Tuesday, May 3, 2016

Quadrant Model of Reality Book 3 Art and Philosophy

Art chapter

Painting chapter

A number of peace symbols have been used many ways in various cultures and contexts. The dove and olive branch was used symbolically by early Christians and then eventually became a secular peace symbol, popularized by Pablo Picasso after World War 2. In the 1950s the "peace sign", as it is known today, was designed as the logo for the British Campaign for Nuclear Disarmament[1] and adopted by anti-war and counterculture activists in the United States and elsewhere. The V hand signal and the peace flag also became international peace symbols.

It has four sections to it, like a quadrant.




The Four Boxes Gallery is a modern art gallery in the grounds of Krabbesholm Højskole near Skive, Denmark. The gallery was designed by the Japanese architects Atelier Bow-Wow, and is a three-storey building conceived as four stacked boxes used to exhibit work by both students of the Krabbesholm Højskole and invited artists.[1] The school arranges 6-8 exhibitions each year featuring the work of artists, architects and designers from Denmark and abroad.[2]

The 250 square meter gallery is set on the green lawn of the school between the Craftsmen’s School and the red brick Idé-Pro factory.[3] The modern concrete structure is designed as four stacked boxes. The lower two boxes form outdoor galleries and an indoor gallery. The box in the middle is a smaller exhibition room, and the box at the top is a private workshop and living space for the artist in residence.[4] The building has been described as "quintessentially Japanese, yet also strangely oversized and villa-like, as it extends the built vocabulary of the school with its clear-cut concrete edges".[3] According to Momoyo Kaijima, one of the architects, "We tried to obtain a fusion between space and light, in a way to create 'gap spaces', that is the leftover spaces in between the four boxes which bring light into the building"


Music chapter

Zills, also zils, or finger cymbals, (from Turkish zil, "cymbals" [1]) are tiny metallic cymbals used in belly dancing and similar performances.[2] They are called sājāt (صاجات) in Arabic[citation needed]. They are similar to Tibetan tingsha bells.

A set of zills consists of four cymbals, two for each hand. Modern zills come in a range of sizes, the most common having a diameter of about 5 cm (2 in). Different sizes and shapes of zills will produce sounds that differ in volume, tone and resonance. For instance, a dancer performing with an orchestra will use a larger zill with more volume, whereas a cabaret dancer will use a zill with a more delicate sound. American Tribal dancers typically use a much larger zill with a more mellow tone


Beethoven rerpesented a sense of potty humor in a song that he made when he had diareah. The song reflected to him the nature of the soundings of diareah. Art is the third square field of inquiry and art a lot of times can make people uncomfortable and cause people to question things.


The 3 Flashes was a musical group that, with the addition of Frank Sinatra, was renamed the Hoboken Four. The trio was based in Hoboken, New Jersey, before meeting Sinatra in 1934, after which Sinatra drove them and their instruments to gigs outside the city and occasionally performed with them. Following their winning performance on the Major Bowes Amateur Hour on September 8, 1935, the newly-formed quartet embarked on a seven-month tour of the central and western United States and Canada with one of Major Bowes' touring companies. Tensions between the quartet members escalated, however, to the point that Sinatra was regularly beaten by the other members, and he quit the tour halfway through. He returned to Hoboken to pursue a solo career, while the rest of the group disbanded after the tour ended.



The Hoboken Four and Harry James (1935–39)[edit]

Sinatra (far right) with the Hoboken Four on Major Bowes' Amateur Hour in 1935
Sinatra began singing professionally as a teenager, but he learned music by ear and never learned to read music.[46][47] He got his first break in 1935 when his mother persuaded a local singing group, the 3 Flashes, to let him join. Fred Tamburro, the group's baritone, stated that "Frank hung around us like we were gods or something", admitting that they only took him on board because he owned a car[g] and could chauffeur the group around. Sinatra soon learned they were auditioning for the Major Bowes Amateur Hour show, and "begged" the group to let him in on the act.[49] With Sinatra, the group became known as the Hoboken Four, and passed an audition from Edward Bowes to appear on the Major Bowes Amateur Hour show. They each earned $12.50 for the appearance,[50] and ended up attracting 40,000 votes and won first prize—a six-month contract to perform on stage and radio across the United States.[51] Sinatra quickly became the group's lead singer, and, much to the jealousy of his fellow group members, garnered most of the attention from girls.[52][h] Due to the success of the group, Bowes kept asking for them to return, disguised under different names, varying from "The Seacaucus Cockamamies" to "The Bayonne Bacalas".[34]


In his comic monologue on his album Sinatra at the Sands (1966), Frank Sinatra describes how his vocal group The Hoboken Four's appearances were so popular on Major Bowes Amateur Hour in the mid-1930s that they were brought back week after week, under a different name each time.


Four is the fourth studio album by British indie rock band Bloc Party. It was recorded in late 2011 and early 2012 at Stratosphere Sound, New York City, with producer Alex Newport. Newport also produced Wreckonomics—the EP of bassist Gordon Moakes' side project, Young Legionnaire. It was released on 20 August 2012 on independent label Frenchkiss Records,[4] and was made available to stream the week preceding its release. The album peaked at number 3 in the UK Albums Chart, and at number 36 on the Billboard 200 chart in the United States.[5][6] It is the last album featuring the original line-up with Gordon Moakes and Matt Tong.

Despite four years of hiatus making this the largest gap between album releases, the band recorded the album using a more guitar-oriented sound, reminiscent of their debut album, Silent Alarm.

The band has four members

The album cover is a circle within a circle within a circle within a circle. The four circles are different colors



Dance chapter

Crossover: Change directions by pushing off with the "outside" foot and dribbling the ball low and hard with the corresponding hand over to the opposite dribbling hand. The word cross is in it

Spin Move: Change directions by reverse-pivoting off of the "inside" foot to perform a reverse pivot. The quickest way to do this is to start the pivot when the "inside" foot is forward. That way, the "outside" leg is already part of the way to the new direction. If you start the pivot when the inside foot is back, then your outside leg has to cover far more distance in the spin and it will be easier for a defender to get a back tip. As you reverse pivot, pull the ball with your dribbling hand over into position to be dribbled by your other hand. The more you can get the ball pulled over toward that hand and protected by your body, the less chance there will be for a back tip.

The spin move has the disadvantage of being more vulnerable to blind double teams than other change-of-direction techniques, but it can be an effective weapon when used with adequate court vision.

Behind-the-Back: Change directions by dribbling the ball the ball behind your back. Footwork is critical here. The behind-the-back dribble begins as the outside leg is back and just beginning to move forward, and the ball needs to be dribbled all the way over to the opposite hand. The key to an effective behind-the-back dribble is to continue moving forward rather than just dribbling sideways. For this to happen, the arms and legs need to be coordinated so that the ball can get where it needs to go. This is an advanced skill, but most effective point guards have it.

Between-the-Legs: Change directions by dribbling the ball between your legs to your other hand. There are two ways to do this:

You dribble the ball backwards between your legs while your inside leg is forward. This move will create some space for you to change directions, but it will slow you down a step or two, too. This is by far the most common form of dribbling between your legs.

You dribble the ball forward between your legs while your outside leg is forward. You will push off that same leg in the new direction. The ball is momentarily exposed in this technique, so it is best used when you have a good cushion from the defender. With this technique, you don't lose forward momentum. Though it has limited applications, this move does allow for an element of surprise.

These are the four main moves of basketball


Pool balls are used to play various pool (pocket billiards) games, such as eight-ball, nine-ball and one-pocket. In North America, they are sometimes referred to simply as "billiard balls" (except among carom players), and in the UK they are commonly referred to as kelly pool or American balls. These balls, used the most widely throughout the world, are considerably smaller than carom billiards balls, slightly larger than British-style pool balls and substantially larger than those for snooker. According to WPA/BCA equipment specifications, the weight may be from 5.5 to 6 oz. (156–170 g) with a diameter of 2.250 in. (57.15 mm), plus or minus 0.005 in. (0.13 mm).[11][12] The balls are numbered and colored as follows:

1. Yellow
2. Blue
3. Red
4. Purple (pink in ball sets for televised competitions, for improved color contrast)
5. Orange
6. Green
7. Brown or maroon (tan in TV ball sets)
8. Black
9. Yellow and white
10. Blue and white
11. Red and white
12. Purple and white (pink and white in TV ball sets)
13. Orange and white
14. Green and white
15. Brown, or maroon, and white (tan and white in TV ball sets)
• Cue ball, white (sometimes with one or more spots)

This is the 16 squares of the quadrant model


The Greek language distinguishes at least four different ways as to how the word love is used. Ancient Greek has four distinct words for love: agápe, éros, philía, and storgē. However, as with other languages, it has been historically difficult to separate the meanings of these words when used outside of their respective contexts. Nonetheless, the senses in which these words were generally used are as follows:

Agápe (ἀγάπη agápē[1]) means "love: esp. brotherly love, charity; the love of God for man and of man for God."[2] Agape is used in ancient texts to denote feelings for one's children and the feelings for a spouse, and it was also used to refer to a love feast.[3] Agape is used by Christians to express the unconditional love of God for his children.[citation needed] This type of love was further explained by Thomas Aquinas as "to will the good of another."[4]
Éros (ἔρως érōs) means "love, mostly of the sexual passion."[5] The Modern Greek word "erotas" means "intimate love." Plato refined his own definition: Although eros is initially felt for a person, with contemplation it becomes an appreciation of the beauty within that person, or even becomes appreciation of beauty itself. Plato does not talk of physical attraction as a necessary part of love, hence the use of the word platonic to mean, "without physical attraction." In the Symposium, the most famous ancient work on the subject, Plato has Socrates argue that eros helps the soul recall knowledge of beauty, and contributes to an understanding of spiritual truth, the ideal "Form" of youthful beauty that leads us humans to feel erotic desire – thus suggesting that even that sensually based love aspires to the non-corporeal, spiritual plane of existence; that is, finding its truth, just like finding any truth, leads to transcendence.[6] Lovers and philosophers are all inspired to seek truth through the means of eros.
Philia (φιλία philía) means "affectionate regard, friendship," usually "between equals."[7] It is a dispassionate virtuous love, a concept developed by Aristotle.[8] In his best-known work on ethics, Nicomachean Ethics, philia is expressed variously as loyalty to friends, family, and community, and requires virtue, equality, and familiarity. Furthermore, in the same text philos denotes a general type of love, used for love between family, between friends, a desire or enjoyment of an activity, as well as between lovers.
Storge (στοργή storgē) means "love, affection" and "especially of parents and children"[9] It's the common or natural empathy, like that felt by parents for offspring.[10] Rarely used in ancient works, and then almost exclusively as a descriptor of relationships within the family. It is also known to express mere acceptance or putting up with situations, as in "loving" the tyrant.




Irish set dance, sometimes called "country sets", is a popular form of folk dancing in Ireland. Set dances are based on quadrilles, which were court dances. These were transformed by the Irish into a unique folk dance of the Irish rural communities. Promotion of Céilí dance during the 1930s and 1940s (abetted by the Public Dance Halls Act of 1935), and the rise of rock and roll in the 1950s caused the popularity of set dancing to fade. However in the 1980s a revival started and many sets that have not been done for forty years or more are being recovered and danced again.

There are four couples are arranged in the form of a square to dance with each couple being in the middle of the sides of the square. Both the eight dancers in the group and the dance itself are called a "set".


Literature chapter

The Georgics (/ˈdʒɔrdʒɪks/; Latin: Georgica [ɡɛˈoːrɡɪka]) is a poem in four books, likely published in 29 BC.[1] It is the second major work by the Latin poet Virgil, following his Eclogues and preceding the Aeneid. It is a poem that draws on many prior sources and influenced many later authors from antiquity to the present. As the name suggests (from the Greek word γεωργικά, geōrgika, i.e. "agricultural (things)")[2] the subject of the poem is agriculture; but far from being an example of peaceful rural poetry, it is a work characterized by tensions in both theme and purpose.

The yearly timings by the rising and setting of particular stars were valid for the precession epoch of Virgil's time, and so are not always valid now.

Book One[edit]
Virgil begins his poem with a summary of the four books, followed by a prayer to various agricultural deities as well as Augustus himself. It takes as its model the work on farming by Varro, but differs from it in important ways.[3] Numerous technical passages fill out the first half of Book 1; of particular interest are lines 160–175, where Virgil describes the plow. In the succession of ages, whose model is ultimately Hesiod, the age of Jupiter and its relation to the golden age and the current age of man are crafted with deliberate tension.[4] Of chief importance is the contribution of labor to the success or failure of mankind’s endeavors, agricultural or otherwise. The book comes to one climax with the description of a great storm in lines 311–50, which brings all of man’s efforts to naught. After detailing various weather-signs, Virgil ends with an enumeration of the portents associated with Caesar’s assassination and civil war; only Octavian offers any hope of salvation.

Book Two[edit]
Prominent themes of the second book include agriculture as man's struggle against a hostile natural world, often described in violent terms, and the ages of Saturn and Jupiter Like the first book, it begins with a poem addressing the divinities associated with the matters about to be discussed: viticulture, trees, and the olive. In the next hundred lines Virgil treats forest and fruit trees. Their propagation and growth are described in detail, with a contrast drawn between methods that are natural and those that require human intervention. Three sections on grafting are of particular interest: presented as marvels of man’s alteration of nature, many of the examples Virgil gives are unlikely or impossible. Also included is a catalogue of the world's trees, set forth in rapid succession, and other products of various lands. Perhaps the most famous passage of the poem, the Laudes Italiae or Praises of Italy, is introduced by way of a comparison with foreign marvels: despite all of those, no land is as praiseworthy as Italy. A point of cultural interest is a reference to Ascra in line 176, which an ancient reader would have known as the hometown of Hesiod. Next comes the care of vines, culminating in a vivid scene of their destruction by fire; then advice on when to plant vines, and therein the other famous passage of the second book, the Praises of Spring. These depict the growth and beauty that accompany spring's arrival. The poet then returns to didactic narrative with yet more on vines, emphasizing their fragility and laboriousness. A warning about animal damage provides occasion for an explanation of why goats are sacrificed to Bacchus. The olive tree is then presented in contrast to the vine: it requires little effort on the part of the farmer. The next subject, at last turning away from the vine, is other kinds of trees: those that produce fruit and those that have useful wood. Then Virgil again returns to grapevines, recalling the myth of the battle of the Lapiths and Centaurs in a passage known as the Vituperation of Vines. The remainder of the book is devoted to extolling the simple country life over the corruptness of the city.

Book Three[edit]
The third book is chiefly and ostensibly concerned with animal husbandry. It consists of two principal parts, the first half is devoted to the selection of breed stock and the breeding of horses and cattle. It concludes with a description of the furor induced in all animals by sexual desire. The second half of the book is devoted to the care and protection of sheep and goats and their byproducts. It concludes with a description of the havoc and devastation caused by a plague in Noricum. Both halves begin with a short prologue called a proem. The poems invoke Greek and Italian gods and address such issues as Virgil's intention to honor both Caesar and his patron Maecenas, as well as his lofty poetic aspirations and the difficulty of the material to follow. Many have observed the parallels between the dramatic endings of each half of this book and the irresistible power of their respective themes of love and death.

Book Four[edit]

1798 illustration
Book four, a tonal counterpart to Book two, is divided approximately in half; the first half (1–280) is didactic and deals with the life and habits of bees, supposedly a model for human society. Bees resemble man in that they labor, are devoted to a king and give their lives for the sake of the community, but they lack the arts and love. In spite of their labor the bees perish and the entire colony dies. The restoration of the bees is accomplished by bugonia, spontaneous rebirth from the carcass of an ox. This process is described twice in the second half (281–568) and frames the Aristaeus epyllion beginning at line 315. The tone of the book changes from didactic to epic and elegiac in this epyllion, which contains within it the story of Orpheus and Eurydice. Aristaeus, after losing his bees, descends to the home of his mother, the nymph Cyrene, where he is given instructions on how to restore his colonies. He must capture the seer, Proteus, and force him to reveal which divine spirit he angered and how to restore his bee colonies. After binding Proteus (who changes into many forms to no avail), Aristaeus is told by the seer that he angered the nymphs by causing the death of the nymph Eurydice, wife of Orpheus. Proteus describes the descent of Orpheus into the underworld to retrieve Eurydice, the backward look that caused her return to Tartarus, and at last Orpheus' death at the hands of the Ciconian women. Book four concludes with an eight-line sphragis or seal in which Virgil


Cinema chapter
X marks the spot is a place where you find treasure an x is the quadrant.
The peace sign has four sections

Extreme exchuberant extraordinary excellent exceptional exquisite these are all words that connote something transcendent. They all have x in them. X is the quadranr


The fourth wall is the imaginary "wall" at the front of the stage in a traditional three-walled box set in a proscenium theatre, through which the audience sees the action in the world of the play.[1][2] The concept is usually attributed to the philosopher, critic and dramatist Denis Diderot.[3] The term itself was used by Molière.[4] The fourth wall illusion is often associated with naturalist theatre of the mid 19th-century, and especially with the innovations of the French director André Antoine.[4]

The restrictions of the fourth wall were challenged in 20th-century theatre.[3] Speaking directly to, otherwise acknowledging or doing something to the audience through this imaginary wall – or, in film and television, through a camera – is known as "breaking the fourth wall". As it is a penetration of a boundary normally set up or assumed by works of fiction, this is considered a metafictional technique.[1][5] In literature and video games, it occurs when a character acknowledges the reader or player.[6]

Breaking the fourth wall should not be confused with the aside or the soliloquy, dramatic devices often used by playwrights where characters on stage are delivering inner monologues, giving the audience insight into their thoughts.[7]

The term "fifth wall" is often used by analogy with the "fourth wall" for a metaphorical barrier in engagement with a medium. It has been used as an extension of the fourth wall concept to refer to the "invisible wall between critics or readers and theatre practitioners."[18] This conception led to a series of workshops at the Globe Theatre in 2004 designed to help break the fifth wall.[19] The term has also been used to refer to "that semi-porous membrane that stands between individual audience members during a shared experience."[20] In media, the television set has been described metaphorically as a fifth wall because of how it allows a person to see beyond the traditional four walls of a room.[21][22] In shadow theatre the term "fifth wall" has been used to describe the screen onto which images are projected.

Square four and five are always connected and transcendent.


During Barker's run as Truth or Consequence, a side game, "Barker's Box", was played at the end of the show. Barker's Box was a box with four drawers, and if a contestant picked all three drawers with money in it, they won a bonus prize; however, if a contestant chose a pop-up "surprise" before choosing all three cash drawers, the game ended and the contestant left with the cash won at that point. Barker also ended each episode with the phrase, "Hoping all your consequences are happy ones."



The $64,000 Question- 64


2-inch quadruplex videotape (also called 2″ quad, or just quad, for short) was the first practical and commercially successful analog recording videotape format.[1] It was developed and released for the broadcast television industry in 1956 by Ampex, an American company based in Redwood City, California.[2] This format revolutionized broadcast television operations and television production, since the only recording medium available to the TV industry before then was film used for kinescopes, which was much more costly to utilize and took time to develop at a film laboratory. In addition, kinescope images were usually of obviously inferior quality to the live television broadcast images they recorded, whereas quadruplex videotape preserved almost all the image detail of a live broadcast.

Since most United States West Coast network broadcast delays done by the television networks at the time were done with film kinescopes that needed time for developing, the networks wanted a more practical, cost-effective, and quicker way to time-shift television programming for later airing on the West Coast. Broadcasters also sought a recording medium that was not as costly or time-consuming to edit and develop as film. Faced with these challenges, broadcasters sought to adapt magnetic tape recording technology (already in use for recording audio) for use with television as well.

The name "quadruplex" refers to the use of four magnetic record/reproduce heads mounted on a headwheel spinning transversely (width-wise) across the tape at a rate of 14,400 rpm for NTSC 525 lines/30fps-standard quad decks, and at 15,000 rpm for those using the PAL 625 lines/25fps video standard. This method was called quadrature scanning, as opposed to the helical scan transport used by later videotape formats. The tape ran at a speed of either 7.5 or 15 in (190.5 or 381.0 mm) per second for NTSC 525/30 video recording, or 15.625 in (396.875 mm) per second for PAL 625/25 video, and the audio, control, and cue tracks were recorded in a standard linear fashion near the edges of the tape. The cue track was used either as a second audio track, or for recording cue tones or time code for linear video editing.[3]

A typical 4,800 ft (1,463 m) reel of 2 in (51 mm) quad tape holds approximately one hour of recorded material at 15 inches per second.

The quadruplex format employs segmented recording; each transversely recorded video track on a 2-inch quad videotape holds one-sixteenth (NTSC) or one-twentieth (PAL)[4] of a field of video. This meant that 2-inch quad did not support "trick-play" functions, such as still, shuttle, and reverse or variable-speed playback. (In fact, the quadruplex format could only reproduce recognizable pictures when the tape was playing at normal speed.[5]) However, it was capable of producing extremely high-quality images containing about 400 horizontal lines of video resolution, and remained the de facto industry standard for television broadcasting from its inception in 1956 to the mid-1980s, when newer, smaller, and lower-maintenance videotape formats superseded it.[6]

There were three different variations of 2-inch quad:

Low-band, which was the first variety of quad introduced by Ampex in 1956,
High-band, which used a wider bandwidth for recording video to the tape, resulting in higher-resolution video from the VTR, and
Super High-band, which used a pilot tone for better timebase stability, and higher coercivity tape.
Most quad machines made later in the 1960s and 1970s by Ampex could play back both low and high-band 2-inch quad tape.[7]


What's My Line? is a panel game show which originally ran in the United States on the CBS Television Network from 1950 to 1967, with several international versions and subsequent U.S. revivals. The game tasks celebrity panelists with questioning contestants in order to determine their occupations.

The host (called the moderator at that time) was veteran radio and television newsman John Daly. Clifton Fadiman,[10][11] Eamonn Andrews, and Bennett Cerf[12] substituted on the four occasions Daly was unavailable.

The show featured a panel of four celebrities who questioned the contestants. On the initial program of February 2, 1950, the panel was former New Jersey governor Harold Hoffman, columnist Dorothy Kilgallen, poet Louis Untermeyer, and psychiatrist Richard Hoffmann. For the majority of the show’s run the panel consisted of Kilgallen, Random House publisher and co-founder Bennett Cerf, actress Arlene Francis and a fourth guest panelist. During the show’s earliest period the panel generally consisted of Kilgallen, Francis, Untermeyer and comedy writer Hal Block with Cerf replacing Untermeyer in 1951 and comedian Steve Allen replacing Block in 1953. Steve Allen left to launch The Tonight Show in 1954 and was replaced by comedian Fred Allen who remained on the panel until his death in 1956. After Kilgallen's death in 1965, the two remaining seats on the panel were never filled regularly again. The most frequent guest panelist was Arlene Francis' husband Martin Gabel, who appeared 112 times.

Regular announcers included Lee Vines (1950–1955), Hal Simms (1955–1961), Ralph Paul (1961), and Johnny Olson (1961–1967).

What’s My Line? was a guessing game in which four panelists attempted to determine the occupation of a guest. In the case of the famous mystery guest each week, the panel sought to determine the identity of the contestant. Panelists were required to probe by asking only yes-no questions. A typical episode featured two standard rounds (sometimes a third, and very rarely a fourth) plus one mystery guest round. On the occasions on which there were two mystery guests, the first would usually appear as the first contestant.

The revival was considered by producers a merger of What's My Line? and its 1950s spinoff, I've Got a Secret, which resulted in noticeable changes from the original. As with Secret, contestants frequently demonstrated their skill or product after the game. Dollar signs for "no" answers were replaced by sequential numbers. Mystery guest rounds were no longer scored and simply ended with a correct guess or when time ran out. Added was a new game, "Who's Who?", in which four audience members, selected before the show, stood on stage with four occupations indicated on cards and panelists would attempt to place the correct occupations with the contestants.


I've Got a Secret is a panel game show produced by Mark Goodson and Bill Todman for CBS television. Created by comedy writers Allan Sherman and Howard Merrill, it was a derivative of Goodson-Todman's own panel show What's My Line? Instead of celebrity panelists trying to determine a contestant's occupation, the panel tries to determine a contestant's "secret": something that is unusual, amazing, embarrassing, or humorous about that person.

The show was originally hosted by radio and television personality Garry Moore. After several months of an ever-changing panel, game show host Bill Cullen, acerbic comedian Henry Morgan, TV hostess Faye Emerson, and actress Jayne Meadows became the four regular panelists. In 1958, Emerson left the show to star in a play and was replaced by actress Betsy Palmer.[2] Later that year, Meadows relocated to the West Coast and was replaced by former Miss America Bess Myerson.[2] At various times, guest hosts substituted for Moore, including panelists Morgan and Palmer, among others. Additionally, other comedians and celebrities appeared as guests on the panel when others were away. The announcer for most of the 1952-67 run was John Cannon.



The genesis of game shows had four panelists.

To Tell the Truth is an American television panel game show created by Bob Stewart and produced by Goodson-Todman Productions that has aired in various forms since 1956 both on networks and in syndication. Along with The Price Is Right, Let's Make a Deal, The Newlywed Game, and Jeopardy!, it is one of five game shows in the United States to have aired at least one new episode in at least six consecutive decades, with a seventh decade version slated in 2015 (matched only by The Price Is Right). A total of 25 seasons of the various versions of To Tell the Truth have been produced, tying that of What's My Line? and surpassing the 20 of I've Got a Secret.

The show features a panel of four celebrities whose object is the correct identification of a described contestant who has an unusual occupation or experience. This central character is accompanied by two impostors who pretend to be the central character; together, the three persons are said to belong to a "team of challengers." The celebrity panelists question the three contestants; the impostors are allowed to lie but the central character is sworn "to tell the truth". After questioning, the panel attempts to identify which of the three challengers is telling the truth and is thus the central character




The Hollywood Squares is an American panel game show,[1][2][3][4] in which two contestants play tic-tac-toe to win cash and prizes. The board for the game is a 3 × 3 vertical stack of open-faced cubes, each occupied by a celebrity seated at a desk and facing the contestants. The stars are asked questions by the host, and the contestants judge the truth of their answers to gain squares in the right pattern to win the game.

Although The Hollywood Squares was a legitimate game show, the game largely acted as the background for the show's comedy in the form of joke answers, often given by the stars prior to their real answer. The show's writers usually supplied the jokes. In addition, the stars were given the questions' subjects and bluff (plausible but incorrect) answers prior to the show. The show was scripted in this sense, but the gameplay was not. In any case, as original host Peter Marshall would explain at the beginning of the Secret Square game, the celebrities were briefed prior to the show to help them with bluff answers, but they otherwise heard the actual questions for the first time as they were asked on air.

In 2013, TV Guide ranked it at No. 7 in its list of the 60 greatest game shows ever.[5]

Internationally, there are multiple versions under a variety of names (see International versions below).

The set was the tic tac toe quadrant gird.




Have I Got News for You is a British television panel show produced by Hat Trick Productions for the BBC. It is loosely based on the BBC Radio 4 show The News Quiz, and has been regularly broadcast since 1990. The show has cultivated a reputation for sailing close to the wind in matters of libel and slander with its topical and satirical remit

The game consisted of four rounds and one of the rounds even consisted of 16 images (the 16 squares of the quadrant model)

The main section of the show comprises several rounds, although, as noted above, this is liable to change. Since the show originally aired, several rounds have been dropped from the original format, but a typical show will usually consist of the following:

Round 1 is the "Film Round". Silent video clips, usually from news reports, are played to the teams. Two points are awarded for correctly identifying the story – but as the round covers the major stories of the week, the quiz aspect is downplayed here in favour of discussion and banter. The host will still ask questions to highlight details of a story, but no further points are awarded for the answers.
Sometimes, the clips used have been specially chosen from particular sources, such as in the 2008 Christmas special, which used clips from Christmas specials of various other TV programmes to provide the clues. The 1993 'Thatcher special' presented a slight variation called Who Dares Loses?, where the teams had to identify who in the clip 'lost'.
On rare occasions, sound is added to the clip, such as a "ker-ching" in the montage that depicted the 2009 MPs' expenses scandal or the Blue Peter theme tune in the week that presenter Richard Bacon had been caught taking drugs.
The only occasion that the video clip element of this round has been deviated from was during series 37, when one of the clips was audio only with no pictures. The question was about the Hum, which none of the panel could hear anyway.
Early series featured two similar games later in the show; the "Connections Round", with the panel identifying the individuals and the story that linked them, and the "Archive Round", featuring pre-1990 news footage in a 'what happened next?' format. Both were dropped as the more popular rounds began to use up more time.
Round 2 was originally the "Tabloid Headlines Round", in which the panellists identified and commented on the more flippant stories of the week from sufficiently pun-filled tabloid headlines.
Another of the original rounds later dropped was the similar "Mini-Headlines Round", where the panel had to identify a story from the four words used in the original tabloid report as effective chapter headings.
In 2004, the headlines were filtered out and replaced with a picture game. An image is slowly revealed to the teams, the object being for one to buzz in before the other and guess how the resulting person or object is relevant to the week's news. Originally this took the form of the "Picture-Spin Quiz". Regular variants since have included the "Jigsaw of News" and the Christmas-themed "Giblets of News", while others have featured wieldy props for the host, such as the "Wheel of News", the "One-Armed Bandit of News" and the "Strengthometer of News". A few versions have been more specific to that week's guest host; e.g. Dominic West, star of American cop drama The Wire, had the "Squad Car of News".
Occasionally the round is themed around one topic. In these instances, it usually becomes a more straightforward Q&A 'fingers-on-buzzers' round.
Another slight variation is a spoof of an existing quiz/gameshow, often done when pertinent to the current guests. For example; a mock Mastermind game when Magnus Magnusson appeared or the infamous "Play Your Iraqi Cards Right" from Bruce Forsyth's first time as host, which took the format of the presenter's former game show, as well as referencing a special deck of cards produced by the Americans for the 2003 invasion of Iraq.
Round 3 is the "Odd One Out Round", where four personalities, characters and/or objects are presented to a team, whereupon they must identify the interloper, and the topical, amusing or ridiculously obscure link between the other three. In one episode, Merton's "Odd One Out" selection consisted of 16 images and in another, the round comprised four photos of Michael Howard. On another occasion the four choices were Hislop, Merton and both guests, Germaine Greer and Charles Kennedy. The four pictures used were the live remote feeds from the studio cameras. (This technique was also used in an episode hosted by Ronnie Corbett, when the comedian featured as one of the choices.) One week, after it had been revealed that a group of celebrities had taken out press injunctions, the round consisted of four blanked out images, with the host, Rhod Gilbert, explaining that they were unable to reveal who exactly was the odd one out, or the reason.
A short-lived variant was another take on the aforementioned "Connections Round", with images of three people given, the teams working out what linked them.
When Bruce Forsyth was host, this round was replaced by "Conveyer Belt Connections", a reference to the final round of The Generation Game. One of the belts consisted of people and objects whose resulting connection was that they had all been the Odd One Out in previous editions of the show. This included the disparate grouping together of raw sewage, The Hay Wain, Tinky Winky and Osama bin Laden.
Round 4 is the "Missing Words Round", where newspaper headlines are displayed, with choice words blanked out. The panellists then suggest what these could be. Since 1994, a regular feature of this round is that some of the banners are taken from that week's choice of obscure "guest publication". Over the years, these have included Goat World, Arthritis News, International Car Park Design, "The Caravan Times" and Diarrhoea Digest. Examples of Missing Words are "I'll take Edward up the _____", "Church may be forced to sell _____" and "PM sucked into _____".
After the final scores are read out, there is often an additional Caption Competition, where potentially amusing pictures are shown, to which the panellists are invited to provide an apt headline. No points are awarded for this section.


Would I Lie to You? is a British comedy panel show aired on BBC One, made by Zeppotron for the BBC. It was first broadcast on 16 June 2007.

It also had four guests




All of the original game shows had four hosts or guests fulfilling the quadrant four

Whose Line Is It Anyway? is a short-form improvisational comedy show originating as a short-lived British radio programme, before moving to British television in 1988. Following the conclusion of the British run in 1999, ABC began airing an American version, which ran until 2007 and was later revived by The CW in 2013.

Each version of the show consists of a panel of four performers who create characters, scenes and songs on the spot, in the style of short-form improvisation games, many taken from theatresports. Topics for the games are based on either audience suggestions or predetermined prompts from the host. Both the British and the American shows ostensibly take the form of a game show with the host arbitrarily assigning points and likewise choosing a winner at the end of each episode. However, the show lacks the true stakes and competition of a game show (by design). The "game show" format is simply part of the comedy.


8 Out of 10 Cats is a British television comedy panel game produced by Zeppotron (a subsidiary of Endemol UK) for Channel 4. It was first broadcast on 3 June 2005. The show is hosted by Jimmy Carr and the current team captains are Sean Lock and Jon Richardson.

The current rounds featured on 8 Out of 10 Cats are:[5]

"What Are You Talking About?" – The polling organisation asked the public what they were talking about during the week. The teams have to try to guess the top three.
"Pick of the Polls" – The teams are given four pictures to pick from and are given a poll based around that picture.
"Believe It or Not" – The teams are given a statistic and try to guess if it is true or false.
"And the Winner Is..." – The teams are given a question from a poll and then they try to guess what came on top of that poll.
"The Poll with a Hole" – each team is given a statistic but it is missing one piece of salient information. The teams have to guess what that piece of information is.
Until series 8 there were four rounds during the game, but it has since been reduced to three. The points often do not add up correctly, as the show has to be edited to fit in its 26-minute slot. From series 9 there is a longer version of the show called 8 Out of 10 Cats Uncut, broadcast a few days later.


Jeapordy is a game show that features screens that look like a quadrant grid that the contestant has to chose from in order to ask a question


There were four TV networks in the US during the Golden Age of Television.


Pantomime Quiz, initially titled Pantomime Quiz Time and later Stump the Stars, is an American television game show produced and hosted by Mike Stokey.

Based on the parlor game of Charades, Pantomime Quiz was first broadcast locally in Los Angeles from November 13, 1947 to 1949. In that format, it won an Emmy Award for "Most Popular Television Program" at the first Emmy Awards ceremony. The competition involved two teams of four contestants each (three regulars and one guest). In each round, one member acts out (in mime) a phrase or a name while the other three try to guess it. Each team had five rounds (in some broadcasts there were only four); the team that took the less amount of time to guess all phrases won the game.

Home viewers were encouraged to send in suggestions for phrases to be used in a telecast. Those that were actually used earned cash or a prize for the people who sent them. A bonus was given if the team trying to solve it could not do so within two minutes.


The first Golden Age of Television in the United States began in 1947-1948 and extended to 1960. Many today argue that after the advent of cable TV, satellite TV, and Internet TV, which have greatly increased the number of TV stations and number of programs, a new golden age of television has begun, but the first golden age was about the availability of high-quality cultural offerings in an era of limited channels, made possible because early television receivers were expensive and could be afforded mostly by the more educated and cultured class of viewers.

There were four TV networks during this age.


In American television terminology, a fourth network is a reference to a fourth broadcast (over-the-air) television network, as opposed to the Big Three television networks that dominated U.S. television from the 1950s to the 1990s: ABC, CBS and NBC.

When the U.S. television industry was in its infancy in the 1940s, there were four major full-time television networks that operated across the country: ABC, CBS, NBC and the DuMont Television Network. Never able to find solid financial ground, DuMont ceased broadcasting in August 1956. Many companies later began to operate television networks which aspired to compete against the Big Three. However, between the 1950s and the 1980s, none of these start-ups endured and some never even launched. After decades of these failed "fourth networks", many television industry insiders believed that creating a viable fourth network was impossible. Television critics also grew jaded, with one critic placing this comparison in the struggles of creating a sustaining competitor to the Big Three, "Industry talk about a possible full-time, full-service, commercial network structured like the existing big three, ABC, CBS and NBC, pops up much more often than the fictitious town of Brigadoon".[1]

The October 1986 launch of the Fox Broadcasting Company was met with ridicule. Despite the industry skepticism and initial network instability (due to its early struggles in launching hit programs), the Fox network eventually proved profitable by the early 1990s, becoming the first successful fourth network and eventually surpassing the Big Three networks in the demographics and overall viewership ratings by the early 2000s.

In American television terminology, a fourth network is a reference to a fourth broadcast (over-the-air) television network, as opposed to the Big Three television networks that dominated U.S. television from the 1950s to the 1990s: ABC, CBS and NBC.

When the U.S. television industry was in its infancy in the 1940s, there were four major full-time television networks that operated across the country: ABC, CBS, NBC and the DuMont Television Network. Never able to find solid financial ground, DuMont ceased broadcasting in August 1956. Many companies later began to operate television networks which aspired to compete against the Big Three. However, between the 1950s and the 1980s, none of these start-ups endured and some never even launched. After decades of these failed "fourth networks", many television industry insiders believed that creating a viable fourth network was impossible. Television critics also grew jaded, with one critic placing this comparison in the struggles of creating a sustaining competitor to the Big Three, "Industry talk about a possible full-time, full-service, commercial network structured like the existing big three, ABC, CBS and NBC, pops up much more often than the fictitious town of Brigadoon".[1]

The October 1986 launch of the Fox Broadcasting Company was met with ridicule. Despite the industry skepticism and initial network instability (due to its early struggles in launching hit programs), the Fox network eventually proved profitable by the early 1990s, becoming the first successful fourth network and eventually surpassing the Big Three networks in the demographics and overall viewership ratings by the early 2000s.


In 1912, most amateur-radio transmissions were restricted to wavelengths below 200 meters (i.e., frequencies above 1500 kHz) to prevent interference to future commercial broadcasters.[1] The beginning of regular, commercially licensed radio broadcasting in the United States in 1920, along with the concurrent development of sound and color film in that decade, ended the print monopoly of mass media and opened the doors to the immediate (and pervasive) electronic media. By 1928, the United States had three national radio networks: two owned by NBC (the National Broadcasting Company), and one by CBS (the Columbia Broadcasting System). Until 1943, there were four major national radio networks: two owned by NBC, one owned by CBS and one owned by Mutual Broadcasting System. Stations were connected by broadcast-quality, leased telephone lines. NBC's second network became ABC, the American Broadcasting Company.[2]

Of the four national networks of American radio's classic era, Mutual had for decades the largest number of affiliates, but the least certain financial position [1](which prevented Mutual from expanding into television broadcasting after World War II, as the other three networks did). For the first 18 years of its existence, Mutual was owned and operated as a cooperative (A system similar to that of today's National Public Radio), setting the network apart from its competitors. Mutual's member stations shared their own original programming, transmission and promotion expenses, and advertising revenues. From December 30, 1936, when it debuted in the West, the Mutual Broadcasting System had affiliates from coast to coast. Its business structure would change after General Tire assumed majority ownership in 1952 through a series of regional and individual station acquisitions.


Down You Go is an American television game show originally broadcast on the DuMont Television Network. The Emmy Award-nominated series ran from 1951–1956 as a prime time series primarily hosted by Dr. Bergen Evans. The program aired in eleven different timeslots during its five-year run.

Down You Go was similar to "Hangman", with a group of four celebrity panelists who were asked to guess a word or phrase submitted by a home viewer. The phrase "down you go" came about when a panelist would be eliminated from play for guessing an incorrect letter, which would be signified by the eliminated panelist pulling a handle to switch their name to "DOWN YOU GO".[2]

Among the regular panelists were comedian Fran Allison, journalist Phyllis Cerf, editor Francis Coughlin, actress Patricia Cutts, actress Carmelita Pope, actor Boris Karloff, author Jean Kerr, and athlete Phil Rizzuto.


Down You Go is an American television game show originally broadcast on the DuMont Television Network. The Emmy Award-nominated series ran from 1951–1956 as a prime time series primarily hosted by Dr. Bergen Evans. The program aired in eleven different timeslots during its five-year run.

Down You Go was similar to "Hangman", with a group of four celebrity panelists who were asked to guess a word or phrase submitted by a home viewer. The phrase "down you go" came about when a panelist would be eliminated from play for guessing an incorrect letter, which would be signified by the eliminated panelist pulling a handle to switch their name to "DOWN YOU GO".[2]

Among the regular panelists were comedian Fran Allison, journalist Phyllis Cerf, editor Francis Coughlin, actress Patricia Cutts, actress Carmelita Pope, actor Boris Karloff, author Jean Kerr, and athlete Phil Rizzuto.


Information Please was an American radio quiz show, created by Dan Golenpaul, which aired on NBC from May 17, 1938 to April 22, 1951. The title was the contemporary phrase used to request from telephone operators what was then called "information" but is now called "directory assistance".

Panel regulars included writer-actor-pianist Oscar Levant and newspaper columnists and renowned wits andintellectuals Franklin P. Adams and John Kieran. All the panelists were well-versed in a wide range of topics, though each had a specialty. Music and film questions were often addressed to Levant. Adams was well known for his mastery of poetry, popular culture and Gilbert and Sullivan. Kieran was an expert in natural history, sports and literature. A typical question would have three or four parts and would require the panelists to get a majority of the questions right, lest they lose the prize money.

The show would always have a fourth guest panelist, usually either a celebrity, a politician or writer. Guest panelists included Fred Allen, Leonard Bernstein, Boris Karloff, Clare Boothe Luce, Dorothy Parker, S. J. Perelman, Sigmund Spaeth, Rex Stout, Jan Struther, Deems Taylor, Alexander Woollcott, George S. Kaufman, Ruth Gordon, Orson Welles, Basil Rathbone and a very young Myron "Mike" Wallace.


American idol had originally planned on having four judges following the Pop Idol format; however, only three judges had been found by the time of the audition round in the first season, namely Randy Jackson, Paula Abdul and Simon Cowell.[11] A fourth judge, radio DJ Stryker, was originally chosen but he dropped out citing "image concerns".[15] In the second season, New York radio personality Angie Martinez had been hired as a fourth judge but withdrew only after a few days of auditions due to not being comfortable with giving out criticism.[16] The show decided to continue with the three judges format until season eight. All three original judges stayed on the judging panel for eight seasons.

The fourth square is always different. Off and on there would be a fourth judge on the show and it would change.

Four Star Television, also called Four Star International, was an American television production company. The company was founded in 1952 as Four Star Productions, by prominent Hollywood actors Dick Powell, David Niven, Joel McCrea, and Charles Boyer. McCrea left the company soon after, and was replaced with Ida Lupino as the fourth star, even though she did not own any stock in the company. The fourth is always different/transcendent.

Four Star produced many well-known shows of the early days of television, including Four Star Playhouse (their first series), Dick Powell's Zane Grey Theatre, Stagecoach West, The June Allyson Show (aka The DuPont Show Starring June Allyson), The Dick Powell Show, Burke's Law, The Rogues and The Big Valley. Despite each of its four stars sharing equal billing, it was Powell who played the biggest role in the success of the company's growth.

Within a few years of Four Star's formation, Powell became President of the company. In 1955, a second company, Four Star Films, Inc., was formed as an affiliate organization to produce shows as The Rifleman, Trackdown, Wanted: Dead or Alive, Richard Diamond, Private Detective and The Detectives Starring Robert Taylor. There were also failed series, like Jeannie Carson's Hey, Jeannie!.

In the late winter of 1958, both Four Star Productions and Four Star Films were merged into the new holding company Four Star Television, and began publicly trading on the American Stock Exchange on January 12, 1959. The company changed hands a few times before it was folded into New World Entertainment of 21st Century Fox in 1989.


Four Star Playhouse is an American television anthology series that ran from 1952 to 1956. Its episodes ranged anywhere from surreal mysteries, such as "The Man on the Train," to light comedies, such as "The Lost Silk Hat." The original premise was that Charles Boyer, Ida Lupino, David Niven, and Dick Powell would take turns starring in episodes. However, several other performers took the lead from time to time, including Ronald Colman and Joan Fontaine.

The show was sponsored in its first bi-weekly season by The Singer Company. Bristol-Myers became an alternate sponsor when it became a weekly series in the fall of 1953 (both sponsors' names alternated as part of the show's title in its initial broadcasts).

While it never made the Nielsen Top 30, the ratings were sufficient to keep it on the air for four seasons. In 1954, Billboard voted it the second best filmed network television drama series.[1]

While Charles Boyer, Ida Lupino, David Niven, and Dick Powell are the four main stars of the series, many other actors have appeared in different roles in more than one episode, including


21st Century Fox's operations can be broadly categorized into four major reporting segments- Cable Network Programming, Television, Filmed Entertainment, and Direct Broadcast Satellite Television

Whose Line is it Anyway? (often known as simply Whose Line?) is an improvisational comedy show, which was originally hosted by Drew Carey on ABC and ABC Family and ran from August 5, 1998 to December 15, 2007. A revival of the show, hosted by Aisha Tyler, began airing on The CW on July 16, 2013.

The series is a spin-off of the British show of the same name and features Ryan Stiles, Colin Mochrie, and Wayne Brady as its regular performers with the fourth seat occupied by a guest panelist.[2] All three regulars appeared on the British series; Stiles and Mochrie were regulars there as well while Brady was a frequent guest on the final series which moved production from London to Hollywood.


QI (Quite Interesting) is a British comedy panel game television quiz show created and co-produced by John Lloyd, hosted by Stephen Fry, and featuring permanent panellist Alan Davies. Most of the questions are extremely obscure, making it unlikely that the correct answer will be given. To compensate, points are awarded not only for right answers, but also for interesting ones, regardless of whether they are right or even relate to the original question. Conversely, points are deducted from a panellist who gives "answers which are not only wrong, but pathetically obvious,"[2] typically answers that are generally believed to be true but in fact are misconceptions. These answers are known as forfeits, usually indicated by a loud siren, flashing lights, and the incorrect answer being displayed on screen. Bonus points are sometimes awarded or deducted for challenges or incorrect references, varying from show to show.

The panel consists of four participants: three rotating and one regular, Alan Davies, who has the seat to the immediate right of the presenter, Stephen Fry. The show's other panellists mainly come from a comedy background,[citation needed] although there have also been guests from other fields, including actors, television presenters, poets and scientists.[9][10][11] Davies has appeared in every episode, although in "Divination" he was not able to appear at the studio but was still able to play "from beyond".[12] Despite infrequent wins, Davies often finishes last due to incurring forfeits.

The fourth square is always different.


BBC One
The Corporation's primary network, broadcasting mainstream comedy, drama, documentaries, films, news, sport, and some children's programmes. BBC One is also the home of the BBC's main 30-minute news bulletins, currently shown at 13:00, 18:00, and 22:00 (on weekdays; times vary for weekend news bulletins) and overnight bulletins from BBC World News every Monday to Sunday. The main news bulletins are followed by local news. These are provided by production centres in Wales, Scotland and Northern Ireland and a further 14 regional and sub-regional centres in England. The centres also produce local news magazine programming.
Most watched programme: EastEnders.
Shutdown of all UK analogue television stations began in 2008 and finished in October 2012, leaving only digital transmission for terrestrial services.
A high definition simulcast, BBC One HD, launched on 3 November 2010.
A one hour timeshift, BBC One +1, was announced in October 2013.
BBC Two
Home to more specialist programming, including comedy, documentaries, dramas, children's programming and minority interest programmes, as well as imported programmes from other countries, particularly the United States. An important feature of the schedule is Newsnight, a 50-minute news analysis programme shown each weeknight at 22.30. There are slight differences in the programming for England, Wales, Northern Ireland and Scotland. The most notable is a separate final 20 minutes for Newsnight broadcast in Scotland.
Most watched programme: Top Gear.
A high definition simulcast, BBC Two HD, launched on 26 March 2013.
BBC Three
Home to mainly youth-oriented programming, particularly new comedy sketch shows and sitcoms.
A high definition simulcast, BBC Three HD, launched on 10 December 2013.
BBC Four
Niche programming for an intellectual audience, including specialist documentaries, occasional 'serious' dramas, live theatre, foreign language films and television programmes and 'prestige' archive television repeats.
A high definition simulcast, BBC Four HD, launched on 10 December 2013.


The News Quiz is a British topical panel game broadcast on BBC Radio 4.

Each week, four panellists appear on the show. They are usually either comedians or journalists, and sometimes politicians. Journalists predominated in the early years. The ostensible purpose of the show is to test contestants' knowledge of the events of the previous week by asking questions which are usually oblique references to those events. However this has given way to a general free-for-all where panellists chime in with their own humorous and satirical remarks once the question has been answered. The participants frequently wander off topic. The host ends the discussion of each question with a summary of the events it refers to, usually with a scripted comic punchline, before asking the next question. It is not uncommon for the show to get through only two rounds of the panel before the final section is reached. Before the host announces the largely symbolic scores, the panellists read out statements from newspapers and other media which they find amusing.


Philosophy Chapter- Games


The ulam spiral is created by making a quadrant grid and circling the prime numbers. Prime numbers are the most important of number theory. I already discussed how things like the Mersenne primes (the fourth is different from the previous three, the fifth is ultra transcendent) fit the quadrant model pattern.
Ulam constructed the spiral by writing down a regular rectangular grid of numbers, starting with 1 at the center, and spiraling out:

Numbers from 1 to 49 placed in spiral order
He then circled all of the prime numbers and he got the following picture:

Small Ulam spiral
To his surprise, the circled numbers tended to line up along diagonal lines. In the 200×200 Ulam spiral shown above, diagonal lines are clearly visible, confirming the pattern. Horizontal and vertical lines, while less prominent, are also evident.

All prime numbers, except for the number 2, are odd numbers. Since in the Ulam spiral adjacent diagonals are alternatively odd and even numbers, it is no surprise that all prime numbers lie in alternate diagonals of the Ulam spiral. What is startling is the tendency of prime numbers to lie on some diagonals more than others.

Tests so far confirm that there are diagonal lines even when many numbers are plotted. The pattern also seems to appear even if the number at the center is not 1 (and can, in fact, be much larger than 1). This implies that there are many integer constants b and c such that the function:

f(n) = 4 n^2 + b n + c
generates, as n counts up {1, 2, 3, ...}, a number of primes that is large by comparison with the proportion of primes among numbers of similar magnitude.

In a passage from his 1956 novel The City and the Stars, author Arthur C. Clarke describes the prime spiral seven years before it was discovered by Ulam. Clarke did not notice the pattern revealed by the prime spiral because he never actually performed the experiment.[6]

The Ulam spiral, or prime spiral (in other languages also called the Ulam Cloth) is a simple method of visualizing the prime numbers that reveals the apparent tendency of certain quadratic polynomials to generate unusually large numbers of primes. It was discovered by the mathematician Stanislaw Ulam in 1963, while he was doodling during the presentation of a "long and very boring paper"[1] at a scientific meeting. Shortly afterwards, in an early application of computer graphics, Ulam with collaborators Myron Stein and Mark Wells used MANIAC II at Los Alamos Scientific Laboratory to produce pictures of the spiral for numbers up to 65,000.[2][1][3] In March of the following year, Martin Gardner wrote about the Ulam spiral in his Mathematical Games column;[1] the Ulam spiral featured on the front cover of the issue of Scientific American in which the column appeared.

In an addendum to the Scientific American column,[4] Gardner mentions work of the herpetologist Laurence M. Klauber on two dimensional arrays of prime numbers for finding prime-rich quadratic polynomials which was presented at a meeting of the Mathematical Association of America in 1932—more than thirty years prior to Ulam's discovery. Unlike Ulam's array, Klauber's was not a spiral. Its shape was also triangular rather than square.[


In mathematics, Euler's four-square identity says that the product of two numbers, each of which is a sum of four squares, is itself a sum of four squares. Specifically:

(a_{1}^{2}+a_{2}^{2}+a_{3}^{2}+a_{4}^{2})(b_{1}^{2}+b_{2}^{2}+b_{3}^{2}+b_{4}^{2})=\,
(a_{1}b_{1}+a_{2}b_{2}+a_{3}b_{3}+a_{4}b_{4})^{2}+\,
(a_{1}b_{2}-a_{2}b_{1}+a_{3}b_{4}-a_{4}b_{3})^{2}+\,
(a_{1}b_{3}-a_{2}b_{4}-a_{3}b_{1}+a_{4}b_{2})^{2}+\,
(a_{1}b_{4}+a_{2}b_{3}-a_{3}b_{2}-a_{4}b_{1})^{2}.\,
Euler wrote about this identity in a letter dated May 4, 1748 to Goldbach[1][2] (but he used a different sign convention from the above). It can be proven with elementary algebra and holds in every commutative ring. If the a_{k} and b_{k} are real numbers, a more elegant proof is available: the identity expresses the fact that the absolute value of the product of two quaternions is equal to the product of their absolute values, in the same way that the Brahmagupta–Fibonacci two-square identity does for complex numbers.

The identity was used by Lagrange to prove his four square theorem. More specifically, it implies that it is sufficient to prove the theorem for prime numbers, after which the more general theorem follows. The sign convention used above corresponds to the signs obtained by multiplying two quaternions. Other sign conventions can be obtained by changing any a_{k} to -a_{k}, b_{k} to -b_{k}, or by changing the signs inside any of the squared terms on the right hand side.

Hurwitz's theorem states that an identity of form,

(a_{1}^{2}+a_{2}^{2}+a_{3}^{2}+...+a_{n}^{2})(b_{1}^{2}+b_{2}^{2}+b_{3}^{2}+...+b_{n}^{2})=c_{1}^{2}+c_{2}^{2}+c_{3}^{2}+...+c_{n}^{2}\,
where the c_{i} are bilinear functions of the a_{i} and b_{i} is possible only for n = {1, 2, 4, 8}. However, the more general Pfister's theorem allows that if the c_{i} are just rational functions of one set of variables, hence has a denominator, then it is possible for all n=2^{m}.[3] Thus, a different kind of four-square identity can be given as,


16 is the number of the quadrant model.

In algebra, Pfister's sixteen-square identity is a non-bilinear identity of form

\begin{align}
& {}\quad (x_1^2+x_2^2+x_3^2+x_4^2+\cdots+x_{16}^2)(y_1^2+y_2^2+y_3^2+y_4^2+\cdots+y_{16}^2) \\[8pt]
& = z_1^2+z_2^2+z_3^2+z_4^2+\cdots+z_{16}^2
\end{align}
It was first proven to exist by H. Zassenhaus and W. Eichhorn in the 1960s,[1] and independently by Pfister[2] around the same time. There are several versions, a concise one of which is

\,^{z_1 = {\color{blue}{x_1 y_1 - x_2 y_2 - x_3 y_3 - x_4 y_4 - x_5 y_5 - x_6 y_6 - x_7 y_7 - x_8 y_8}} + u_1 y_9 - u_2 y_{10} - u_3 y_{11} - u_4 y_{12} - u_5 y_{13} - u_6 y_{14} - u_7 y_{15} - u_8 y_{16}}
\,^{z_2 = {\color{blue}{x_2 y_1 + x_1 y_2 + x_4 y_3 - x_3 y_4 + x_6 y_5 - x_5 y_6 - x_8 y_7 + x_7 y_8}} + u_2 y_9 + u_1 y_{10} + u_4 y_{11} - u_3 y_{12} + u_6 y_{13} - u_5 y_{14} - u_8 y_{15} + u_7 y_{16}}
\,^{z_3 = {\color{blue}{x_3 y_1 - x_4 y_2 + x_1 y_3 + x_2 y_4 + x_7 y_5 + x_8 y_6 - x_5 y_7 - x_6 y_8}} + u_3 y_9 - u_4 y_{10} + u_1 y_{11} + u_2 y_{12} + u_7 y_{13} + u_8 y_{14} - u_5 y_{15} - u_6 y_{16}}
\,^{z_4 = {\color{blue}{x_4 y_1 + x_3 y_2 - x_2 y_3 + x_1 y_4 + x_8 y_5 - x_7 y_6 + x_6 y_7 - x_5 y_8}} + u_4 y_9 + u_3 y_{10} - u_2 y_{11} + u_1 y_{12} + u_8 y_{13} - u_7 y_{14} + u_6 y_{15} - u_5 y_{16}}
\,^{z_5 = {\color{blue}{x_5 y_1 - x_6 y_2 - x_7 y_3 - x_8 y_4 + x_1 y_5 + x_2 y_6 + x_3 y_7 + x_4 y_8}} + u_5 y_9 - u_6 y_{10} - u_7 y_{11} - u_8 y_{12} + u_1 y_{13} + u_2 y_{14} + u_3 y_{15} + u_4 y_{16}}
\,^{z_6 = {\color{blue}{x_6 y_1 + x_5 y_2 - x_8 y_3 + x_7 y_4 - x_2 y_5 + x_1 y_6 - x_4 y_7 + x_3 y_8}} + u_6 y_9 + u_5 y_{10} - u_8 y_{11} + u_7 y_{12} - u_2 y_{13} + u_1 y_{14} - u_4 y_{15} + u_3 y_{16}}
\,^{z_7 = {\color{blue}{x_7 y_1 + x_8 y_2 + x_5 y_3 - x_6 y_4 - x_3 y_5 + x_4 y_6 + x_1 y_7 - x_2 y_8}} + u_7 y_9 + u_8 y_{10} + u_5 y_{11} - u_6 y_{12} - u_3 y_{13} + u_4 y_{14} + u_1 y_{15} - u_2 y_{16}}
\,^{z_8 = {\color{blue}{x_8 y_1 - x_7 y_2 + x_6 y_3 + x_5 y_4 - x_4 y_5 - x_3 y_6 + x_2 y_7 + x_1 y_8}} + u_8 y_9 - u_7 y_{10} + u_6 y_{11} + u_5 y_{12} - u_4 y_{13} - u_3 y_{14} + u_2 y_{15} + u_1 y_{16}}
\,^{z_9 = x_9 y_1 - x_{10} y_2 - x_{11} y_3 - x_{12} y_4 - x_{13} y_5 - x_{14} y_6 - x_{15} y_7 - x_{16} y_8 + x_1 y_9 - x_2 y_{10} - x_3 y_{11} - x_4 y_{12} - x_5 y_{13} - x_6 y_{14} - x_7 y_{15} - x_8 y_{16}}
\,^{z_{10} = x_{10} y_1 + x_9 y_2 + x_{12} y_3 - x_{11} y_4 + x_{14} y_5 - x_{13} y_6 - x_{16} y_7 + x_{15} y_8 + x_2 y_9 + x_1 y_{10} + x_4 y_{11} - x_3 y_{12} + x_6 y_{13} - x_5 y_{14} - x_8 y_{15} + x_7 y_{16}}
\,^{z_{11} = x_{11} y_1 - x_{12} y_2 + x_9 y_3 + x_{10} y_4 + x_{15} y_5 + x_{16} y_6 - x_{13} y_7 - x_{14} y_8 + x_3 y_9 - x_4 y_{10} + x_1 y_{11} + x_2 y_{12} + x_7 y_{13} + x_8 y_{14} - x_5 y_{15} - x_6 y_{16}}
\,^{z_{12} = x_{12} y_1 + x_{11} y_2 - x_{10} y_3 + x_9 y_4 + x_{16} y_5 - x_{15} y_6 + x_{14} y_7 - x_{13} y_8 + x_4 y_9 + x_3 y_{10} - x_2 y_{11} + x_1 y_{12} + x_8 y_{13} - x_7 y_{14} + x_6 y_{15} - x_5 y_{16}}
\,^{z_{13} = x_{13} y_1 - x_{14} y_2 - x_{15} y_3 - x_{16} y_4 + x_9 y_5 + x_{10} y_6 + x_{11} y_7 + x_{12} y_8 + x_5 y_9 - x_6 y_{10} - x_7 y_{11} - x_8 y_{12} + x_1 y_{13} + x_2 y_{14} + x_3 y_{15} + x_4 y_{16}}
\,^{z_{14} = x_{14} y_1 + x_{13} y_2 - x_{16} y_3 + x_{15} y_4 - x_{10} y_5 + x_9 y_6 - x_{12} y_7 + x_{11} y_8 + x_6 y_9 + x_5 y_{10} - x_8 y_{11} + x_7 y_{12} - x_2 y_{13} + x_1 y_{14} - x_4 y_{15} + x_3 y_{16}}
\,^{z_{15} = x_{15} y_1 + x_{16} y_2 + x_{13} y_3 - x_{14} y_4 - x_{11} y_5 + x_{12} y_6 + x_9 y_7 - x_{10} y_8 + x_7 y_9 + x_8 y_{10} + x_5 y_{11} - x_6 y_{12} - x_3 y_{13} + x_4 y_{14} + x_1 y_{15} - x_2 y_{16}}
\,^{z_{16} = x_{16} y_1 - x_{15} y_2 + x_{14} y_3 + x_{13} y_4 - x_{12} y_5 - x_{11} y_6 + x_{10} y_7 + x_9 y_8 + x_8 y_9 - x_7 y_{10} + x_6 y_{11} + x_5 y_{12} - x_4 y_{13} - x_3 y_{14} + x_2 y_{15} + x_1 y_{16}}
If all x_i,y_i with i>8 are set equal to zero, then it reduces to Degen's eight-square identity (in blue). The u_i are

u_1 = \tfrac{(ax_1^2+x_2^2+x_3^2+x_4^2+x_5^2+x_6^2+x_7^2+x_8^2)x_9 - 2x_1(bx_1 x_9 +x_2 x_{10} +x_3 x_{11} +x_4 x_{12} +x_5 x_{13} +x_6 x_{14} +x_7 x_{15} +x_8 x_{16})}{c}
u_2 = \tfrac{(x_1^2+ax_2^2+x_3^2+x_4^2+x_5^2+x_6^2+x_7^2+x_8^2)x_{10} - 2x_2(x_1 x_9 +bx_2 x_{10} +x_3 x_{11} +x_4 x_{12} +x_5 x_{13} +x_6 x_{14} +x_7 x_{15} +x_8 x_{16})}{c}
u_3 = \tfrac{(x_1^2+x_2^2+ax_3^2+x_4^2+x_5^2+x_6^2+x_7^2+x_8^2)x_{11} - 2x_3(x_1 x_9 +x_2 x_{10} +bx_3 x_{11} +x_4 x_{12} +x_5 x_{13} +x_6 x_{14} +x_7 x_{15} +x_8 x_{16})}{c}
u_4 = \tfrac{(x_1^2+x_2^2+x_3^2+ax_4^2+x_5^2+x_6^2+x_7^2+x_8^2)x_{12} - 2x_4(x_1 x_9 +x_2 x_{10} +x_3 x_{11} +bx_4 x_{12} +x_5 x_{13} +x_6 x_{14} +x_7 x_{15} +x_8 x_{16})}{c}
u_5 = \tfrac{(x_1^2+x_2^2+x_3^2+x_4^2+ax_5^2+x_6^2+x_7^2+x_8^2)x_{13} - 2x_5(x_1 x_9 +x_2 x_{10} +x_3 x_{11} +x_4 x_{12} +bx_5 x_{13} +x_6 x_{14} +x_7 x_{15} +x_8 x_{16})}{c}
u_6 = \tfrac{(x_1^2+x_2^2+x_3^2+x_4^2+x_5^2+ax_6^2+x_7^2+x_8^2)x_{14} - 2x_6(x_1 x_9 +x_2 x_{10} +x_3 x_{11} +x_4 x_{12} +x_5 x_{13} +bx_6 x_{14} +x_7 x_{15} +x_8 x_{16})}{c}
u_7 = \tfrac{(x_1^2+x_2^2+x_3^2+x_4^2+x_5^2+x_6^2+ax_7^2+x_8^2)x_{15} - 2x_7(x_1 x_9 +x_2 x_{10} +x_3 x_{11} +x_4 x_{12} +x_5 x_{13} +x_6 x_{14} +bx_7 x_{15} +x_8 x_{16})}{c}
u_8 = \tfrac{(x_1^2+x_2^2+x_3^2+x_4^2+x_5^2+x_6^2+x_7^2+ax_8^2)x_{16} - 2x_8(x_1 x_9 +x_2 x_{10} +x_3 x_{11} +x_4 x_{12} +x_5 x_{13} +x_6 x_{14} +x_7 x_{15} +bx_8 x_{16})}{c}
and,

a=-1,\;\;b=0,\;\;c=x_1^2+x_2^2+x_3^2+x_4^2+x_5^2+x_6^2+x_7^2+x_8^2\,.
The u_i also obey,

u_1^2+u_2^2+u_3^2+u_4^2+u_5^2+u_6^2+u_7^2+u_8^2 = x_{9}^2+x_{10}^2+x_{11}^2+x_{12}^2+x_{13}^2+x_{14}^2+x_{15}^2+x_{16}^2\,
Thus the identity shows that, in general, the product of two sums of sixteen squares is the sum of sixteen rational squares.

No sixteen-square identity exists involving only bilinear functions since Hurwitz's theorem states an identity of the form

(x_1^2+x_2^2+x_3^2+\cdots+x_n^2)(y_1^2+y_2^2+y_3^2+\cdots+y_n^2) = z_1^2+z_2^2+z_3^2+\cdots+z_n^2\,
with the z_i bilinear functions of the x_i and y_i is possible only for n ∈ {1, 2, 4, 8} . However, the more general Pfister's theorem (1965) shows that if the z_i are just rational functions of one set of variables, hence has a denominator, then it is possible for all n = 2^m.[3] There are also non-bilinear versions of Euler's four-square and Degen's eight-square identities.


16 is the squares of the quadrant model

In abstract algebra, the sedenions form a 16-dimensional noncommutative and nonassociative algebra over the reals obtained by applying the Cayley–Dickson construction to the octonions. The set of sedenions is denoted by \mathbb {S} .

The term "sedenion" is also used for other 16-dimensional algebraic structures, such as a tensor product of 2 copies of the biquaternions, or the algebra of 4 by 4 matrices over the reals, or that studied by Smith (1995).
In mathematics, a split-biquaternion is a hypercomplex number of the form

q = w + xi + yj + zk \!
where w, x, y, and z are split-complex numbers and i, j, and k multiply as in the quaternion group. Since each coefficient w, x, y, z spans two real dimensions, the split-biquaternion is an element of an eight-dimensional vector space. Considering that it carries a multiplication, this vector space is an algebra over the real field, or an algebra over a ring where the split-complex numbers form the ring. This algebra was introduced by William Kingdon Clifford in an 1873 article for the London Mathematical Society. It has been repeatedly noted in mathematical literature since then, variously as a deviation in terminology, an illustration of the tensor product of algebras, and as an illustration of the direct sum of algebras. The split-biquaternions have been identified in various ways by algebraists; see the Synonyms section below



In abstract algebra, the split-quaternions or coquaternions are elements of a 4-dimensional associative algebra introduced by James Cockle in 1849 under the latter name. Like the quaternions introduced by Hamilton in 1843, they form a four dimensional real vector space equipped with a multiplicative operation. Unlike the quaternion algebra, the split-quaternions contain zero divisors, nilpotent elements, and nontrivial idempotents. As a mathematical structure, they form an algebra over the real numbers, which is isomorphic to the algebra of 2 × 2 real matrices. The coquaternions came to be called split-quaternions due to the division into positive and negative terms in the modulus function. For other names for split-quaternions see the Synonyms section below.

The set {1, i, j, k} forms a basis. The products of these elements are

ij = k = −ji,
jk = −i = −kj,
ki = j = −ik,
i2 = −1,
j2 = +1,
k2 = +1,
and hence ijk = 1. It follows from the defining relations that the set {1, i, j, k, −1, −i, −j, −k} is a group under coquaternion multiplication; it is isomorphic to the dihedral group of a square.

A coquaternion

q = w + xi + yj + zk,
has a conjugate

q* = w − xi − yj − zk,
and multiplicative modulus

qq* = w2 + x2 − y2 − z2.
This quadratic form is split into positive and negative parts, in contrast to the positive definite form on the algebra of quaternions.

When the modulus is non-zero, then q has a multiplicative inverse, namely q*/qq*. The set

U = {q : qq* ≠ 0}
is the set of units. The set P of all coquaternions forms a ring (P, +, •) with group of units (U, •). The coquaternions with modulus qq* = 1 form a non-compact topological group SU(1,1), shown below to be isomorphic to SL(2, R).

The split-quaternion basis can be identified as the basis elements of either the Clifford algebra Cℓ1,1(R), with {1, e1 = i, e2 = j, e1e2 = k}; or the algebra Cℓ2,0(R), with {1, e1 = j, e2 = k, e1e2 = i}.

Historically coquaternions preceded Cayley's matrix algebra; coquaternions (along with quaternions and tessarines) evoked the broader linear algebra.


I put this in my original version of the quadrant model I don't know what happened to it I've been searching through my document

In his "Building Dwelling Thinking" (in: "Poetry, Language, Thought") Martin Heidegger relates to his key concept of "fourfold" as a central aspect of dwelling (see previous part of the summary). The four elements of the fourfold are earth and sky, divinities and mortals. The fourfold is a kind of fullness which is a part of dwelling. This unity of the fourfold cannot be divided into its components and each one of these can only be what it is only when the others are kept in mind. Therefore, Heidegger claims, a man is not only a being in the world, but a part of the fourfold of earth, sky, divinities and mortals.

Earth
Earth is the supporting ground on which we stride. It supports us in the most physical sense and also by nurturing, watering and providing for us. Despite its perceived stability, the earth as part of the fourfold is an elusive element.

Sky
The sky as part of Heidegger's fourfold as the sky in their usual referential meaning but they have some additional layers of meaning. Human beings' gaze towards the sky gives birth the metaphors that reflect the fact that we are always both here but also "beyond". Therefore "sky" as a part of the fourfold are a spiritual component relating to eternity.

Mortals
The mortals in Heidegger's fourfold are human beings. Relating to mankind as mortals emphasizes our finiteness and instability of our existence. Only through "memto mori", the remembering of our inevitable death, can we come to terms with our essential nature. By this we can sustain a proper dwelling which leads, according to Heidegger, to a "good death" as human beings which in not nothingness but rather our essential nature.

Divinities
Following Holderlin, Heidegger understands the divinities as the most basic criterion of mankind. God for Heidegger is a poetic fiction, an anonymous creator and provider. And it is through his anonymity that god sets the standards for dwelling in the world, by his concealed presence in everything that surrounds us.
Heidegger's fourfold is the unity of earth, sky, mortals and divinities. It is part of our being in space and the site in which dwelling takes place. Human beings provide access to the fourfold by being a part of it and by their dwelling, sustaining the fourfold and its unity.

In this fourfold unity humans exist in their dwelling which is "done right" by "sparing the earth" and maintaining its true nature without exploiting it. Dwelling according the Heidegger is accepting the sky as sky, with their blessing and atrocities. Dwelling is also constituted by "awaiting the divinities as divinities" and by recognizing our limited existence.


Heidegger's fourfold is again placed in a quadrant by Heidegger. He saw this as his most important work and the foundation for all of his work, and Heidegger is considered one of the greatest philosophers of all time. The dichotomy is tool v. broken tool, and something v something all. This yields

tool, specific something- Gods
broken tool, specific something sky
tool, something at all- Earth
broken tool, something at all, mortals.


Hamilton offers a history of the three traditional laws that begins with Plato, proceeds through Aristotle, and ends with the schoolmen of the Middle Ages; in addition he offers a fourth law (see entry below, under Hamilton):

"The principles of Contradiction and Excluded Middle can be traced back to Plato: The principles of Contradiction and of Excluded Middle can both be traced back to Plato, bywhom they were enounced and frequently applied; though it was not till long after, that either of them obtained a distinctive appellation. To take the principle of Contradiction first. This law Plato frequently employs, but the most remarkable passages are found in the Phœdo, in the Sophista, and in the fourth and seventh books of the Republic. [Hamilton LECT. V. LOGIC. 62]
Law of Excluded Middle: The law of Excluded Middle between two contradictories remounts, as I have said, also to Plato, though the Second Alcibiades, the dialogue in which it is most clearly expressed, must be admitted to be spurious. It is also in the fragments of Pseudo-Archytas, to be found in Stobæus. [Hamilton LECT. V. LOGIC. 65]
Hamilton further observes that "It is explicitly and emphatically enounced by Aristotle in many passages both of his Metaphysics (l. iii. (iv.) c.7.) and of his Analytics, both Prior (l. i. c. 2) and Posterior (1. i. c. 4). In the first of these, he says: "It is impossible that there should exist any medium between contradictory opposites, but it is necessary either to affirm or to deny everything of everything." [Hamilton LECT. V. LOGIC. 65]
"Law of Identity. [Hamilton also calls this "The principle of all logical affirmation and definition"] Antonius Andreas: The law of Identity, I stated, was not explicated as a coordinate principle till a comparatively recent period. The earliest author in whom I have found this done, is Antonius Andreas, a scholar of Scotus, who flourished at the end of the thirteenth and beginning of the fourteenth century. The schoolman, in the fourth book of his Commentary of Aristotle's Metaphysics – a commentary which is full of the most ingenious and original views, – not only asserts to the law of Identity a coordinate dignity with the law of Contradiction, but, against Aristotle, he maintains that the principle of Identity, and not the principle of Contradiction, is the one absolutely first. The formula in which Andreas expressed it was Ens est ens. Subsequently to this author, the question concerning the relative priority of the two laws of Identity and of Contradiction became one much agitated in the schools; though there were also found some who asserted to the law of Excluded Middle this supreme rank." [From Hamilton LECT. V. LOGIC. 65-66]

As noted above, Hamilton specifies four laws—the three traditional plus the fourth "Law of Reason and Consequent"—as follows:

"XIII. The Fundamental Laws of Thought, or the conditions of the thinkable, as commonly received, are four: -- 1. The Law of Identity; 2. The Law of Contradiction; 3. The Law of Exclusion or of Excluded Middle; and, 4. The Law of Reason and Consequent, or of Sufficient Reason."[11]


I discussed the nature of the quadrant model pattern is the three are always well established, the fourth is different and transcendent. The fifth is different and questionable.

The primary laws of thought, or the conditions of the thinkable, are four: – 1. The law of identity [A is A]. 2. The law of contradiction. 3. The law of exclusion; or excluded middle. 4. The law of sufficient reason." (Thomas Hughes, The Ideal Theory of Berkeley and the Real World, Part II, Section XV, Footnote, p. 38)

Arthur Schopenhauer discussed the laws of thought and tried to demonstrate that they are the basis of reason. He listed them in the following way in his On the Fourfold Root of the Principle of Sufficient Reason, §33:

A subject is equal to the sum of its predicates, or a = a.
No predicate can be simultaneously attributed and denied to a subject, or a ≠ ~a.
Of every two contradictorily opposite predicates one must belong to every subject.
Truth is the reference of a judgment to something outside it as its sufficient reason or ground.

Schopenhauer's four laws can be schematically presented in the following manner:

A is A.
A is not not-A.
A is either A or not-A.
If A then B (A implies B).


Compensatory fuzzy logic (CFL) is a branch of fuzzy logic with modified rules for conjunction and disjunction. When the truth value of one component of a conjunction or disjunction is increased or decreased, the other component is decreased or increased to compensate. This increase or decrease in truth value may be offset by the increase or decrease in another component. An offset may be blocked when certain thresholds are met. Proponents[who?] claim that CFL allows for better computational semantic behaviors.[vague]http://web.mit.edu/6.863/www/fall2012/projects/writeups/semantic-similarity-betweenverbs.pdf

Compensatory Fuzzy Logic consists of four continuous operators: conjunction (c); disjunction (d); fuzzy strict order (or); and negation (n). The conjunction is the geometric mean and its dual as conjunctive and disjunctive operators.[12]


The Four Party Alliance is a political grouping in the Jatiyo Sangshad, or National Assembly of Bangladesh. It was formed in 1999[1] for the 2001 election, and consisted of the Bangladesh Nationalist Party, Jamaat-e-Islami Bangladesh, Jatiya Party (Manju), and Islami Oikya Jote. The alliance won a substantial majority in 2001, but was heavily defeated by the Grand Alliance of Bangladesh in 2008. On 18 April 2012, the Four Party Alliance was extended and took the new name 18 Party Alliance.[2]



















Four Boxes is a 2009 low-budget horror thriller starring Justin Kirk, Terryn Westbrook and Sam Rosen. The film was written, produced and directed by the husband-and-wife team Wyatt McDill and Megan Huber of Minneapolis.[1] The 85-minute film, which cost $40,000 to produce, debuted at the 2009 South by Southwest film festival.[2]

The film is about three people who run an online auction business disposing of the possessions of recently deceased people. They move into a house they have to clear out, and discover on the computer a bookmarked website that plays four webcams that apparently are hidden in the apartment of a hooded bombmaker who is unaware he is being watched.[3]


The Four boxes test is a computer-based test used to measure reaction times. In the test, a black circle appears in one of four boxes on the screen, and the patient presses the corresponding key on the keyboard as quickly as possible. The next circle appears after 500 ms, until 52 circles have been exposed. The computer measures the time the subject takes to complete the test and the number of errors they make.[1]

The test has been used to measure long-term cognitive dysfunction in elderly people who have undergone an operation.[2] When subjects had undergone anesthesia with different drugs, and were then tested using the Stroop Colour and Word Interference Test, the Digit symbol substitution test and the Four Boxes test, recovery times varied both by anesthetic and by type of test.[3] Other studies have shown that there is an association between Postoperative cognitive dysfunction (POCD) and impaired performance in the four boxes test, but that the test is not a good predictor of POCD.[4]


Brain Age: Train Your Brain in Minutes a Day!,JPN also known as Dr. Kawashima's Brain Training: How Old Is Your Brain? in PAL regions, is an entertainment video game that employs puzzles.

The game includes four modes: Brain Age Check, Training, Quick Play, and Sudoku. The Brain Age Check gives the player three puzzles to complete. The first is usually a Stroop test, although the player can choose to skip the Stroop test if he or she is not in a quiet environment or is otherwise unable to speak into the microphone. At the end of the Brain Age Check, the game reports on the players "brain age", a theoretical assessment of the age of the player's brain. The higher the brain age, the worse the player performed. The best possible score is 20, according with Kawashima's theory that the brain stops developing at 20. The player may replay the Brain Age Check, but it will not change the brain age for the day.

Once the player confirms whether or not he or she can speak into the microphone, Professor Kawashima will describe the first puzzle. If the player answered that they can speak, the game begins with a Stroop test; if the player cannot use the microphone, the game picks a random puzzle from the following: Calculations X 20, Word Memory, Connect Maze, Number Cruncher, and Speed Counting.

During the Stroop Test, the game will display one of four words: blue, black, yellow, and red. A random word will appear on screen, one after another, each appearing in a random color (which may not match the color denoted by the word). The player is instructed to say the color of the word, rather than its semantic meaning (e.g., if the word Yellow appears in blue letters, the player should say "blue" – see Stroop effect for details).

In Speed Counting, which requires speaking but does not use the microphone, the player counts up from one to 120 as fast as they can without slurring the names of numbers.

Word Memory gives the player a list of 30 four-letter words. The player is given two minutes to study the list and memorize as many words as possible. After this two minutes is up, the player must write down as many words as he or she can in three minutes. Another puzzle called Connect Maze gives players a randomly created group of circles, with letters and numbers in them. There is one circle for every letter in "A" through "M", as well as a circle for every number from 1 to 13. The player must then connect a line between a letter and a number, starting with "A". The player must connect the letter "A" to the number one, and then connect it to the letter "B" and then the number two, and so on until the player reaches 13.

Calculations X 20 presents the player with 20 mathematical equations, including addition, subtraction, and multiplication. On the top screen are the questions, which scroll up as they are answered (whether correctly or incorrectly), while the touch screen is used to write out the answer.

In Number Cruncher, the player is presented with a series of screens displaying several numbers, which vary in their appearance and on-screen behavior. For instance, a screen may display five blue numbers, three red numbers, and one moving yellow number, and above it is a question, such as "how many blue numbers are there?", which the player must answer as quickly and accurately as possible.





Aggravation board game is shaped as a quadrant.

Aggravation is a board game for up to four players and later versions for up to six players, whose object is to be the first player to have all four playing pieces (usually represented by marbles) reach the player's home section of the board. The game's name comes from the action of capturing an opponent's piece by landing on its space, which is known as "aggravating".

Aggravation is one of the many variations of the game Pachisi. It was first produced in 1960 by CO-5 Company. Later versions were made by Minneapolis-based Lakeside Industries, a division of Leisure Dynamic. Today, it is manufactured by Winning Moves, under license from Hasbro.

Its distinctive features are that the track that accommodates from four to six players, unlike other Pachisi-like games which only allow four; that it is normally drilled to accept colored glass marbles as playing pieces; and that it incorporates "shortcuts". There are no "safe" holes where a player's marbles cannot be captured (or "aggravated", in the game's parlance) other than the player's own base and home sections.[citation needed]

Older versions of the game usually feature an asterisk-shaped board, which is perfectly symmetrical and identical in shape and size from all angles. In addition, older versions allowed up to four players instead of six. However, modern versions of the game produced by Parker Brothers are made in an irregular pattern with a shape that varies for each player, though all players must travel an equal number of spaces in order to reach their respective home sections.[citation needed]

Contents [hide]
1 Sequence of play
1.1 Shortcuts
1.2 Aggravating
2 Tournaments
Sequence of play[edit]
The game starts with each player's placing four marbles in his/her "base". After the order of play is determined through the rolling of the die, each player rolls a single die on each turn to determine the number of spaces to move. All marbles remain in the base until either a 1 or 6 is rolled, which entitles the player to move a marble from the base to his/her "start", the first step before entering the track. While this is considered a turn, and the move takes place in lieu of moving a marble that number of spaces, a six, if rolled, entitles a player to another turn whenever a legal move can be made.

The winner is the first player whose pieces all reach home by exact count. If playing partners when your partner has all their marbles in home then they can roll to help get your marbles home faster,

Shortcuts[edit]
The hole in the center of the board is known as the "short cut". A player who is able to land a marble in this location by exact count has the option of taking a route even faster to home. The short cut, though, has the drawback in that it may only be exited by rolling a 1.

Aggravating[edit]
A player who lands a marble on a space occupied by an opponent's marble "aggravates" that player's piece and sends it back to that player's base. A player's piece may not be aggravated if it is on an inside corner as these are safe from aggravation. You must either land on the space before or after your opponent.

Players are prohibited during the game from landing on or passing their own marble. If this happens they can not move, if you rolled a 6 then you may roll again. If playing teams you can not land on or pass your partner.

Tournaments[edit]
The Unicorn Club[clarification needed] has an annual season in which 30 games plus a series of two championship games (total 32 games) are played. Rather than using a board with marbles, a replica of the board is used on a field.[citation needed]

Each color represents a team of 5 players, one of whom is designated as the leader; they wear T-shirts in their respective colors. The four players take the place of marbles; the leader watches, rolls, and makes decisions.[citation needed]

Each team has five home games during a season. Fans of each team, who are usually family and friends of the players, come to its home games and root for the team.[citation needed]

Neutral officials are present at every game, making rulings in disputes.

In team play, the following new rules are added:

The team finishing first wins the game. But all teams are required to finish.
The first-place finisher in the previous game gets three bonus rolls. The second-place finisher gets two, and the third-place finisher gets one. Bonus rolls are used following the move of a player from the base to start with a 1. Their use is required when one is available; they cannot be passed up and stored.
The first-place finisher gets to start the following game first with a player on start rather than on the base. The order is always the same otherwise, resembling the colors of the real board.
The fifth-place finisher must wait until the first 4 teams have a player freed from the base before being allowed to start.
The last place finisher must wait until all 5 other teams have started, and at least one team (3 if cursed) has reached the home section (safety).
If a team has all its players sent back to start (square one), it is considered as if it had already freed a player for the purpose of allowing other teams to start.
A roll of 5 allows a bonus roll if used to move a player from start to a shortcut (known as "the wheel"). This applies even if it is another team's start. This move is known as a "Hi-Five". Teams have the tradition of holding a player in the start as long as possible, waiting and hoping for a Hi-Five. This is called "Hi-Five ready". Hi-Fives are used to get most players around the board.
Moving onto another team's start is prohibited unless:
That team's base is empty
It is reached by a 6
There is no other possible legal move
However, if a player manages to land there by any of the above methods, he may remain there as long as the team wishes.
The super shortcut cannot be used until at least one team has finished. Even then, it can only be accessed from the six spaces from one's own start.
After five teams have successfully finished, if the final team is unable to make a legal move in 6 consecutive rolls, or fails to finish within 6 rolls after bringing its final piece into home stretch (the last seven spaces before the finish), the team does not finish. It is considered "cursed," meaning that it cannot start the n



Race game is a large category of board games, in which the object is to be the first to move all one's pieces to the end of a track. This is both the earliest type of board game known, with implements and representations dating back to at least the 3rd millennium BC in Egypt, Iraq, and Iran; and also the most widely dispersed: "all cultures that have games at all have race games."[1] Race games often use dice to decide game options and how far to move pieces. There are four types of race games


They may be categorized[2] by their ratio of luck to skill. Other classifications include geographical distribution or derivation; and shape of track (including spiral, cross and circle, and square—either boustrophedon as in Snakes and Ladders or "labyrinthine" as in Thaayam).

Simple[edit]
Simple race games involve pure luck. Each player has only one piece to move, and the outcome of the game is thus totally dependent on chance. The Game of the Goose is the progenitor of most simple Western race games, although Snakes and Ladders is descended from games of India, Nepal, and Tibet. The ancient Egyptian game Mehen was likely a simple race game.

Complex[edit]
Complex race games combine luck and skill. Players have more than one piece to move (typically four), and so choices of move can be made that will put a player in advantageous positions. Many modern complex race games including Ludo, Parcheesi, Trouble, and Sorry! ultimately derive from India's Pachisi and Chaupur.

Multiplex[edit]
Multiplex race games greatly increase the role of strategy, while retaining the element of chance. Backgammon, the most well-known representative of this category, is a member of the Tables family of games, which also includes Trictrac,[3] Nard, and Acey-deucey. The ancient Egyptian game Senet and the ancient Mesopotamian Royal Game of Ur were almost certainly race games, and may belong to this category.

Strategic[edit]
Strategic race games eliminate (or render trivial) the element of chance. Examples are Bantu and Hare and Tortoise.



Snakes and ladders is played within a quadrant grid

Snakes and Ladders is an ancient Indian board game regarded today as a worldwide classic.[1] It is played between two or more players on a gameboard having numbered, gridded squares. A number of "ladders" and "snakes" are pictured on the board, each connecting two specific board squares. The object of the game is to navigate one's game piece, according to die rolls, from the start (bottom square) to the finish (top square), helped or hindered by ladders and snakes respectively.

The game is a simple race contest based on sheer luck, and is popular with young children.[2] The historic version had root in morality lessons, where a player's progression up the board represented a life journey complicated by virtues (ladders) and vices (snakes). A commercial version without morality lessons and published by Milton Bradley is named Chutes and Ladders.



Trouble is a board game in which players compete to be the first to send four pieces all the way around a board. Pieces are moved according to the roll of a die. Trouble was developed by the Kohner Brothers and initially manufactured by Irwin Toy Ltd., later by Milton Bradley (now part of Hasbro). The game was launched in the United States in 1965. It is very similar to the much older game, Mensch ärgere dich nicht as well as another Hasbro game, Sorry! (originally marketed by Parker Brothers). The classic version is now marketed by Winning Moves.

The game is played on a board that is shaped like a quadrant for four players


Sorry! is a board game that is based on the ancient Cross and Circle game Pachisi. Players try to travel around the board with their pieces faster than any other player. Originally manufactured by BCM (British Card Manufacturers) in England and now by Hasbro, Sorry! is marketed for two to four players, ages six through adult. The game title comes from the many ways in which a player can negate the progress of another, while issuing an apologetic "Sorry!" A classic edition of Sorry! is currently produced in the US by Winning Moves.




Backgammon is played with a doubling cube of 2, 4, 8, 16, 32, and 64. 64 is four quadrant models.

The game is rarely redoubled beyond four times the original stake, but there is no limit on the number of redoubles.

Backgammon is a game based off of four quadrants. Each square of the backgammon board is called a quadrant, and your desire is to get your pieces into the final quadrant (the fourth quadrant). The four parts of the board are your inner board and outer board and your opponents inner board and outer board. You want to get all of your pieces into your opponents inner board. The game was played by the ancient Chinese, the Middle East, in Medieval Europe, and all around the world. It is no coincidence it is based off of four quadrants. Like chess it is known for being a sophisticated game that involves a lot of strategy.

Like Chess it is considered one of the oldest board games and the most elemental board games, and it is no coincidence it is comprised of quadrants. I discussed that Chess was originally called "four divisions" by Hindus and Persians because the chess board was comprised of four divisions of an army.

You start the game with four lines of your color.

It is interesting that there are six lines in each quadrant of backgammon. I discussed when discussing the I Ching that six lines make up a star of David which is a two dimensional double tetrahedron Merkaba. Thus out of the lines of the backgammon board you could possibly construct four stars of David, four Merkabas.


Nard (or nardshir, or narde, Persian نرد) is a board game for two players in which the playing pieces are moved according to rolls of dice. It is similar to backgammon in that it uses the same board, but it has different initial positions and rules.

History[edit]
The game has been historically popular in Persia, Muslim countries, and among Babylonian Jews. The name nardshir comes from the Persian words nard ("wooden block") and shir ("lion") referring to the two types of pieces used in play.

It is similar to backgammon, being made up of four quadrants. (It is a quadrant)


Acey-deucey is a variant of backgammon. Since World War I, it has been a favorite game of the United States Navy, Marine Corps, and Merchant Marine.[1] Some evidence shows that it was played in the early 1900s aboard U.S. Navy ships. The game is believed to be rooted in the Middle East, Greece, or Turkey, where there were variants in which the game started with pieces off the board.[2]

Compared to standard backgammon, acey-deucey is more like a race than a strategy game.[3] It features a differing starting position, opening play, and rules for the endgame. Because pieces may be retained in one's opponent's home board, the game offers substantial opportunities for backgame play.

So it still is composed of the four squares of the quadrant.


Senet (or Senat[1]) is a board game from predynastic and ancient Egypt. The oldest hieroglyph representing a Senet game dates to around 3100 BC.[2] The full name of the game in Egyptian was zn.t n.t ḥˁb meaning the "game of passing".

It is made up of quadrant squares.


The Royal Game of Ur, also known as the Game of Twenty Squares, refers to an ancient game represented by two gameboards found in the Royal Tombs of Ur in Iraq by Sir Leonard Woolley in the 1920s. The two boards date from the First Dynasty of Ur, before 2600 BC, thus making the Royal Game of Ur one of the oldest examples of board gaming equipment found, although Senet boards found in Egyptian graves predate it as much as 900 years. The Ur-style Twenty Squares gameboard was also known in Egypt as Asseb, and has been found in Pharaoh Tutankhamen's tomb, among other places. Discovery of a tablet partially describing the gameplay has allowed the game to be played again after over 2000 years, although reconstructions of the detailed rules have differed widely.

One of the two boards from Ur is exhibited in the collections of the British Museum in London.[1]

The game is made up of quadrants. One of the quadrants is a four by four quadrant model. Then there are two squares leading to a three by two quadrant rectangle.

The Royal Game of Ur was played with two sets, one black and one white, of seven markers and three tetrahedral dice. After around 1000 BC, the layout of the twenty squares was altered to make the end course for the markers a straight line. The rules of the game as it was played in Mesopotamia are not completely known but there have been a number of reconstructions of gameplay, based on a cuneiform tablet of Babylonian origin dating from 177–176 BC by the scribe Itti-Marduk-Balāṭu. It is universally agreed that the Royal Game of Ur, like Senet, is a race game.

Both games may be predecessors to the present-day backgammon.




Dice likely originated in ancient Near East. One of the oldest known dice games was excavated from a Mesopotamian tomb, dating back to around 24th century BCE.[3] British archaeologist Leonard Woolley discovered the dice in the Royal Cemetery at Ur with a board game known as the Royal Game of Ur. Two types of dice, stick dice and tetrahedral dice (dice with four triangular surfaces), were found with the board game.[4] Unlike modern dice, the numbers on the opposite sides of Mesopotamian dice were consecutive numbers rather than numbers that add up to seven.[5]

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