A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne
Encyclopedia Americana is one of the largest general encyclopedias in the English language. Following the acquisition of Grolier in 2000, the encyclopedia has been produced by Scholastic; the encyclopedia has more than 45,000 articles, most of them more than 500 words and many running to considerable length. The work's coverage of American and Canadian geography and history has been a traditional strength. Written by 6,500 contributors, the Encyclopedia Americana includes over 9,000 bibliographies, 150,000 cross-references, 1,000+ tables, 1,200 maps, 4,500 black-and-white line art and color images, it has 680 factboxes. Most articles are signed by their contributors. Long available as a 30-volume print set, the Encyclopedia Americana is now marketed as an online encyclopedia requiring a subscription. In March 2008, Scholastic said that print sales remained good but that the company was still deciding on the future of the print edition; the company did not produce an edition in 2007, a change from its previous approach of releasing a revised print edition each year.
The most recent print edition of the Encyclopedia Americana was published in 2006. The online version of the Encyclopedia Americana, first introduced in 1997, continues to be updated and sold; this work, like the print set from which it is derived, is designed for high school and first-year college students along with public library users. It is available to libraries as one of the options in the Grolier Online reference service, which includes the Grolier Multimedia Encyclopedia, intended for middle and high school students, The New Book of Knowledge, an encyclopedia for elementary and middle school students. Grolier Online is not available to individual subscribers. There have been three separate works using the title Encyclopedia Americana; the first began publishing in the 1820s by the German exile Francis Lieber. The 13 volumes of the first edition were completed in 1833, other editions and printings followed in 1835, 1836, 1847-1848, 1849 and 1858. Lieber's work was based upon and was in no small part a translation of the 7th edition of the well established Konversations-Lexikon of Brockhaus.
Some material from this set was carried over into the modern version, as well as the Brockhaus short article method. A separate Encyclopedia Americana was published by J. M. Stoddart between 1883 and 1889, as a supplement to American reprintings of the 9th edition of the Encyclopædia Britannica, it was four quarto volumes meant to "extend and complete the articles in Britannica". Stoddart's work, however, is not connected to the earlier work by Lieber. In 1902 a new version in 16 volumes was published under the title Encyclopedia Americana, under the editorial supervision of Scientific American magazine; the magazine's editor, Frederick Converse Beach, was editor-in-chief, was said to be assisted by hundreds of eminent scholars and authorities who served as consulting editors or authors. The first publisher was R. S. Peale & Co; the relationship with Scientific American was terminated in 1911. From 1907 to 1912, the work was published as The Americana. A major new edition appeared with George Edwin Rines as editor-in-chief.
An Annual or Yearbook was published each year beginning in 1923 and continuing until 2000. The encyclopedia was purchased by Grolier in 1945. By the 1960s, sales of the Americana and its sister publications under Grolier—The Book of Knowledge, the Book of Popular Science, Lands and Peoples—were strong enough to support the company's occupancy of a large building in Midtown Manhattan, at 575 Lexington Avenue. Sales during this period were accomplished through mail-order and door-to-door operations. Telemarketing and third-party distribution through their Lexicon division added to sales volumes in the 1970s. By the late 1970s, Grolier had moved its operations to Connecticut. In 1988 Grolier was purchased by the French media company Hachette, which owned a well-known French-language encyclopedia, the Hachette Encyclopedia. Hachette was absorbed by the French conglomerate the Lagardère Group. A CD-ROM version of the encyclopedia was published in 1995. Although the text and images were stored on separate disks, it was in keeping with standards current at the time.
More the work had been digitized, allowing for release of an online version in 1997. Over the next few years the product was augmented with additional features, supplementary references, Internet links, current events journal. A redesigned interface and reengineered product, featuring enhanced search capabilities and a first-ever ADA-compliant, text-only version for users with disabilities, was presented in 2002; the acquisition of Grolier by Scholastic for US$400 million, took place in 2000. The new owners projected a 30% increase in operating income, although Grolier had experienced earnings of 7% to 8% on income. Staff reductions as a means of controlling costs followed soon thereafter while an effort was made to augment the sales force. Cuts occurred every year between 2000 and 2007, leaving a much-depleted work force to carry out the duties of maintaining a large encyclopedia database. Today, Encyclopedia Americana lives on as an integral database within the Grolier Online product. Frederick Converse Beach, 1902–1917.
Engineer and editor of Scientific American magazine. George Edwin Rines, 1917–1920. Author and editor. A. H. McDannald, 1920–1948. Reporter and author
Christmas ornaments, baubles, "christmas bulbs" or "Christmas bubbles" are decorations that are used to festoon a Christmas tree. Ornaments take many different forms, from a simple round ball to artistic designs. Ornaments are always reused year after year rather than purchased annually, family collections contain a combination of commercially produced ornaments and decorations created by family members; such collections are passed on and augmented from generation to generation. Santa Claus is a used figure. Candy canes, animals, snowmen and snowflake images are popular choices. Lucretia P. Hale's story "The Peterkins' Christmas-Tree" offers a short catalog of the sorts of ornaments used in the 1870s: There was every kind of gilt hanging-thing, from gilt pea-pods to butterflies on springs. There were shining flags and lanterns, bird-cages, nests with birds sitting on them, baskets of fruit, gilt apples, bunches of grapes; the modern-day mold-blown colored glass Christmas ornament was invented in the small German town of Lauscha in the mid-16th century.
The first decorated trees were adorned with apples, white candy canes and pastries in the shapes of stars and flowers. Glass baubles were first made in Lauscha, Germany, by Hans Greiner, who produced garlands of glass beads and tin figures that could be hung on trees; the popularity of these decorations grew into the production of glass figures made by skilled artisans with clay molds. The artisans heated a glass tube over a flame inserted the tube into a clay mold, blowing the heated glass to expand into the shape of the mold; the original ornaments were only in the shape of nuts. After the glass cooled, a silver nitrate solution was swirled into it, a silvering technique developed in the 1850s by Justus von Liebig. After the nitrate solution dried, the ornament was topped with a cap and hook. Other glassblowers in Lauscha recognised the growing popularity of Christmas baubles and began producing them in a wide range of designs. Soon, the whole of Germany began buying Christmas glassware from Lauscha.
On Christmas Eve 1832, a young Victoria wrote about her delight at having a tree, hung with lights and presents placed round it. In the 1840s, after a picture of Victoria's Christmas tree was shown in a London newspaper decorated with glass ornaments and baubles from her husband Prince Albert's native Germany, Lauscha began exporting its products throughout Europe. In the 1880s, American F. W. Woolworth discovered Lauscha's baubles during a visit to Germany, he made a fortune by importing the German glass ornaments to the United States. The first American-made glass ornaments were created by William DeMuth in New York in 1870. In 1880, Woolworth's began selling Lauscha glass ornaments. Other stores began selling Christmas ornaments by the late 19th century and by 1910, Woolworth's had gone national with over 1000 stores bringing Christmas ornaments across America. New suppliers popped up everywhere including Dresden die-cut fiberboard ornaments which were popular among families with small children.
By the 20th century, Woolworth's had imported 200,000 ornaments and topped $25 million in sales from Christmas decorations alone. As of 2009, the Christmas decoration industry ranks second to gifts in seasonal sales. Many silver companies, such as Gorham, Towle and Reed & Barton, began manufacturing silver Christmas ornaments in 1970 and 1971. In 1973, Hallmark Cards started manufacturing Christmas ornaments; the first collection included 18 ornaments, including six glass ball ornaments. The Hallmark Keepsake Ornament collection is available for just one year. By 1998, 11 million American households collected Hallmark ornaments, 250,000 people were member of the Keepsake Ornament Collector's Club. There were as many as 400 local Keepsake Ornament Collector's Club chapters in the US. One noted Christmas ornament authority is Clara Johnson Scroggins who has written extensively on the topic and has one of the largest private collections of Christmas ornaments. In 1996, the ornament industry generated $2.4 billion in total annual sales, an increase of 25% over the previous year.
Industry experts estimated more than 22 million US households collected Christmas ornaments, that 75% of those households collected Hallmark Keepsake Ornaments. After World War II, the East German government turned most of Lauscha's glassworks into state-owned entities, production of baubles in Lauscha ceased. After the Berlin Wall came down, most of the firms were reestablished as private companies; as of 2009, there are still about 20 small glass-blowing firms active in Lauscha that produce baubles. One of the producers is Krebs Glas Lauscha, part of the Krebs family, now one of the largest producers of glass ornaments worldwide. Although glass baubles are still produced, as expensive good-quality ornaments found at markets, baubles are now made from plastic and available worldwide in a huge variety of shapes and designs. There are a large number of manufacturers producing sophisticated Christmas glass ornaments in Poland, which produce "bombka" or the plural form "bombki", they are made in Chignahuapan, Mexico.
Handcrafted Christmas ornaments have become a staple of craft fairs and many smaller online businesses owing much of the success to both the internet and the growth of craft stores. Christmas tree ornaments Christmas tree Pleated Christmas hearts Snow baby Tree-topper Witch ball Media related to Christmas baubles at Wikimedia Commons
Bibliophilia or bibliophilism is the love of books, a bibliophile or bookworm is an individual who loves and reads books, though bookworm is sometimes used pejoratively. The classic bibliophile is one who loves to read and collect books amassing a large and specialized collection. Bibliophiles possess books they love or that hold special value as well as old editions with unusual bindings, and/or illustrated copies. Bibliophilia is not to be confused with bibliomania, a potential symptom of obsessive–compulsive disorder involving the collecting of books to the extent that interpersonal relations or health may be negatively affected, in which the mere fact that a physical object is a book is sufficient for it to be collected or beloved; some use the term "bibliomania" interchangeably with "bibliophily", in fact, the Library of Congress does not use the term "bibliophily," but rather refers to its readers as either book collectors or bibliomaniacs. According to Arthur H. Minters, the "private collecting of books was a fashion indulged in by many Romans, including Cicero and Atticus".
The term bibliophile entered the English language in 1824. A bibliophile is to be distinguished from the much older notion of a bookman, one who loves books, reading. Lord Spencer and the Marquess of Blandford were noted bibliophiles. "The Roxburghe sale became a foundational myth for the burgeoning secondhand book trade, remains so to this day". J. P. Morgan was a noted bibliophile. In 1884, he paid $24,750 for a 1459 edition of the Mainz Psalter. Book collecting Bibliophobia Oxford University Society of Bibliophiles, UK United States: Antiquarian book trade in the United States The Book Club of Detroit Caxton Club, Chicago The Club of Odd Volumes, Boston Grolier Club, New York Bibliophile mailing listSimilar termsAudiophilia Cinephilia Comicphilia Telephilia Videophilia Merriam-Webster, Inc.. Merriam-Webster's Collegiate Dictionary. Springfield, Mass: Merriam-Webster, Inc. ISBN 0-87779-709-9. Basbanes, Nicholas A. A Gentle Madness: Bibliophiles and the Eternal Passion for Books, Henry Holt and Company, Inc.
Bulletin du Bibliophile. Since 1963 published by the Association Internationale de Bibliophilie. Richard de Bury; the love of books: The Philobiblon translated by E. C. Thomas. London: Alexander Moring Rugg, Julie. A Book Addict's Treasury. London: Frances Lincoln ISBN 0-7112-2685-7 Thomas Frognall Dibdin. Bibliomania. New York, Henry G. Bohn. Andrew Lang; the Library. London, Macmillan & Co. Stebbins, Robert A.. The Committed Reader: Reading for Utility and Fulfillment in the Twenty-First Century. Lanham, MD: Scarecrow. Forbes article on bibliomania by Finn-Olaf Jones, December 12, 2005
A CD-ROM is a pre-pressed optical compact disc that contains data. Computers can read—but not write to or erase—CD-ROMs, i.e. it is a type of read-only memory. During the 1990s, CD-ROMs were popularly used to distribute software and data for computers and fourth generation video game consoles; some CDs, called enhanced CDs, hold both computer data and audio with the latter capable of being played on a CD player, while data is only usable on a computer. The CD-ROM format was developed by Japanese company Denon in 1982, it was an extension of Compact Disc Digital Audio, adapted the format to hold any form of digital data, with a storage capacity of 553 MiB. CD-ROM was introduced by Denon and Sony at a Japanese computer show in 1984; the Yellow Book is the technical standard. One of a set of color-bound books that contain the technical specifications for all CD formats, the Yellow Book, standardized by Sony and Philips in 1983, specifies a format for discs with a maximum capacity of 650 MiB. CD-ROMs are identical in appearance to audio CDs, data are stored and retrieved in a similar manner.
Discs are made from a 1.2 mm thick disc of polycarbonate plastic, with a thin layer of aluminium to make a reflective surface. The most common size of CD-ROM is 120 mm in diameter, though the smaller Mini CD standard with an 80 mm diameter, as well as shaped compact discs in numerous non-standard sizes and molds, are available. Data is stored on the disc as a series of microscopic indentations. A laser is shone onto the reflective surface of the disc to read the pattern of lands; because the depth of the pits is one-quarter to one-sixth of the wavelength of the laser light used to read the disc, the reflected beam's phase is shifted in relation to the incoming beam, causing destructive interference and reducing the reflected beam's intensity. This is converted into binary data. Several formats are used for data stored on compact discs, known as the Rainbow Books; the Yellow Book, published in 1988, defines the specifications for CD-ROMs, standardized in 1989 as the ISO/IEC 10149 / ECMA-130 standard.
The CD-ROM standard builds on top of the original Red Book CD-DA standard for CD audio. Other standards, such as the White Book for Video CDs, further define formats based on the CD-ROM specifications; the Yellow Book itself is not available, but the standards with the corresponding content can be downloaded for free from ISO or ECMA. There are several standards that define how to structure data files on a CD-ROM. ISO 9660 defines the standard file system for a CD-ROM. ISO 13490 is an improvement on this standard which adds support for non-sequential write-once and re-writeable discs such as CD-R and CD-RW, as well as multiple sessions; the ISO 13346 standard was designed to address most of the shortcomings of ISO 9660, a subset of it evolved into the UDF format, adopted for DVDs. The bootable CD specification was issued in January 1995, to make a CD emulate a hard disk or floppy disk, is called El Torito. Data stored on CD-ROMs follows the standard CD data encoding techniques described in the Red Book specification.
This includes cross-interleaved Reed–Solomon coding, eight-to-fourteen modulation, the use of pits and lands for coding the bits into the physical surface of the CD. The structures used to group data on a CD-ROM are derived from the Red Book. Like audio CDs, a CD-ROM sector contains 2,352 bytes of user data, composed of 98 frames, each consisting of 33-bytes. Unlike audio CDs, the data stored in these sectors corresponds to any type of digital data, not audio samples encoded according to the audio CD specification. To structure and protect this data, the CD-ROM standard further defines two sector modes, Mode 1 and Mode 2, which describe two different layouts for the data inside a sector. A track inside a CD-ROM only contains sectors in the same mode, but if multiple tracks are present in a CD-ROM, each track can have its sectors in a different mode from the rest of the tracks, they can coexist with audio CD tracks as well, the case of mixed mode CDs. Both Mode 1 and 2 sectors use the first 16 bytes for header information, but differ in the remaining 2,336 bytes due to the use of error correction bytes.
Unlike an audio CD, a CD-ROM cannot rely on error concealment by interpolation. To achieve improved error correction and detection, Mode 1, used for digital data, adds a 32-bit cyclic redundancy check code for error detection, a third layer of Reed–Solomon error correction using a Reed-Solomon Product-like Code. Mode 1 therefore contains 288 bytes per sector for error detection and correction, leaving 2,048 bytes per sector available for data. Mode 2, more appropriate for image or video data, contains no additional error detection or correction bytes, having therefore 2,336 available data bytes per sector. Note that both modes, like audio CDs, still benefit from the lower layers of error correction at the frame level. Before being stored on a disc with the techniques described above, each CD-ROM sector is scrambled to prevent some problematic patterns from showing up; these scrambled sectors follow the same encoding process described in the Red Book in order to be stored
Xenocracy is a space simulator developed by Simis Limited and published by Grolier Interactive in 1998. Xenocracy is a cross between a political strategy game; the year is 10 600 of the Common Era. Mankind has colonised space, founding a Solar dominion on the power and wealth created by the mineral lycosite. Four great planetary superpowers - Earth, Mars and Mercury - wage a covert war for the outer colonies and their rich reserves of lycosite. Only the peacekeepers of the United Planet Nations can prevent these skirmishes and raids from erupting into all-out Solar War. You are the WingToucher commanding the elite U. P. N. In the far future, four planetary superpowers are vying for control of the solar system and on the brink of all-out "thermostellar war"; as commander of the United Planet Nations peacekeeping fighter squadron, your role is to maintain the balance and prevent cold war and localized conflicts from escalating into open interplanetary hostilities. Further complicating the matter, you must deal with a looming alien threat.
As each planetary superpower launches low-intensity strikes against the colonies and outposts of the other three, you are presented with the choice, via a strategic solar system map showing flaring geopolitical hotspots, of which to aid. If you aid one superpower too much at the expense of the others, as one is first tempted to do, you upset the balance and cause the war you sought to prevent. Whichever you choose, afterward you are realistically presented with complaints and political propaganda from the other three superpowers, receive news broadcasts concerning the interplanetary geopolitical wrangling. In addition to keeping the peace, you manage research and development of newer and more powerful technologies, which will prove crucial. Several fighter and weapon types are available, the scenery varies from asteroid belts and dust clouds to planetary surfaces. You may choose from several wingmen, each with a personal description and personality type, whom you must do your best to keep alive.
Missions include such tasks as protecting convoys. The game allows multiplayer up to 8 players over TCP/IP or serial connections
DOS is a family of disk operating systems, hence the name. DOS consists of MS-DOS and a rebranded version under the name IBM PC DOS, both of which were introduced in 1981. Other compatible systems from other manufacturers include DR-DOS, ROM-DOS, PTS-DOS, FreeDOS. MS-DOS dominated the x86-based IBM PC compatible market between 1981 and 1995. Dozens of other operating systems use the acronym "DOS", including the mainframe DOS/360 from 1966. Others are Apple DOS, Apple ProDOS, Atari DOS, Commodore DOS, TRSDOS, AmigaDOS. Fictional operating systems have used this acronym as well, such as GLaDOS from the video game Portal. IBM PC DOS and its predecessor, 86-DOS, resembled Digital Research's CP/M—the dominant disk operating system for 8-bit Intel 8080 and Zilog Z80 microcomputers—but instead ran on Intel 8086 16-bit processors; when IBM introduced the IBM PC, built with the Intel 8088 microprocessor, they needed an operating system. Seeking an 8088-compatible build of CP/M, IBM approached Microsoft CEO Bill Gates.
IBM was sent to Digital Research, a meeting was set up. However, the initial negotiations for the use of CP/M broke down. Digital Research founder Gary Kildall refused, IBM withdrew. IBM again approached Bill Gates. Gates in turn approached Seattle Computer Products. There, programmer Tim Paterson had developed a variant of CP/M-80, intended as an internal product for testing SCP's new 16-bit Intel 8086 CPU card for the S-100 bus; the system was named QDOS, before being made commercially available as 86-DOS. Microsoft purchased 86-DOS for $50,000; this became Microsoft Disk Operating System, MS-DOS, introduced in 1981. Within a year Microsoft licensed MS-DOS to over 70 other companies, which supplied the operating system for their own hardware, sometimes under their own names. Microsoft required the use of the MS-DOS name, with the exception of the IBM variant. IBM continued to develop their version, PC DOS, for the IBM PC. Digital Research became aware that an operating system similar to CP/M was being sold by IBM, threatened legal action.
IBM responded by offering an agreement: they would give PC consumers a choice of PC DOS or CP/M-86, Kildall's 8086 version. Side-by-side, CP/M cost $200 more than PC DOS, sales were low. CP/M faded, with MS-DOS and PC DOS becoming the marketed operating system for PCs and PC compatibles. Microsoft sold MS-DOS only to original equipment manufacturers. One major reason for this was. DOS was structured such that there was a separation between the system specific device driver code and the DOS kernel. Microsoft provided an OEM Adaptation Kit which allowed OEMs to customize the device driver code to their particular system. By the early 1990s, most PCs adhered to IBM PC standards so Microsoft began selling MS-DOS in retail with MS-DOS 5.0. In the mid-1980s Microsoft developed a multitasking version of DOS; this version of DOS is referred to as "European MS-DOS 4" because it was developed for ICL and licensed to several European companies. This version of DOS supports preemptive multitasking, shared memory, device helper services and New Executable format executables.
None of these features were used in versions of DOS, but they were used to form the basis of the OS/2 1.0 kernel. This version of DOS is distinct from the released PC DOS 4.0, developed by IBM and based upon DOS 3.3. Digital Research attempted to regain the market lost from CP/M-86 with Concurrent DOS, FlexOS and DOS Plus with Multiuser DOS and DR DOS. Digital Research was bought by Novell, DR DOS became Novell DOS 7. Gordon Letwin wrote in 1995 that "DOS was, when we first wrote it, a one-time throw-away product intended to keep IBM happy so that they'd buy our languages". Microsoft expected; the company planned to over time improve MS-DOS so it would be indistinguishable from single-user Xenix, or XEDOS, which would run on the Motorola 68000, Zilog Z-8000, LSI-11. IBM, did not want to replace DOS. After AT&T began selling Unix, Microsoft and IBM began developing OS/2 as an alternative; the two companies had a series of disagreements over two successor operating systems to DOS, OS/2 and Windows.
They split development of their DOS systems as a result. The last retail version of MS-DOS was MS-DOS 6.22. The last retail version of PC DOS was PC DOS 2000, though IBM did develop PC DOS 7.10 for OEMs and internal use. The FreeDOS project began on 26 June 1994, when Microsoft announced it would no longer sell or support MS-DOS. Jim Hall posted a manifesto proposing the development of an open-source replacement. Within a few weeks, other programmers including Pat Villani and Tim Norman joined the project. A kernel, the COMMAND. COM command line interpreter, core utilities were created by pooling code they had wri