The Apple II is an 8-bit home computer, one of the first successful mass-produced microcomputer products, designed by Steve Wozniak. It was introduced in 1977 at the West Coast Computer Faire by Jobs and was the first consumer product sold by Apple Computer, Inc, it is the first model in a series of computers which were produced until Apple IIe production ceased in November 1993. The Apple II marks Apple's first launch of a personal computer aimed at a consumer market – branded towards American households rather than businessmen or computer hobbyists. Byte magazine referred to the Apple II, Commodore PET 2001 and the TRS-80 as the "1977 Trinity." The Apple II had the defining feature of being able to display color graphics, this capability was the reason why the Apple logo was redesigned to have a spectrum of colors. By 1976, Steve Jobs had convinced the product designer Jerry Manock to create the "shell" for the Apple II – a smooth case inspired by kitchen appliances that would conceal the internal mechanics.
The earliest Apple IIs were assembled in Silicon Valley, in Texas. The first computers went on sale on June 10, 1977 with a MOS Technology 6502 microprocessor running at 1.023 MHz, two game paddles, 4 KB of RAM, an audio cassette interface for loading programs and storing data, the Integer BASIC programming language built into the ROMs. The video controller displays 24 lines by 40 columns of monochrome, uppercase-only text on the screen, with NTSC composite video output suitable for display on a TV monitor, or on a regular TV set by way of a separate RF modulator; the original retail price of the computer was $1,298 and $2,638. To reflect the computer's color graphics capability, the Apple logo on the casing has rainbow stripes, which remained a part of Apple's corporate logo until early 1998. Most the Apple II was a catalyst for personal computers across many industries. In the May 1977 issue of Byte, Steve Wozniak published a detailed description of his design; this arrangement eliminated the need for a separate refresh circuit for the DRAM chips, as the video transfer accessed each row of the dynamic memory within the timeout period.
In addition, it did not require separate RAM chips for the video RAM, while the PET and TRS-80 had SRAMs for the video. Rather than use a complex analog-to-digital circuit to read the outputs of the game controller, Wozniak used a simple timer circuit whose period is proportional to the resistance of the game controller, used a software loop to measure the timer. A single 14.31818 MHz master oscillator was divided by various ratios to produce all other required frequencies, including the microprocessor clock signals, the video transfer counters, the color-burst samples. The text and graphics screens have a complex arrangement. For instance, the scanlines were not stored in sequential areas of memory; this complexity was due to Wozniak's realization that the method would allow for the refresh of the dynamic RAM as a side effect. This method had no cost overhead to have software calculate or look up the address of the required scanline and avoided the need for significant extra hardware. In the high-resolution graphics mode, color is determined by pixel position and thus can be implemented in software, saving Wozniak the chips needed to convert bit patterns to colors.
This allowed for subpixel font rendering, since orange and blue pixels appear half a pixel-width farther to the right on the screen than green and purple pixels. The Apple II at first used data cassette storage like most other microcomputers of the time. In 1978, the company introduced an external 5 1⁄4-inch floppy disk drive, the Disk II, attached via a controller card that plugs into one of the computer's expansion slots; the Disk II interface, created by Wozniak, is regarded as an engineering masterpiece for its economy of electronic components. The approach taken in the Disk II controller is typical of Wozniak's designs. With a few small-scale logic chips and a cheap PROM, he created a functional floppy disk interface at a fraction of the component cost of standard circuit configurations. Steve Jobs extensively pushed to give the Apple II a case that looked visually appealing and sellable to people outside of electronics hobbyists, rather than the generic wood and metal boxes typical of early microcomputers.
The result was a futuristic-looking molded white plastic case. Jobs paid close attention to the keyboard design and decided to use dark brown keycaps as it contrasted well with the case; the first production Apple IIs had hand-molded cases. In addition, the initial case design ha
Geneva is a city in and the county seat of Kane County, United States. It is located on the western side of the Chicago suburbs. Geneva is part of a tri-city area, located between St. Batavia; as of the 2010 census it had a population of 21,495, in 2017 the estimated population was 22,010. The area experienced rapid population growth in the 1980s and'90s as the Chicago suburbs spread to the west. Geneva is a popular tourist destination with its scenic location along the Fox River and numerous shops and restaurants. There is an extensive bike trail system in Geneva including portions of the Fox River Trail and the Illinois Prairie Path. Geneva has an active historical society, the Geneva History Center, located in downtown Geneva as well as the Fabyan Windmill, an old Dutch windmill dating back to the 1850s. In 2013 it was nominated by Bloomberg Business Week as the best place to raise a kid in Illinois. Geneva is located at 41 ° 53' 9" 88 ° 18' 42" West, 36 miles west of downtown Chicago. According to the 2010 census, Geneva has a total area of 9.994 square miles, of which 9.75 square miles is land and 0.244 square miles is water.
Geneva was first settled in the 1830s on an important route from Chicago. Daniel Shaw Haight was the first settler in Geneva. Haight sold his claim in 1835 to James and Charity Herrington, who were influential in the creation of the town of Geneva. A local's connections with Col. Richard Hamilton, a prominent Cook County politician, led to the naming of Geneva as county seat in 1836; the town was platted a year and was named after Geneva, New York. Before the name Geneva was chosen, the names LaFox, Big Spring, Herrington's Ford were used. A courthouse and jail were among the first major works. Geneva was incorporated as a village in 1867. While its site as a county seat attracted attention, the village's location on the Fox River provided the most economic opportunities. Early goods manufactured in Geneva included cheese, milled grains, packed meat; the connection of the railroad in 1853 provided increased demand for industry, by 1900, Appleton Manufacturing, Howell Foundry, Bennet Milling Co. and Pope Glucose Co. became major employers.
This resulted in major civic improvement projects such as a pumping stations and water mains in 1896. Geneva was noted for its flux of Swedish immigrants, who comprised half of the population by 1900. A year Geneva was connected to other Fox Valley communities through the Aurora and Fox River Electric Company; the Fabyan Windmill is an authentic, working Dutch windmill dating from the 1850s located in Geneva, Kane County, just north of Batavia, off Illinois Route 25. The five-story wooden smock mill with a stage, which stands 68 feet tall, sits upon the onetime estate of Colonel George Fabyan, but is now part of the Kane County Forest Preserve District. On June 4, 1979, the windmill was listed on the National Register of Historic Places as the Dutch Mill; the following year, the windmill was selected to be on a U. S. postage stamp, as part of a series of five windmills in a stamp booklet called "Windmills USA." It operated as a custom grinding mill. Riverbank Acoustical Laboratories is a NVLAP accredited acoustical testing agency founded by Wallace Clement Sabine in 1918.
The acoustical laboratory building was funded and built by Colonel George Fabyan on his vast Riverbank Estate in Geneva, IL. In the facility's early days, It housed a cryptology team that worked to decipher codes from the works of Sir Francis Bacon and enemy military communications, it was added to the National Register of Historic Places on November 28, 2003. Elizabeth Place, or the Henry Bond Fargo House, is a historic residence in Geneva, Illinois in the Mission Revival style; the house was owned by Henry Bond Fargo, a prominent local businessmen who brought several early industries to Geneva. It was added to the National Register of Historic Places on May 12, 2008. Geneva has been home to the Kane County Cougars of the Midwest League since 1991 when the Wausau Timbers relocated to Geneva from Wausau, Wisconsin; the Cougars play at Northwestern Medicine Field. In 2015 the Chicago Steel of the United States Hockey League moved from Bensenville, Illinois to Geneva. Geneva is served by Chicago Midway International Airport, Chicago O'Hare International Airport, Dupage Airport.
The city benefits from highways running through the city, including State Routes 25, 31, 38 with easy access to Interstate 88. Geneva is served by the Pace bus system run by Chicago's suburbs; the following bus routes run through this city: Route 529 - Randall Rd / 5th Street Route 801 - Elgin / Geneva Route 802 - Aurora / St. Charles As a part of the Chicago metropolitan area, Geneva has a station on the Union Pacific/West line of the Metra commuter rail system; as of the 2010 United States Census there were 21,495 people, 7,865 households, 5,927 families residing in the city. The racial makeup of the city was 94.80% White, 0.5% African American, 0.1% Native American, 2.20% Asian, 1.20% from other races, 1.3% from two or more races. Hispanic or Latino of any race were 4.90% of the population. There were 8,278 households out of which 37.3% had children under the age of 18 living with them, 63.8% were married couples living together, 8.6% had a female householder with no husband present, 24.6% are non-families.
20.8% of all households were made up of individuals and 7.8% had someone living alone, 65 years of age or older. The average household size was 2.72 and the average family size was 3.1
The Macintosh is a family of personal computers designed and sold by Apple Inc. since January 1984. The original Macintosh was the first mass-market personal computer that featured a graphical user interface, built-in screen and mouse. Apple sold the Macintosh alongside its popular Apple II family of computers for ten years before they were discontinued in 1993. Early Macintosh models were expensive, hindering its competitiveness in a market dominated by the Commodore 64 for consumers, as well as the IBM Personal Computer and its accompanying clone market for businesses. Macintosh systems still found success in education and desktop publishing and kept Apple as the second-largest PC manufacturer for the next decade. In the early 1990s, Apple introduced models such as the Macintosh LC II and Color Classic which were price-competitive with Wintel machines at the time. However, the introduction of Windows 3.1 and Intel's Pentium processor which beat the Motorola 68040 in most benchmarks took market share from Apple, by the end of 1994 Apple was relegated to third place as Compaq became the top PC manufacturer.
After the transition to the superior PowerPC-based Power Macintosh line in the mid-1990s, the falling prices of commodity PC components, poor inventory management with the Macintosh Performa, the release of Windows 95 saw the Macintosh user base decline. Prompted by the returning Steve Jobs' belief that the Macintosh line had become too complex, Apple consolidated nearly twenty models in mid-1997 down to four in mid-1999: The Power Macintosh G3, iMac, 14.1" PowerBook G3, 12" iBook. All four products were critically and commercially successful due to their high performance, competitive prices and aesthetic designs, helped return Apple to profitability. Around this time, Apple phased out the Macintosh name in favor of "Mac", a nickname, in common use since the development of the first model. Since their transition to Intel processors in 2006, the complete lineup is based on said processors and associated systems, its current lineup includes four desktops, three laptops. Its Xserve server was discontinued in 2011 in favor of the Mac Mac Pro.
Apple has developed a series of Macintosh operating systems. The first versions had no name but came to be known as the "Macintosh System Software" in 1988, "Mac OS" in 1997 with the release of Mac OS 7.6, retrospectively called "Classic Mac OS". In 2001, Apple released Mac OS X, a modern Unix-based operating system, rebranded to OS X in 2012, macOS in 2016; the current version is macOS Mojave, released on September 24, 2018. Intel-based Macs are capable of running non-Apple operating systems such as Linux, OpenBSD, Microsoft Windows with the aid of Boot Camp or third-party software. Apple produced a Unix-based operating system for the Macintosh called A/UX from 1988 to 1995, which resembled contemporary versions of the Macintosh system software. Apple does not license macOS for use on non-Apple computers, however System 7 was licensed to various companies through Apple's Macintosh clone program from 1995 to 1997. Only one company, UMAX Technologies was licensed to ship clones running Mac OS 8.
Since Apple's transition to Intel processors, there is a sizeable community around the world that specialises in hacking macOS to run on non-Apple computers, which are called "Hackintoshes". The Macintosh project began in 1979 when Jef Raskin, an Apple employee, envisioned an easy-to-use, low-cost computer for the average consumer, he wanted to name the computer after his favorite type of apple, the McIntosh, but the spelling was changed to "Macintosh" for legal reasons as the original was the same spelling as that used by McIntosh Laboratory, Inc. the audio equipment manufacturer. Steve Jobs requested that McIntosh Laboratory give Apple a release for the newly spelled name, thus allowing Apple to use it; the request was denied, forcing Apple to buy the rights to use this name. In 1978, Apple began to organize the Apple Lisa project, aiming to build a next-generation machine similar to an advanced Apple II or the yet-to-be-introduced IBM PC. In 1979, Steve Jobs learned of the advanced work on graphical user interfaces taking place at Xerox PARC.
He arranged for Apple engineers to be allowed to visit PARC to see the systems in action. The Apple Lisa project was redirected to utilize a GUI, which at that time was well beyond the state of the art for microprocessor capabilities. Things had changed with the introduction of the 32-bit Motorola 68000 in 1979, which offered at least an order of magnitude better performance than existing designs, made a software GUI machine a practical possibility; the basic layout of the Lisa was complete by 1982, at which point Jobs's continual suggestions for improvements led to him being kicked off the project. At the same time that the Lisa was becoming a GUI machine in 1979, Jef Raskin started the Macintosh project; the design at that time was for a easy-to-use machine for the average consumer. In
The Coveted Mirror
The Coveted Mirror was a graphical text-based adventure game published for the Apple II. It was created by Eagle Berns and Holly Thomason and released by Penguin Software in 1983; the land of Starbury was taken over by Voar the evil. During his grasp for power, Voar broke it into five pieces, it is up to you, the hero, to find the fifth and final piece in order to break Voar's rule and save the people of Starbury. The Coveted Mirror utilizes a text parser, in which the player types commands to perform actions in the game. Additionally, part of the challenge of The Coveted Mirror involves frequent, timed escapes from the jail tower. Within a limited timeframe, indicated by an hourglass, the player must search the castle, find objects, talk to people and return to the cell by the time the jailer makes his rounds; this timed element adds another dimension to the puzzle solving. The original version included several little arcade style scenes that work into the solution of the adventure, such as a jousting game and a fishing game.
The Comprehend version released in 1986 replaced the two-word parser with a full-sentence parser and was released for more computer systems than the original Apple II version, but omitted the arcade-style scenes and replaced them with other puzzles. Softline called The Coveted Mirror "a great balance of magic and mystery"; the magazine liked the "intelligent" parser with built-in hints and the "remarkably well done yet nonviolent" arcade sequences, concluded that it "is the best graphic adventure of the year". List of graphic adventure games Play online at Virtual Apple Game information
Home computers were a class of microcomputers that entered the market in 1977, that started with what Byte Magazine called the "trinity of 1977", which became common during the 1980s. They were marketed to consumers as affordable and accessible computers that, for the first time, were intended for the use of a single nontechnical user; these computers were a distinct market segment that cost much less than business, scientific or engineering-oriented computers of the time such as the IBM PC, were less powerful in terms of memory and expandability. However, a home computer had better graphics and sound than contemporary business computers, their most common uses were playing video games, but they were regularly used for word processing, doing homework, programming. Home computers were not electronic kits. There were, commercial kits like the Sinclair ZX80 which were both home and home-built computers since the purchaser could assemble the unit from a kit. Advertisements in the popular press for early home computers were rife with possibilities for their practical use in the home, from cataloging recipes to personal finance to home automation, but these were realized in practice.
For example, using a typical 1980s home computer as a home automation appliance would require the computer to be kept powered on at all times and dedicated to this task. Personal finance and database use required tedious data entry. By contrast, advertisements in the specialty computer press simply listed specifications. If no packaged software was available for a particular application, the home computer user could program one—provided they had invested the requisite hours to learn computer programming, as well as the idiosyncrasies of their system. Since most systems shipped with the BASIC programming language included on the system ROM, it was easy for users to get started creating their own simple applications. Many users found programming to be a fun and rewarding experience, an excellent introduction to the world of digital technology; the line between'business' and'home' computer market segments blurred or vanished once IBM PC compatibles became used in the home, since now both categories of computers use the same processor architectures, operating systems, applications.
The only difference may be the sales outlet through which they are purchased. Another change from the home computer era is that the once-common endeavour of writing one's own software programs has vanished from home computer use; as early as 1965, some experimental projects such as Jim Sutherland's ECHO IV explored the possible utility of a computer in the home. In 1969, the Honeywell Kitchen Computer was marketed as a luxury gift item, would have inaugurated the era of home computing, but none were sold. Computers became affordable for the general public in the 1970s due to the mass production of the microprocessor starting in 1971. Early microcomputers such as the Altair 8800 had front-mounted switches and diagnostic lights to control and indicate internal system status, were sold in kit form to hobbyists; these kits would contain an empty printed circuit board which the buyer would fill with the integrated circuits, other individual electronic components and connectors, hand-solder all the connections.
While two early home computers could be bought either in kit form or assembled, most home computers were only sold pre-assembled. They were enclosed in plastic or metal cases similar in appearance to typewriter or hi-fi equipment enclosures, which were more familiar and attractive to consumers than the industrial metal card-cage enclosures used by the Altair and similar computers; the keyboard - a feature lacking on the Altair - was built into the same case as the motherboard. Ports for plug-in peripheral devices such as a video display, cassette tape recorders and disk drives were either built-in or available on expansion cards. Although the Apple II series had internal expansion slots, most other home computer models' expansion arrangements were through externally accessible'expansion ports' that served as a place to plug in cartridge-based games; the manufacturer would sell peripheral devices designed to be compatible with their computers as extra cost accessories. Peripherals and software were not interchangeable between different brands of home computer, or between successive models of the same brand.
To save the cost of a dedicated monitor, the home computer would connect through an RF modulator to the family TV set, which served as both video display and sound system. By 1982, an estimated 621,000 home computers were in American households, at an average sales price of US$530. After the success of the Radio Shack TRS-80, the Commodore PET and the Apple II in 1977 every manufacturer of consumer electronics rushed to introduce a home computer. Large numbers of new machines of all types began to appear during the early 1980s. Mattel, Texas Instruments and Timex, none of which had any previous connection to the computer industry, all had short-lived home computer lines in the early 1980s; some home computers were more successful – the BBC Micro, Sinclair ZX Spectrum, Atari 800XL and Commodore 64, sold many units over several years and attracted third-party software development. Universally, home computers had a BASIC interpreter combined with a line editor in permanent read-only memory which one could use to type in BASIC programs and execute them
Role-playing video game
A role-playing video game is a video game genre where the player controls the actions of a character immersed in some well-defined world. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replayability and immersion; the electronic medium increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Role-playing video games use much of the same terminology and game mechanics as early tabletop role-playing games such as Dungeons & Dragons. Players control a central game character, or multiple game characters called a party, attain victory by completing a series of quests or reaching the conclusion of a central storyline. Players explore a game world, while engaging in combat. A key feature of the genre is that characters grow in power and abilities, characters are designed by the player.
RPGs challenge a player's physical coordination or reaction time, with the exception of action role-playing games. Role-playing video games rely on a developed story and setting, divided into a number of quests. Players control one or several characters by issuing commands, which are performed by the character at an effectiveness determined by that character's numeric attributes; these attributes increase each time a character gains a level, a character's level goes up each time the player accumulates a certain amount of experience. Role-playing video games typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres; this involves additional focus on the artificial intelligence and scripted behavior of computer-controlled non-player characters. The premise of many role-playing games tasks the player with saving the world, or whichever level of society is threatened. There are twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa.
The game world tends to be set in a fantasy or science fiction universe, which allows players to do things they cannot do in real life and helps players suspend their disbelief about the rapid character growth. To a lesser extent, settings closer to near future are possible; the story provides much of the entertainment in the game. Because these games have strong storylines, they can make effective use of recorded dialog and voiceover narration. Players of these games tend to appreciate long cutscenes more than players of faster action games. While most games advance the plot when the player defeats an enemy or completes a level, role-playing games progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline, irreversible. New elements in the story may be triggered by mere arrival in an area, rather than completing a specific challenge; the plot is divided so that each game location is an opportunity to reveal a new chapter in the story.
Pen-and-paper role-playing games involve a player called the gamemaster who can dynamically create the story and rules, react to a player's choices. In role-playing video games, the computer performs the function of the gamemaster; this offers the player a smaller set of possible actions, since computers can't engage in imaginative acting comparable to a skilled human gamemaster. In exchange, the typical role-playing video game may have storyline branches, user interfaces, stylized cutscenes and gameplay to offer a more direct storytelling mechanism. Characterization of non-player characters in video games is handled using a dialog tree. Saying the right things to the right non-player characters will elicit useful information for the player, may result in other rewards such as items or experience, as well as opening up possible storyline branches. Multiplayer online role-playing games can offer an exception to this contrast by allowing human interaction among multiple players and in some cases enabling a player to perform the role of a gamemaster.
Exploring the world is an important aspect of many RPGs. Players will walk through, talking to non-player characters, picking up objects, avoiding traps; some games such as NetHack and the FATE series randomize the structure of individual levels, increasing the game's variety and replayability. Role-playing games where players complete quests by exploring randomly generated dungeons and which include permadeath are called roguelikes, named after the 1980 video game Rogue; the game's story is mapped onto exploration, where each chapter of the story is mapped onto a different location. RPGs allow players to return to visited locations. There is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome a major challenge in order to progress to the next area, this structure can be compared to the boss characters at the end of levels in action games; the player must complete a linear sequence of certain quests in order to reach the end of the game's story, although quests in some games such as Arcanum or Geneforge can limit o
GitHub is a web-based hosting service for version control using Git. It is used for computer code, it offers all of the distributed version control and source code management functionality of Git as well as adding its own features. It provides access control and several collaboration features such as bug tracking, feature requests, task management, wikis for every project. GitHub offers plans for enterprise, team and free accounts which are used to host open-source software projects; as of January 2019, GitHub offers unlimited private repositories to all plans, including free accounts. As of June 2018, GitHub reports having over 28 million users and 57 million repositories, making it the largest host of source code in the world. GitHub was developed by Chris Wanstrath, P. J. Hyett, Tom Preston-Werner and Scott Chacon using Ruby on Rails, started in February 2008; the company, GitHub, Inc. is located in San Francisco. On February 24, 2009, GitHub team members announced, in a talk at Yahoo! headquarters, that within the first year of being online, GitHub had accumulated over 46,000 public repositories, 17,000 of which were formed in the previous month alone.
At that time, about 6,200 repositories had been forked at least. On July 5, 2009, GitHub announced. On July 27, 2009, in another talk delivered at Yahoo!, Preston-Werner announced that GitHub had grown to host 90,000 unique public repositories, 12,000 having been forked at least once, for a total of 135,000 repositories. On July 25, 2010, GitHub announced. On April 20, 2011, GitHub announced. On June 2, 2011, ReadWriteWeb reported that GitHub had surpassed SourceForge and Google Code in total number of commits for the period of January to May 2011. On July 9, 2012, Peter Levine, general partner at GitHub investor Andreessen Horowitz, stated that GitHub had been growing revenue at 300% annually since 2008 "profitably nearly the entire way". On January 16, 2013, GitHub announced it had passed the 3 million users mark and was hosting more than 5 million repositories. On December 23, 2013, GitHub announced. In June 2015, GitHub opened an office in Japan, its first office outside of the U. S. On July 29, 2015, GitHub announced it had raised $250 million in funding in a round led by Sequoia Capital.
The round valued the company at $2 billion. In 2016, GitHub was ranked No. 14 on the Forbes Cloud 100 list. On February 28, 2018, GitHub fell victim to the second largest distributed denial-of-service attack in history, with incoming traffic reaching a peak of about 1.35 terabits per second. On June 4, 2018, Microsoft announced it had reached an agreement to acquire GitHub for US$7.5 billion. The purchase closed on October 26, 2018. On June 19, 2018, GitHub expanded its GitHub Education by offering free education bundles to all schools. On June 4, 2018, Microsoft announced its intent to acquire GitHub for US$7.5 billion, the deal closed on Oct. 26, 2018. GitHub will continue to operate independently as a community and business. Under Microsoft, the service will be led by Xamarin's Nat Friedman, reporting to Scott Guthrie, executive vice president of Microsoft Cloud and AI. Current CEO Chris Wanstrath will be retained as a "technical fellow" reporting to Guthrie. Microsoft had become a significant user of GitHub, using it to host open source projects and development tools such as Chakra Core, PowerShell, Visual Studio Code, has backed other open source projects such as Linux, developed Git Virtual File System—a Git extension for managing large-scale repositories.
GitHub, Inc. was a flat organization with no middle managers. Employees can choose to work on projects. However, salaries are set by the chief executive. In 2014, GitHub, Inc. introduced a layer of middle management. GitHub.com was a start-up business, which in its first years provided enough revenue to be funded by its three founders and start taking on employees. In July 2012, four years after the company was founded, Andreessen Horowitz invested $100 million in venture capital. In July 2015 GitHub raised another $250 million of venture capital in a series B round. Investors were Andreessen Horowitz, Thrive Capital and other venture capital funds; as of August 2016, GitHub was making $140 million in Annual Recurring Revenue. GitHub's m