces of evil. Young Link from Ocarina of Time and Majora's Mask also appears in the game as a playable character via downloadable content, while Toon Link from The Wind Waker appears as a playable character in Hyrule Warriors Legends, the Nintendo 3DS port of Warriors.

Link is also a playable character in the 2019 Nintendo Switch rhythm game Cadence of Hyrule, a crossover between Crypt of the NecroDancer and The Legend of Zelda series. Players can choose to play as either Link or Zelda and both are required at the end of the game. Link can perform a spin attack and carries a shield, while Zelda uses an ethereal block and a fireball.

In Hyrule Warriors: Age of Calamity, which acts as a prequel to Breath of the Wild and exists within the same game world, Link is accompanied by a roster of characters to fight alongside on the battlefield. The game progresses in the form of various missions that level up Link and his allies.

Other game series
Among SNES games, Link makes a cameo in Donkey Kong Country 2: Diddy's Kong Quest where he is ranked against the player next to Mario and Yoshi. Alongside Samus Aran, he makes a cameo in Super Mario RPG, where they are seen sleeping in separate beds at an inn. Link can be also be found at the start of a challenge course in F1 Race.

He is a playable character in the Super Smash Bros. series and has appeared in every title since the first Super Smash Bros. on the Nintendo 64. In 2008, Toon Link from The Wind Waker appeared in Super Smash Bros. Brawl on the Wii. He was also introduced in 2014 in Super Smash Bros. for Nintendo 3DS and Wii U. Link later returned in Super Smash Bros. Ultimate for the Nintendo Switch in various incarnations, including green tunic Link, blue tunic Link from Breath of the Wild, Toon Link and Young Link.

In the GameCube version of Namco's Soulcalibur II, Link is a guest character. Miyamoto did not see a problem with Link appearing in a violent game, as he had already been established as a fighter in the Super Smash Bros. series. As part of the styling of a Zelda-themed game mode, he is featured in the 2006 puzzle video game Tetris DS. In Scribblenauts Unlimited, many Zelda series characters are summonable in the Wii U version, including Link. He is referenced by an archer dressed in green in The Legend of Zelda: Battle Quest, a mini game in the 2012 party game Nintendo Land, which involves archery and sword fighting in a cloth style. His costume appears alongside that of Samus in Dynasty Warriors VS for the Nintendo 3DS. Link appears in Sonic Lost World as part of "The Legend of Zelda Zone", where he rides his signature Crimson Loftwing and Sonic wears his green cap and tunic. In the 2013 compilation game NES Remix, players can play remixed portions of NES games, including playing as Link in a level of Donkey Kong.

The Skyward Sword incarnation of Link was introduced as a playable character in Mario Kart 8 riding a motorcycle. In Mario Kart 8 Deluxe, his Breath of the Wild incarnation also appears. He is referenced in 2015 downloadable content for Monster Hunter 4 with armor resembling his tunic, Monster Hunter Generations DLC and also Monster Hunter Stories. Incarnations of Link from The Legend of Zelda, The Wind Waker, Twilight Princess and Tri Force Heroes also appear as "Mystery Mushroom" costumes in Super Mario Maker. In 2016, Link appeared in a 3DS game titled My Nintendo Picross - The Legend of Zelda: Twilight Princess, a picture-puzzle game made available through the My Nintendo rewards program. The Master Sword and Hylian Shield appear alongside Link's Champion's Tunic from Breath of the Wild as Amiibo-unlocked content in the Nintendo Switch version of The Elder Scrolls V: Skyrim. In 2019, Link was added as a playable character in the 2.0.0 update to Super Mario Maker 2, which features the Master Sword power-up changing the Mario characters into Link.

Television series
From 1989 to 1990, The Legend of Zelda animated series aired as a part of DIC's The Super Mario Bros. Super Show!. Thirteen episodes were produced before the cancellation of The Super Mario Bros. Super Show. Based loosely on the first game, the series presents Link as a rude, lovesick teenager. The plot revolves around him living in Hyrule Castle and being recruited to protect the Triforce of Wisdom from Ganon while accompanied by a fairy princess named Spryte. He persistently attempts to kiss Zelda and repeatedly exclaims "Well excuse me, Princess!" when tired with her attitude, a catchphrase that has since become a common gamers' in-joke. With little input from Nintendo, the writers were given the freedom to develop the series. As Link's first voice actor, Potts pictured him as a, "youthful, goofy teenage boy who acts before he thinks".

A similar version of Link and Zelda appear during the second season of Captain N: The Game Master. The storyline involves a character named Kevin being sucked into a TV and entering a game world. During three episodes, he helps Link and Zelda to stop Ganon from reviving to protect the Triforce.

Throughout 2013 and 2014, Link appeared in a series of comedic shorts titled The Legend of Zelda: The Misadventures of Link. The series made its debut on Nintendo Video, a video on demand service for the Nintendo 3DS. The series was based on The Wind Waker HD and aimed to present Link "in a new and hysterical light".

Comics and manga

Following the release of the original game, Wanpaku Comics released a manga book in Japan in September 1986 titled "The Hyrule Fantasy". It follows the basic plot of the game with some additions, including Link and Zelda communicating telepathically. Link appeared in manga-style novels published by Futabasha, including The Legend of Zelda: The Mirage Castle, which was published in Japanese in 1986. A similar book titled The Legend of Zelda: The Triforce of the Gods was released in 1992 with a storyline based on A Link to the Past. In the early 1990s, Valiant Comics published a serial comic based on The Legend of Zelda series. The comic series lasted for only five issues, with a sixth story published as part of the Nintendo Comics System. In this incarnation, Link's appearance was based on the original video game, giving him red hair, instead of his typical blonde or brown hair. The storyline reflects The Legend of Zelda animated television series, which was being aired around the same time. Link and Zelda's relationship is depicted as amorous, with Link attempting to get a kiss from Zelda and Zelda returning Link's affections. A manga adaptation of A Link to the Past was created by Ataru Cagiva in 1995 with the Japanese title Triforce of the Gods. A serial comic was created for Nintendo Power magazine by Japanese manga artist Shotaro Ishinomori. It was published in 1992 and later collected in graphic novel form in 1993. The plot is an alternate version of the storyline from A Link to the Past. Several other manga adaptations have been published by Viz Media based on the Zelda video games, including Ocarina of Time, Majora's Mask, A Link to the Past and The Minish Cap, which were illustrated by Akira Himekawa. The Japanese artist duo also wrote the long-running Twilight Princess manga, which began as a Japanese serialisation in 2016 followed by an English translation in 2017 and has been released as a series of volumes. Nintendo published Link's Hijinks, a translated web comic by Saitaro Komatsu on its Play Nintendo website. The comic had originally appeared in the Japanese manga magazine CoroCoro Comic.

Gamebooks
Nintendo published several gamebooks based on The Legend of Zelda series. As part of the Nintendo Adventure Book series, which was similar to the Choose Your Own Adventure books, two books were published in 1992 titled The Crystal Trap and The Shadow Prince. In The Crystal Trap, the storyline involves Zelda saving Link from the trap, while in The Shadow Prince, Link must save Zelda with the help of a character named Charles. In 2001, two books based on Oracle of Seasons and Oracle of Ages were published by Scholastic, which were written by Craig Wessel and feature Link in a storyline based on the video games.

Merchandise
Since 2014, various amiibo of Link have been released in a variety of incarnations. Three amiibo for the Super Smash Bros. series of Link, Toon Link and Young Link were released in 2014, 2015 and 2019. Various incarnations have been created as amiibo for the Zelda series, including Wolf Link and Midna, 8-bit Link, Ocarina of Time Link, Toon Link from The Wind Waker, incarnations from Majora's Mask, Skyward Sword, Twilight Princess and Link's Awakening, archer and rider figures from Breath of the Wild and the incarnation from Tears of the Kingdom. Guinness World Records reported that as of 1 February 2018, Link is the most prolific Nintendo character released as an amiibo. In addition to appearing on branded merchandise, his image has been reproduced in the form of figurines, plush toys and action figures.

Reception

Critical reception
Link has been widely described by critics as one of the greatest or most iconic video game characters of all time. Gabriel Aikins of Polygon noted that he is one of the most recognisable and beloved characters in the gaming industry. Complex listed him as one of the "most badass" comic book characters, and emphasised the fond memories that most gamers have of their first encounter with Link and the nostalgia that he creates within the video game community. UGO considered Link to be the top comic book character who needs their own movie: "Get Peter Jackson or Guillermo del Toro to do it, dump a ton of money into it, and we'll all die happy". Link has also proven to be a popular guest character in other video games series. In 2008, IGN chose him as the best bonus character in the Soulcalibur series, while GameDaily considered him the best Smash Bros. character. Link's acquisition of the Master Sword has been described as an "epic" series-defining moment and the sequence in Ocarina of Time was ranked as the most unforgettable moment in gaming by IGN. Matthew Byrd writing for Den of Geek said that it represents the transformative moment for both Link and the player when he finally achieves his destiny as hero. Link was chosen as the "hottest video game character" in June 2006 by Out magazine for appearing as "Nintendo's sexy farm-boy-turned-wolf" in Twilight Princess. Critics have commented on his sex appeal, including Jeffrey Parkes of Polygon who likened his Skyward Sword incarnation to a himbo and Kirsten Carey of The Mary Sue who described his official Tears of the Kingdom artwork as "a dangerous thirst trap". Brian Feldman for New York magazine highlighted that Nintendo had finally acknowledged Link's sex appeal through the dialogue of various side characters in Breath of the Wild.

The character's first incarnation was described as a "nubby fellow" by Anthony John Agnello of GamesRadar+, who commented that, although Link lacked height and expressiveness, he was impressively fast and versatile for an RPG hero. He noted that his design was upgraded to a "gloriously personable cartoon character" by the release of A Link to the Past. The cartoon rendition in the 1989 television series was widely criticised, partially due to its obnoxious characterisation of the hero, which Michael Mammano of Den of Geek described as "appalling". The child iteration in Ocarina of Time was fondly remembered by Dominic Preston writing for NME, who noted the clever touches in his character that help players to see the game through a child's eyes and motivate them to explore. Richard George and Audrey Drake of IGN commented that the game was the first to give Link more character depth and used its time shifts to illustrate his growth from youthful innocence to adulthood. Ryan Lambie of Den of Geek described Link's combat abilities in the game as "revolutionary", particularly the Z-targeting system that allowed him to lock on and face his enemies in swordplay, which was afterwards adopted throughout the games industry. According to Lotte Reinbold, writing for The Guardian, his transformations into various creatures in Majora's Mask were "shocking and profound", as the pain he experiences when putting on a mask seems to strip away at his former identity as the Hero of Time. Kate Gray for Nintendo Life highlighted Link's stoicism and altruism in the face of imminent death and opined that the game centres on his sacrifice and resulting loss of innocence and childhood.

When Miyamoto unveiled the cartoon design for Link at E3 2002 for The Wind Waker, it diverged from a more realistic young adult model previously seen battling Ganondorf at the Nintendo Space World Demo in 2000. IGN noted that the crowd did not respond with the same enthusiasm that was seen at the unveiling of Twilight Princess in 2004. Toon Link was presented at a time when the games industry was pushing for grittier heroes. Many fans responded with outrage after seeing Link depicted in a childlike cartoonish style. Aonuma commented that this response was due to gamers fearing change, as the art style was so different from previous games in the series. The reception to Toon Link later improved, leading many players to express a fondness for the character. Jose Otero of IGN commented, "Of all the incarnations of Link in the 3D era of this series, the young, cartoon iteration is the most capable fighter". In his review of The Wind Waker HD, Oli Welsh of Eurogamer said this was his favourite Link, describing him and the game as "energetic, spirited and soulful".

David Meikleham of GamesRadar+ noted that following the controversy around Toon Link, Nintendo had played it safe by unveiling the most graphically realistic version of Link created for Twilight Princess and that this incarnation was warmly received by fans who wanted to see a handsome elfin hero. When a preview trailer depicting Link in the realistic art style was unveiled at E3 2004, the audience reacted with frenzied applause. Griffin McElfroy of Polygon felt that Link's transition into Wolf Link did not provide satisfying combat when compared to the mastery of his sword manoeuvres. Oli Welsh thought that Link's inseparable relationship with Zelda in Spirit Tracks was "adorable" and "heartwarming", as it changed the convention of Link being a lone hero. The relationship between Link and Zelda in Skyward Sword was praised by Susan Arendt of The Escapist for moving away from the traditional narrative of a prophecied hero to a more personal concern of saving his childhood friend. In his review of Skyward Sword HD, Josh West of GamesRadar+ felt that Link looks "a little ridiculous" holding up his sword as he traverses the game environment resulting from Nintendo's decision to centre the game around motion controls, but considered it a small price for the precision of the gameplay. In an IGN review of A Link Between Worlds, Keza Macdonald opined that the game world had less personality than others in the series due to Link being reduced to a blank character, but commented that the nostalgia for A Link to the Past was "emotionally potent".

In 2016, GameSpot and Kotaku consulted Aonuma about him producing a Zelda game led by a female Link, to which he responded that Nintendo had decided that it was simpler to have Princess Zelda as the main character, but this was abandoned because, "what is Link going to do?". Jacob Krastenakes of The Verge, opined that the characters could be switched and "he could simply be the other character, who is off doing their own thing". Ben Kuchera of Polygon noted that although Nintendo "can bend the lore and mythology to justify every other goofy idea" they draw the line at a female version of the character. Sara Gitkos for iMore questioned Link's role as the protagonist, noting that the titular character of the series had been sidelined. She commented that Zelda served as Link's prize, although in recent games she is more of a partner, but conceded that this would be difficult to change because Link "doesn't have any character to speak of, but rather is the place holder for us, and we become him".

Link's abilities in Breath of the Wild were lauded, with Matthew Castle of GamesRadar+ calling his flexibility, particularly when climbing cliffs, a "revelation" compared to other game heroes. In his Nintendo Life review of the game, Thomas Whitehead praised his athleticism, particularly the ability to dash, climb and glide, for being essential components for problem solving. Matt Kamen of Wired felt that his vulnerability, caused by starting the game in rags and collecting highly degradable weapons, impacts the gameplay by making the player more cautious. Anticipation was high leading up to the release of Tears of the Kingdom, partially driven by speculation over Link's glowing right arm, which featured prominently in the trailers. This led to various theories about its role and implications in the story. Isaiah Colbert of Kotaku noted the similarities of this scenario to Prince Ashitaka whose right arm is cursed in the 1997 Japanese animated film Princess Mononoke. Link's new abilities granted by his arm were praised by critics. Steve Watts of GameSpot commented that his abilities are the engine driving the game and are a "beautifully implemented evolution" providing opportunities for inventiveness and creativity. Ash Parrish of The Verge said that his combined powers "create infinite possibilities" but noted that he is "tasked with the same old quest: find Zelda".

Analysis
Jonathan Homes, writing for Destructoid, questioned whether Link should be viewed as an individual or a blank slate avatar. He said that Nintendo had successfully created Link as both a specific character and an abstract concept, illustrated by the player choosing the character's name at the start of various games. Describing Link as a "non-character  only purpose is to act as doorway for the player into the game world", he opined that through the reincarnation myth and use of multiple timelines, Nintendo had successfully shaped Link into a series of individuals. Den of Geeks Aaron Greenbaum asserted that even though Link does not have voice lines, he is a different character in every incarnation and each game makes it clear that he communicates: "This paradoxical characterization helps players insert themselves into Link's shoes but also gives him a personality, despite not being designed with one". Ryan Lambie of Den of Geek praised him as "the videogame equivalent of Tintin" because he is, "the archetypal young hero, embodying all the optimism, generosity and spirit of adventure a broad fantasy action game requires". He also praised Link as "the ultimate videogame underdog" and "an ordinary yet brave little guy who wants to save the world, in spite of insurmountable odds". Riley McAtee writing for The Ringer opined that the spirit of Link is the combination of courage as a defining characteristic and the absence of dialogue, which help to immerse players in the game, making him "the quintessential video game hero". Nick Thorpe of GamesRadar+ considered that the success of Link's character as an archetypal hero is that players identify and grow with him during each game and that his accomplishments are a "shared victory" where the player can achieve great feats that could never be accomplished in reality.

Influence and legacy

As the mascot of The Legend of Zelda series, Link has become a widely recognisable character in pop culture. Damien McFerran of Nintendo Life remarked that the enigmatic nature of his character leaves him open to interpretation and makes him "one of the most drawn and imitated video game icons". In 2001, readers of the Guinness World Records Gamer's Edition voted Link as the second best video game character of all time, behind Mario. Since the release of Super Smash Bros. Ultimate in December 2018, he holds the Guinness World Record as the most ubiquitous action-adventure video game character, having appeared in 40 unique video games, not including rereleases and HD remasters. On 26 October 2018, Guinness World Records named Link as the most critically acclaimed videogame playable character, as he has appeared in six unique entries in GameRankings.com's list of the top 100 all-time best reviewed videogames, with Nintendo's Super Mario and Konami's Solid Snake being his closest competitors.

Critics widely consider Link's adventures to be influential on the video game industry. The original The Legend of Zelda video game influenced the evolution of the action role-playing video game genre, being an early example of open world design and nonlinear gameplay. The series has inspired numerous other game titles to adopt a similar action-adventure gameplay and open world exploration, with these games being commonly referred to as "Zelda clones". In 2005, Link was awarded a star on the Walk of Game along with his creator, Shigeru Miyamoto, noting that "the series has produced the most popular role-playing game titles in history". In 2011, Empire said that "Link has grown into one of the world's most celebrated console heroes, and helped establish RPGs as an international gaming standard". In 2017, Time named Link as one of the most influential video game characters of all time commenting: "Link embodies the selfless hero on a transformative journey, a storytelling trope we've seen in countless titles from Mass Effects Commander Shepard to Halos Master Chief".

See also
 Characters of The Legend of Zelda

Notes

References

External links

 Link on Play.Nintendo.com

Action game characters
Video game characters introduced in 1986
Fictional archers
Fictional child soldiers
Cryonically preserved characters in video games
Fictional dragonslayers
Fictional humanoids
Male characters in video games
Musician characters in video games
Nintendo protagonists
Orphan characters in video games
Silent protagonists
Teenage characters in video games
Time travelers
Super Smash Bros. fighters
The Legend of Zelda characters
Video game mascots
Video game characters who use magic
Fictional swordfighters in video games
Fictional knights in video games
Role-playing video game characters
Animated television characters
Male characters in anime and manga

Link (The Legend of Zelda)


ගුප්ත කේතකරණයේ (cryptography) එන ඉතාම ප්‍රසිද්ධ හා පහසුම ක්‍රමයක් ලෙස සීසර් කේතාංකය හෙවත් සීසර්ගේ කේතාංකය හැඳින්විය හැක . මෙහිදි හුදු පෙළෙ ඇති සෑම අකුරක්ම නියත අකුරු ගණනකට පසුව හෝඩියෙ ඇති වෙනත් අකුරකින් ප්‍රතිස්ථාපනය කරනු ලැබේ. උදාහරණයක් ලෙස, ප්‍රතිස්ථාපනය ඉදිරියේ ඇති  තුන්වන අකුර මගින් නම් සිදුවන්නේ A අකුර Dමගින් ද B අකුර E මගින් ද ප්‍රතිස්ථාපනය වේ. ජුලියස් සීසර්, ඔහුගේ සේනාධිපතිවරු සමඟ සන්නිවේදනය කිරීම සඳහා මෙම ක්‍රමය යොදා ගෙන ඇති නිසා එම නමින් හඳුන්වනු ලැබේ.

සීසර්-කේතාංකයේ භාවිතා වන ක්‍රමය ඉතාම පහසුවෙන් බිඳ දැමිය හැකි නිසා, වර්තමානයේ මෙමගින් ලබාදෙන සන්නිවේදන සුරක්ෂිත බාවය ඉතා අල්පය.  නමුත් මෙහි ඇති පියවර විජනර-කේතාංකය වැනි වෙනත් සංකීර්ණ ක්‍රමවල අන්තර්ගතකර ඇත. වර්තමානයේ ROT13 පද්ධතියේ ඇතුලත් කර තිබේ.

උදාහරණ

අක්ෂර මාලාවන් දෙකක් පෙළට ගන්නවා අකුරු පරිවර්තනය වන ආකාරය පැහැදිලි කිරිය හැක. සාමාන්‍ය අක්ෂර මාලාව නියමිත ස්ථාන ගණනකින් වම් හෝ දකුණු පසට ඇති අකුරක් ප්‍රතිස්ථාපනය කිරීමෙන් කේතාංක අක්ෂර මාලාව සාදා ගත හැක.

 සරල පාඨය:	ABCDEFGHIJKLMNOPQRSTUVWXYZ
 කේතනය:DEFGHIJKLMNOPQRSTUVWXYZABC

සාමාන්‍ය අකුරු පෙළේ ඇති සෑම අකුරක්ම අදාළ අක්ෂරය මගින් ප්‍රතිස්ථාපනය කිරීමෙන් කේතාංක පෙළ සෑදිය හැක. කේතාංකය කියවා තේරුම් ගැනීම මෙහි විරුද්ධ ක්‍රියාවයි.

 කේතාංක අක්ෂර පෙළ:	WKH TXLFN EURZQ IRA MXPSV RYHU WKH ODCB GRJ
 සරල අක්ෂර පෙළ:the quick brown fox jumps over the lazy dog

මාපාංක ගණිතය භාවිතයෙන් ද කේතාංකනය කිරිය හැක. පළමුව අක්ෂර, ඉලක්කම් මගින් ප්‍රතිස්ථාපනය වේ (A = 0, B = 1, ..., Z = 25).   x අක්ෂරය n මගින් ප්‍රතිස්ථාපනය වී කේතාංකනය වන අයුරු පහත පෙන්වා ඇත.

ප්‍රතිකේතනය වන අයුරු,

(ඉහත පිළිතුර 0...25 යන පරාසය තුළ පිහිටයි. x+n හෝ x-n එම පරාසයේ නොපවතී නම් එයට 26 ක් එකතු හෝ අඩු කිරිය යුතුයි. මෙම මාපාංකය සෙවීම සඳහා විවිධ අර්ථ දැක්වීම් ඇත.)

ඉහත දැක්වූ ප්‍රතිස්ථාපන ක්‍රමය සම්පූර්ණ පණිවුඩය පුරාම එලෙසම පවතී. එම නිසා සීසර් කේතාංකනය ඒකීය අක්ෂර මාලා ආදේෂනය ලෙස හඳුන්වයි. බහු අක්ෂර මාලා ආදේෂනය මෙහි විරුද්ධ ක්‍රියාපටිපාටිය වේ.

ඉතිහාසය සහ භාවිතය

සීසර් කේතාංකය යන නාමය ලැබී ඇත්තේ ජුලියස් සීසර්ට ගෞරවයක් වශයෙනි. ඔහු විසින් මෙය ප්‍රතිස්ථාපනය ස්ථාන තුනක් මගින් සිදුකර යුධ හමුදා බට පිරිස් වලට පණිවුඩ යැවීම සඳහා භාවිතා කරන ලදි. ප්‍රථම වාර්තාගත කේතාංක ක්‍රමය මෙය වූවත් මීට පෙර ද වෙනත් ආදේශන කේතාංක ක්‍රම භාවිතා කර ඇත.

ඔහුගේ බෑනා ඕගස්ටස්ද මෙම ක්‍රමය දකුණු පැත්තට එක් ප්‍රතිස්ථාපනයක් යොදගෙන භාවිතා කර ඇත (අක්ෂර මාලාවේ ආරම්භයට නොපැමිණේ ). කේතාංකනය කිරීමේදී A වෙනුවට B, B වෙනුවට C ලෙසටද X වෙනුවට AA ද යොදා ගැනේ.

එම දිනවල සීසර් කේතාංකය කොතරම් දුරට බලවත්ව තිබුනාදැයි පැවසීමට අපහසු වූවත් සීසර්ගේ බොහෝ එදිරිකාරයන් අකුරු නොදත් අය නිසත්, සමහරුන් එම පණිවුඩය වෙනත් නුපුරුදු බසකින් ලියා ඇති බවට අනුමාන කළ නිසත්  සෑහෙන දුරට සුරක්ෂිතව තිබූ බවට සිතිය හැක. කිසිම වාර්තාවක මෙම සරල ප්‍රතිස්ථාපන කේතාංකන ක්‍රමයට විසඳුමක් සඳහන් නොවේ. දැනට හමු වී ඇති පුරාණතම වාර්තාව වන්නේ නව වන සිවසේ අල්-කින්ඩි නම් අරාබි ජාතිකකු විසින් සංඛ්‍යාත විශ්ලේෂණය සොයා ගැනීමේදී ඉදිරිපත් කර වාර්තාවයි.

මෙසූසාහි පිටුපස, දේවතාවන්ගේ නම් කේතාංකනය කිරීම සඳහා එක් ප්‍රතිස්ථාපනයක් සහිත සීසර් කේතාංකය භාවිතා කර ඇත. ජූස් පුද්ගලයින්ට මෙසූසා තබා ගැනීමට අවසර නොතිබූ කාලයේ සිට පැවත ආ දෙයක් ලෙසට මෙය සැලකිය හැක.

19 වන සියවසේ සරල කේතාංක ක්‍රම ආශ්‍රයෙන් පණිවුඩ හුවමාරු කිරීම සඳහා පුවත්පත් වල පුද්ගලික දැන්වීම් කොටස යොදා ගෙන ඇත. කාන් (1967) ද ටයිම්ස්  සඟරාවේ පෙම්වතුන් සන්නිවේදනය කරනවිට මෙම කේතාංක ක්‍රමය යොදාගන්නා බවට නිදර්ශන දක්වා ඇත. 1915 කාල වකවානුවේදී රුසියානු යුධබටයින්ට පුහුණු කිරීමට අපහසු ඉතා සංකීර්ණ කේතාංක ක්‍රම සඳහා විකල්පයක් ලෙසට යොදා ගෙන තිබේ. ජර්මානු හා ඔස්ට්‍රේලියානු වන්ට මෙය කියවා තේරුම් ගැනීම අසීරු කටයුත්තක් විය.

වර්තමානයේ කුඩා ළමුන්ගේ කෙළිබඩු වල රහස් විකේතන වළලුවල සීසර් කේතාංකය දැක ගැනීමට පුළුවන. ROT13 ඇල්ගොරිදමේ ( වචන කියවා තේරුම් ගැනීමට නොහැකිවන ආකාරයට පත් කිරීම. බොහෝ විට Usenet වල භාවිතා වේ. බරපතළ ලෙස කේතාංක ක්‍රමයක් මෙන් යොදා නොගනී. ) ප්‍රතිස්ථාපන 13කින් සිදුවන සීසර් කේතාංකය යොදාගෙන තිබේ.

සීසර් ක්‍රමයම විවිධ අකුරු සඳහා විවිධ ප්‍රතිස්ථාපන අගයන් යෙදූ විට විජනර කේතාංකය ලෙස හඳුන්වයි. එම අගය පුනරාවර්තන මූලික පදය මගින් සොයා ගනී. අහඹු ලෙස තෝරා ගන්නා එම වචනය නැවත භාවිතයට නොගැනේ. එමෙන්ම එය මුල් පණිවුඩය තරම්ම විශාල එකක් වූ විට කිසිවෙකුට සොයා ගැනීමට ද බිඳ දැමීමට ද නොහැකි වේ. ප්‍රායෝගිකව අවශ්‍ය කොන්දේසි සම්පූර්ණ කිරීමට නොහැකි තරම් අපහසුය. පණිවුඩයට වඩා කුඩා මූලික පදයක් ගත් විට එහි චක්‍රීය රටාව දියුණු සංඛ්‍යාත විශ්ලේෂණය මගින් සොයා ගත හැකි වේ.

2006 අප්‍රේල් මාසයේ මාෆියා නායක ' බර්නාඩෝ ප්‍රොවෙන්සානො ' අල්ලා ගැනීමට හැකි වූයේ ඔහුගේ සීසර් කේතාංකය මගින් ලියා තිබූ පණිවුඩ බිඳ දැමීමට හැකි වූ නිසයි ( A වෙනුවට 4, B වෙනුවට 5 ආකාරයෙන් ).

2011 වසරේදී රජීබ් කරීම් එක්සත් රාජ්‍ය්යෙදී ත්‍රස්තවාද අපරාධ සඳහා වරදකරු බවට පත් විය. වරද වූයේ බංගලාදේශයේ ඉස්ලාමික ක්‍රියාකාරීන් පිරිසක් සමඟ බ්‍රිතාන්‍ය්ය ගුවන් තොටුපළ පුපුරා විනාශ කිරීමට හා එහි තොරතුරු තාක්ෂණ ජාලය කඩාකප්පල් කිරීමට සාකච්ඡා කිරීමය. ඔවුන්ට මීට වඩා දියුණු කේතාංක ක්‍රම භාවිතා කළ හැකි වූවත් ඒවායේ ආරක්ෂාව අඩුයි සිතා ඔවුන් ඔවුන්ගේ ක්‍රමයම යොදා ගෙන ඇත.

කේතාංකය බිඳදැමීම

කේතාංක පෙළ පමණක් ඇති අවස්ථාවේ වූවත්, මෙම සීසර් කේතාංකය බිඳ දැමීම පහසු වේ. මෙය ආකාර දෙකකින් විය හැක:
 හරියාකාරයෙන්ම සීසර් රීතිය යොදා ඇති බව නොදැන, නමුත් කිසියම් ආකරයේ සරල ප්‍රතිස්ථාපන කේතාංක ක්‍රමයක් යොදා ඇති බව දැන හෝ අනුමාන කර පද්ධතියට පහර දීම.
 සීසර් කේතාංකය භාවිතා කර ඇති බව දන්නා වූවත් එහි ප්‍රතිස්ථාපන අගය නොදැන පත්ධතියට පහර දීම.

පළමු අවස්ථාවේදී, සංඛ්‍යාත විශ්ලේෂණය හෝ රටා වචන වැනි ප්‍රතිස්ථාපන කේතාංකයක යොදා ගන්නා සාමාන්‍ය සරල ක්‍රමයක් භාවිතයෙන් බිඳ දැමිය හැක. බොහෝ විට පහර දෙන්නා විසින් මෙහි ඇති සවිධිතාව බව ඉක්මණින් හඳුනා ගෙන, එහි සීසර් කේතාංකය යොදා ඇති බවට අනුමාන කරයි.

දෙවන අවස්ථාවේදී බිඳ දැමීම ඉහත අවස්ථාවට වඩා පහසු වේ. බෘට් ෆෝස් පහර දීමක් මගින් විය හැකි සීමා සහිත ප්‍රතිස්ථාපන අවස්ථා(ඉංග්‍රිසි හෝඩියේ 26 යි ) හඳුනා ගත හැක. විය හැකි අවස්ථා සියල්ලටම කේතාංකයේ කුඩා කොටසක් වගු ගත කිරීමෙන් ද මෙය කළ හැක. එම ක්‍රමය සාමාන්‍ය කොටස සම්පූර්ණ කිරීම ලෙස හැඳින්වේ. මෙහි දක්වා ඇති කේතාංක පෙළේ කොටසේ "EXXEGOEXSRGI"; සාමාන්‍ය අක්ෂර පෙළ (ක්ෂණිකව ප්‍රතිස්ථාපන හතරක් මගින්) හඳුනාගත හැකි වේ. කේතාංක පෙළේ සෑම අකුරක් යටින්, එම අකුරින් පටන් ගන්නා ලෙසට මුළු අක්ෂර මාලාවම ආපසු අතට ලිවීමෙන් ද මෙය සිදු කර ගත හැකි වේ. පෙර කියූ පරිදි අක්ෂර මාලාව ආපසු අතට ලියූ තීරු භාවිතාකර මෙම ක්‍රමය ඉක්මන් කර ගත හැකි වේ. කේතාංකයේ පිළිවෙලට එම තීරු තැබූ විට, පණිවුඩය වෙනත් පෙළක දැකගත හැකි වේ.

අක්ෂරවල සංඛ්‍යාත ව්‍යාප්තිය ගැලපීම තවත් බ්රෘට් ෆෝස් ප්‍රවේශයක් ලෙස හඳුනා ගත හැක. සාමාන්‍ය පුද්ගලයෙකුට ඉතා පහසුවෙන් කේතාංකයේ අක්ෂරවල සංඛ්‍යාත වගුගත කිරීමෙන් සහ සාමාන්‍ය අක්ෂර පෙළේ එම අකුරුවල අපේක්ෂිත ව්‍යාප්තිය දන්නේ නම් වගුවේ සුවිශේෂ ලක්ෂණවල වෙනස් වීම් අධ්‍යයනයෙන් ද ප්‍රතිස්ථාපන අගය සොයාගත හැකි වේ. මෙය සංඛ්‍යාත විශ්ලේෂණය ලෙස හැඳින්වේ. උදාහරණයක් ලෙස ඉංග්‍රීසි භාෂාවේ E, T (ඉතා බහුල ) සහ Q, Z(ඉතා අඩුවෙන්ම ) ව්‍යාප්තිය එකිනෙකට වෙනස් වේ. කොතරම් දුරට අපෙක්ෂිත ව්‍යාප්තිය සහ සැබෑ ව්‍යාප්තිය ගැලපෙනවා දැයි සෙවීමෙන් පරිඝනකයකට වූවද මෙය සිදුකර හැක.උදාහරණයක් ලෙස 'කයි වර්ග ව්‍යාප්තියක්' මේ සඳහා යොදාගත හැක.

ස්වභාවික භාෂාවේ හුදු පෙළේ විය හැකි සෑම අවස්ථාවකටම වාගේ ඇත්තේ පිළිගත හැකි එක විකේතන ක්‍රමයයි. නමුත් අතිශයින් කුඩා හුදු පෙළ සඳහා ක්‍රම බොහෝ ගණනක් ඇත. උදාහරණයක් වශයෙන් MPQY කේතාංක පෙළ "aden" හෝ "know"(සාමාන්‍ය අක්ෂර පෙළ ඉංග්‍රීසි ලෙස උපකල්පනය කිරීමෙන් ) ලෙසටද "ALIIP" "dolls" හෝ "wheel" ලෙසටද "AFCCP" "jolly" හෝ "cheer" ලෙසටද පැහැදිලිව තේරුම්ගත හැකිවේ.

විවිධ කේතාංක හෝ විකේතන ක්‍රම භාවිතායෙන් අමතර ආරක්ෂාවක් සැලසිය නොහැකි වේ. එයට හේතුවනම් ප්‍රතිස්ථාපනය A අගයකින් ඉන්පසුව B අගයකින් ලැබෙන පිළිතුර A + B ප්‍රතිස්ථාපනයට සමාන වීමය. කේතාංකය විවිධ අගයන් මගින් ලබාගත් විට එම අගයන් සමූහව කණ්ඩායම් සාදයි.

සටහන

ග්‍රන්ථ නාමාවලිය
 David Kahn, The Codebreakers — The Story of Secret Writing, 1967. ISBN 0-684-83130-9.
 F.L. Bauer, Decrypted Secrets, 2nd edition, 2000, Springer. ISBN 3-540-66871-3.
  Chris Savarese and Brian Hart, The Caesar Cipher, 1999

බාහිර සම්බන්ධක

 The Caesar Shift  discussed on The Beginner's Guide to Cryptography
 A simple approach to crack a Caesar cipher

Julius Caesar
Classical ciphers
Group theory
ගණිතය

සීසර් කේතාංකය


An Digitaria setigera in uska species han Liliopsida nga ginhulagway ni Albrecht Wilhelm Roth. An Digitaria setigera in nahilalakip ha genus nga Digitaria, ngan familia nga Poaceae. Nag-uusahan nga subspecies: D. s. calliblepharata.

Mga kasarigan

Mga sumpay ha gawas

Digitaria (Poaceae)

Digitaria setigera


بنك الخليج هو مصرف كويتي أنشئ عام 1960 يتركز نشاطه في مجالات الخدمات المصرفية الفردية، والخدمات المصرفية للشركات، وخدمات الخزينة، والخدمات المصرفية الدولية. يترأس جاسم مصطفى بودي مجلس إدارة البنك، بينما يشغل علي مراد بهبهاني منصب نائب الرئيس. أما على الصعيد التنفيذي، يشغل أنطوان ضاهر منصب الرئيس التنفيذي.

التاريخ

مشكلة المشتقات المالية عام 2008
تعرض بنك الخليج لأزمة مالية إثر خسائر في تعامله بالمشتقات المالية لحساب بعض العملاء، فقام البنك في 23 أكتوبر 2008 بإعلام بنك الكويت المركزي بهذه الخسارة التي تقدر ب359,5 مليون دينار كويتي. فقام البنك المركزي في 26 أكتوبر بتعيين مراقب مؤقت على بنك الخليج لمراقبة نشاط البنك والإطمئنان على سير العمل، كما قام البنك المركزي بضمان ودائع عملاء البنك داخل الكويت وخارجها. وتم في نفس اليوم وقف تداول سهم بنك الخليج في سوق الكويت للأوراق المالية. وإثر هذه الأزمة قدم رئيس مجلس إدارة البنك بسام الغانم استقالته وتم انتخاب أخيه قتيبة يوسف الغانم ليحل محله على أن يتم انتخاب مجلس إدارة جديد في 11 أبريل 2009. ولتغطية الخسائر وافق الجمعية العمومية للبنك وبنك الكويت المركزي في 2 ديسمبر 2008 زيادة رأس مال البنك بنسبة 100٪ بحيث تكون قيمة السهم 100 فلس و 200 فلس علاوة إصدار على أن تكون الأولوية للمساهمين في البنك. وبلغت نسبة الزيادة 376 مليون دينار كويتي، 68% منها لمساهمي البنك و 16% للهيئة العامة للإستثمار. وتم إعادة تداول سهم بنك الخليج بعد ثلاث أيام من انتخاب مجلس إدارة جديد واعتماد التقارير المالية في 11 أبريل 2009.

إنجازاته
 «أفضل بنك للخدمات المصرفية الفردية في الشرق الأوسط» للعام الرابع على التوالي من مجلة بانكر ميدل ايست.
 فاز بالمركز الأول في مجال إحلال وتوطين الوظائف على مستوى دول مجلس التعاون الخليجي.
 حصل على «جائزة التميز» الشهيرة المقدمة من مجلس وزراء العمل بدول المجلس لأربع سنوات بالتوالي.

الطاقم الإداري

مجلس الإدارة
 رئيس مجلس الإدارة: جاسم مصطفى بودي
 نائب رئيس مجلس الإدارة: علي مراد يوسـف بهبهاني
 أعضاء مجلس الإدارة:
 بدر ناصر محمد الخرافي
 عمر حمد يوسف العيسى
 ساير بدر الساير
 فواز محمد العوضي
الإدارة التنفيذية
 الرئيس التنفيذي: أنطوان ضاهر
 رئيس المدراء الماليين: كيفن سميث
 رئيس مدراء المخاطر: راغوناندان س. مينون
 مدير عام الخدمات المصرفية للشركات: أحمد خالد الدويسان
 مدير عام الخدمات المصرفية الشخصية: فيكرام إيسار
 مدير عام الخزينة: سامي محفوظ
 مدير عام إدارة الخدمات المساندة للعملاء: منى منصور
 مدير عام الشؤون القانونية والمستشار العام: نبيل عبد الملك
 مدير عام الموارد البشرية: سلمى الحجّاج
 مدير عام التدقيق الداخلي ورئيس المدققين الداخليين:حسام مصطفى
 مدير عام الشؤون المؤسسية:ضاري البدر

انظر أيضًا
 قائمة البنوك في الكويت
 البنوك في الكويت

وصلات خارجية
 موقع بنك الخليج الإلكتروني

المراجع

بنوك الكويت
بنوك أسست في 1960
تأسيسات سنة 1960 في الكويت
شركات كويتية أسست في 1960
شركات مقرها في مدينة الكويت

بنك الخليج


Küçükkeşlik, Çorum ilinin Alaca ilçesine bağlı bir köydür.

Tarihçe
Köyün adı, 1925 yılı kayıtlarında Keşlik olarak geçmektedir.

Coğrafya
Köy, Çorum il merkezine 50 km, Alaca ilçe merkezine 25 km uzaklıktadır.

Nüfus

Kaynakça

Dış bağlantılar

Alaca belde ve köyleri

Küçükkeşlik, Alaca


Caminos del Arte Rupestre Prehistórico (CARP) es una asociación transnacional sin ánimo de lucro que tiene por objeto la promoción y difusión de los enclaves de pinturas rupestres visitable que componen el Itinerario de Arte Rupestre de las regiones del sudoeste de Europa adheridas a la entidad (Ariège–Midi-Pyrénnées-, Aragón, Cantabria, Asturias, Ciudad Rodrigo –Castilla y León-, Castilla-La Mancha, Comunitat Valenciana, Andalucía y La Rioja) y en determinados puntos de Italia, Irlanda, Suecia y Noruega.

Con ese objetivo desde 2005 organiza la exposición itinerante "Primeros Pobladores y Arte Rupestre del Sudoeste de Europa".

En mayo de 2011 ha recibido del Consejo de Europa el distintivo de «Itinerario Cultural».

Entre los alrededor de cien sitios que adhieren a la organización se encuentran la Gruta Escoural (Portugal), la Cueva de Chufín (valle del río Nansa), la Cueva de Covalanas y la de Cullalvera (monte Pando), la Cueva de El Pendo (valle de Camargo), la Cueva de Hornos de la Peña, la Cueva de Las Monedas, la Cueva El Castillo (río Pas), la Estación Rupestre de Siega Verde (Castilla y León), el Museo de Altamira, Parque Arqueológico de Arte Rupestre Campo Lameiro, el Parque Arqueológico Valle del Coa, las Cuevas de los Cien Pilares (Arnedo, La Rioja) etc.

Referencias

Bibliografía
 Caminos de Arte Rupestre Prehistórico: Guía para conocer y visitar el arte rupestre del sudoeste de Europa (2009), Ministerio de Cultura, Madrid, ISBN 9788481813883

Rupestre
Rupestre

Caminos del Arte Rupestre Prehistórico


Cuba, mens vi venter er en dansk dokumentarfilm fra 1997, der er instrueret af Jesper Erik Petersen og Daniel Erik Petersen.

Handling
Efter kommunismens og Sovjets sammenbrud i begyndelsen af 90'erne, stoppede næsten al støtte til Cuba. Fidel Castros regering var tvunget til at indgå handelsaftaler med de tidligere samarbejdspartnere på almindelige markedsvilkår og deklarerede national undtagelsestilstand - "el periodo especial" - i fredstid og forsøgte dermed få tilstanden til at fremstå i det bedst mulige revolutionære lys.

Referencer

Eksterne henvisninger

Danske film fra 1997

Mens vi venter
Dokumentarfilm fra Danmark

Cuba, mens vi venter


වසර 134 (CXXXIV) යනු,  ජූලියානු දින දසුන ප්‍රකාර   බ්‍රහස්පතින්දා දිනයකින් ඇරඹෙන සාමාන්‍ය අවුරුද්දකි  (බැඳිය විසින් මුළු දින දසුන දක්වනු ඇත). එකල එය හැඳින්වුනේ, එර්සස්ගේ සහ වාරස්ගේ රාජ්‍යතාන්ත්‍රික  ධූර වර්ෂය (හෝ, එතරම් ප්‍රචලිත නොවන අයුරින්,  අබ් ඌර්බෙ කෝන්ඩිටා  887 වසර) ලෙසිනි.  මෙම වසර සඳහා 134 යන නාමය භාවිත වීම ඇරඹුනේ මුල් මධ්‍යතන යුගයේදී, වසර නම් කිරීම සඳහා යුරෝපයේ ප්‍රචලිත භාවයට පත් ක්‍රමය ලෙසින් ක්‍රිස්තු වර්ෂ දින දසුන් යුගය ඇරඹීම හා සමගය.

ග්‍රෙගරි දිනදසුනේ අවුරුදු

134


Institut for Biomedicin, Aarhus Universitet beskæftiger sig med forskning, uddannelse og myndighedsbetjening og har til huse i Universitetsparken i Aarhus.

På instituttet forskes der i menneskets biologi og sygdomme. Biomedicin bygger bro mellem naturvidenskab og klinisk medicin, og resultaterne udnyttes til forbedret diagnostik, rådgivning og patientbehandling. Forskningen er inddelt i områderne: infektion og inflammation, membraner, neurovidenskab og personlig medicin. Derudover leder eller deltager forskere fra instituttet i en lang række forskningsgrupper og -centre.

Institut for Biomedicin på Aarhus Universitet har det overordnede ansvar for den medicinske bacheloruddannelse og bidrager endvidere til en række andre uddannelser. Derudover rådgiver forskere fra instituttet myndighederne omkring lægemidler.

Institut for Biomedicin, Aarhus Universitet blev dannet i 2011, da de seks institutter Anatomisk Institut, Institut for Medicinsk Biokemi, Institut for Fysiologi og Biofysik, Institut for Human Genetik, Institut for Medicinsk Mikrobiologi og Immunologi samt Institut for Farmakologi fusionerede.

Instituttet ledes af Thomas G. Jensen og er en del af fakultetet Health.

Eksterne kilder/henvisninger

 Instituttets websted

Etableret i 2011
Institutter ved Aarhus Universitet

Institut for Biomedicin Aarhus Universitet


La línea N8 (Nocturna 8) del Transporte Urbano Comarcal de Pamplona cubre la ruta entre la Cuesta de Labrit y la localidad de Mutilva.

En su trayecto discurre por los barrios pamploneses del Segundo Ensanche, la Milagrosa y las localidades de Mutilva Alta y Mutilva Baja respectivamente, realizándose también el mismo servicio en sentido inverso.

Tiene servicio todas las noches aunque su horario es más amplio los sábados y vísperas de festivos donde se cubre casi toda la franja horaria donde no hay servicio diurno y los viernes en que el servicio finaliza a las 4:00h. La línea dispone de servicios para personas con discapacidad.

Esta línea opera con su denominación desde la implantación de la Red del Transporte Urbano Comarcal el 26 de julio de 1999.

Paradas

Véase también
 Transporte Urbano Comarcal de Pamplona
 Mancomunidad de la Comarca de Pamplona

Referencias

Enlaces externos
 Mancomunidad de la Comarca de Pamplona - TUC

Transporte Urbano Comarcal de Pamplona

Línea N8 (TUC Pamplona)


O McEwan Hall é o salão de graduação da Universidade de Edimburgo, em Edimburgo, capital da Escócia. Foi apresentado à Universidade em 1897 por William McEwan, fabricador de cervejas e político, a um custo de £115.000.  Sir Robert Rowand Anderson foi o arquiteto. O McEwan Hall é um edifício listado pelo governo escocês e classificado como categoria A.

O projeto foi iniciado em 1876 e foi majoritariamente realizado por George Mackie Watson enquanto trabalhava nos escritórios de Robert Rowand Anderson (com o plano diretor sendo do próprio Rowand Anderson).  Foi construído com pedra de Prudham Quarry, Hexham em Northumberland.

O exterior do salão em forma de D foi finalizado em 1894. O interior, concluído em 1897, foi construído em estilo renascentista italiano e apresenta decorações nas paredes feitas à mão por William Mainwaring Palin.  A peça central de arte é uma grande obra pintada conhecida como "O Templo da Fama", representando um grande número de filósofos e estudantes. O órgão do McEwan Hall foi construído em 1897 por Robert Hope-Jones e foi reconstruído e modificado em várias ocasiões posteriormente.

Outra característica marcante do McEwan Hall é seu grande domo. No interior do domo está uma inscrição bíblica: O conselho da sabedoria é: procure obter sabedoria; use tudo que você possui para adquirir entendimento. (Provérbios 4:7).

Em 2015, o Hall e a Bristo Square foram fechados para reforma e reabertos a tempo para as graduações de julho de 2017, a um custo projetado de £35 milhões. Novos sistemas de aquecimento, ventilação e iluminação foram integrados ao interior original e novas salas de seminários criadas na cave e por baixo da Bristo Square. Um dos principais objetivos do projeto era fornecer acesso fácil a todas as áreas, incluindo a galeria do segundo andar. O McEwan Hall é usado para formaturas, palestras, discursos públicos, alguns eventos do Festival Fringe de Edimburgo e recitais de órgão.

Galeria

Referências

!Artigos com coordenadas no Wikidata
Universidade de Edimburgo

McEwan Hall


Julia Mumbi Muraga (* 25. Januar 1985) ist eine kenianische Marathonläuferin.

2006 wurde sie Vierte beim Sapporo-Halbmarathon und Zwölfte beim Peking-Marathon. Im Jahr darauf wurde sie Fünfte beim Nagoya-Marathon, erneut Vierte in Sapporo und gewann den Kōbe-Halbmarathon. 2008 siegte sie beim Miyazaki-Halbmarathon und wurde Dritte beim Osaka Women's Marathon. Nach einem zweiten Platz beim Sendai-Halbmarathon und einem dritten in Sapporo startete sie bei den Halbmarathon-Weltmeisterschaften in Rio de Janeiro. Als Siebte in der Einzelwertung trug sie zum Gewinn der Silbermedaille für das kenianische Team bei. Zum Saisonabschluss verteidigte sie ihren Titel in Kōbe.

2009 wurde sie nach einem zehnten Platz beim RAK-Halbmarathon Fünfte beim Paris-Marathon. In Sendai und Sapporo wurde sie jeweils Zweite, bevor sie bei den Leichtathletik-Weltmeisterschaften in Berlin auf den zwölften Platz kam. Im Herbst gewann sie den Nagoya-Halbmarathon.

2010 wurde sie Vierte beim Great Scottish Run und Siebte beim Amsterdam-Marathon. Einem Sieg beim Reims-Marathon 2011 folgte ein neunter Platz beim Paris-Marathon 2012. 2014 gewann sie den Köln-Marathon. Ihr Dopingtest war jedoch positiv auf Epo. Der Sieg wurde wieder aberkannt und der kenianische Verband sperrte sie für zwei Jahre.

Julia Mumbi Muraga absolvierte die Aomori-Yamada-Oberschule und startete danach bis 2010 für das Firmenteam des japanischen Spielautomatenherstellers Aruze, wo sie von Yoshio Koide trainiert wurde.

Persönliche Bestzeiten
 3000 m: 9:04,27 min, 24. Oktober 2002, Haruno
 5000 m: 15:17,19 min, 26. September 2004, Niigata
 10.000 m: 31:39,38 min, 17. Mai 2008, Kumagaya
 Halbmarathon: 1:08:31 h, 11. Mai 2008, Sendai
 Marathon: 2:26:00 h, 27. Januar 2008, Osaka

Weblinks

 Athletenporträt bei marathoninfo.free.fr

Fußnoten

Marathonläufer (Kenia)
Kenianer
Frau
Geboren 1985
Dopingfall in der Leichtathletik
Doping in Kenia

Julia Mumbi Muraga