Tuesday, May 3, 2016

Quadrant Model of Reality Book 7 Art Last

American handball is a sport in which players use their hands to hit a small rubber ball against a wall such that their opponent cannot do the same without it touching the ground twice. The three versions are four-wall, three-wall and one-wall. Each version can be played either by two players (singles), three players (cutthroat) or four players (doubles).

By the early 1900s, four-wall handball was well established and a one-wall game was developed in New York City by beach-goers who hit bald tennis balls with their hands against the sides of the wooden jetties that lined beaches. This led to a rise in one-wall handball at New York beaches and by the 1930s, thousands of indoor and outdoor one-wall courts had been built throughout the city.[5] American handball is seen predominantly in parks, beaches, and high school yards in New York, Chicago and other large urban areas.


In Ireland, there are four main types of handball. There is 40x20 (small court), the traditional 60x30 Softball & Hardball (big alley) and One-wall handball. One-wall handball has become very popular over the past 3 years and it is the most popular version of international handball. It is played in over 74 countries including the USA, Mexico, Ecuador, Spain, the Basque Country.

Gaelic handball (known in Ireland simply as handball;[1][2][3][4] Irish: liathróid láimhe) is a sport played in Ireland where players hit a ball with a hand or fist against a wall in such a way as to make a shot the opposition cannot return,[5] and that may be played with two (singles) or four players (doubles). The sport is similar to American handball (a related and almost identical game), Basque pelota, racquetball and squash. It is one of the four Gaelic games organised by the Gaelic Athletic Association (GAA).[6] In 2009, Irish Handball was rebranded as GAA Handball.


Racquetball games can be played with two, three or four players, with doubles or singles matches being most common. Two player games are called singles or "one-up" (one vs. one for the entire game), while four player games are doubles with two pairs playing against each other (two vs. two for the entire game). Tournament competitions have divisions for singles or doubles or both



Racketlon is a combination sport where competitors play a sequence of the four most popular racket sports: table tennis, badminton, squash, and tennis.

In a regulation game, two individuals (or two pairs in doubles) play each other in four sets, one in each sport. Each set has the same format: the serve switches every two points, with the first serve of the two in badminton, squash and tennis always being from the right, and the set finishes when one player has earned 21 points with at least a 2-point margin. The sets are played from smallest racket to largest: first table tennis, then badminton, squash, and finally tennis. The player (or pair) who has won the most points overall wins the match. If the score is tied after all four sets, the tie is broken by one extra tennis point. Other than the scoring, each point follows the respective sport's international rules.




Squash is a racquet sport played by two (singles) or four players (doubles) in a four-walled court with a small, hollow rubber ball. The players must alternate in striking the ball with their racquet and hit the ball onto the playable surfaces of the four walls of the court.

Squash was invented in Harrow School out of the older game racquets around 1830 before the game spread to other schools, eventually becoming an international sport. The first courts built at this school were rather dangerous because they were near water pipes, buttresses, chimneys, and ledges. The school soon built four outside courts. Natural rubber was the material of choice for the ball. Students modified their racquets to have a smaller reach to play in these cramped conditions.

Squash balls are between 39.5 and 40.5 mm in diameter, and have a weight of 23 to 25 grams.[3] They are made with two pieces of rubber compound, glued together to form a hollow sphere and buffed to a matte finish. Different balls are provided for varying temperature and atmospheric conditions and standards of play: more experienced players use slow balls that have less bounce than those used by less experienced players (slower balls tend to "die" in court corners, rather than "standing up" to allow easier shots). Depending on its specific rubber composition, a squash ball has the property that it bounces more at higher temperatures. Squash balls must be hit dozens of times to warm them up at the beginning of a session; cold squash balls have very little bounce. Small colored dots on the ball indicate its dynamic level (bounciness), and thus the standard of play for which it is suited. The recognized speed colors indicating the degree of dynamism are:

Color Speed (of Play) Bounce Player Level
Double yellow Extra Super Slowest Very low Experienced
Yellow Super Slow Low Advanced
White Slow Low Advanced/Medium
Blue Fast Very high Beginner/Junior

Some ball manufacturers such as Dunlop use a different method of grading balls based on experience. They still have the equivalent dot rating, but are named to help choose a ball that is appropriate for one's skill level. The four different ball types are Intro (Blue dot), Progress (Red dot), Competition (single yellow dot) and Pro (double yellow dot).

The squash court is a playing surface surrounded by four walls. The court surface contains a front line separating the front and back of the court and a half court line, separating the left and right hand sides of the back portion of the court, creating three 'boxes' - the front half, the back left quarter and the back right quarter. Both the back two boxes contain smaller service boxes. All of the floor-markings on a squash court are only relevant during serves.

There are four walls to a squash court. The front wall, on which three parallel lines are marked, has the largest playing surface, whilst the back wall, which typically contains the entrance to the court, has the smallest. The out line runs along the top of the front wall, descending along the side walls to the back wall. There are no other markings on the side or back walls. Shots struck above or touching the out line, on any wall, are out. The bottom line of the front wall marks the top of the 'tin', a half metre-high metal area which if struck means that the ball is out. In this way the tin can be seen as analogous to the net in other racquet sports such as tennis. The middle line of the front wall is the service line and is only relevant during serves.



Squash tennis is an American variant of squash, but played with a ball and racquets that are closer to the equipment used for lawn tennis, and with somewhat different rules. For younger players the game offers the complexity of squash and the speed of racquetball. It also has exercise and recreational potential for older players.

Squash tennis is played in various four-walled courts. The front wall (against which the ball is served) features a telltale (usually clad in tin) at the bottom couple feet from the floor, a service line about 6 feet (1.8 m) from the floor, and an out-of-bounds line around 16 feet (4.9 m) from the floor. The back wall out line is 4.5 feet (1.4 m) from the floor. There are two required lines on the floor: a service line about 10 feet (3.0 m) from the back wall, and a center court line running at least from the front wall to the service line. Unlike a squash racquets court, there are no service boxes. There are four types of courts:

North American squash court[edit]
A North American squash court is 18.5 by 32 feet (5.6 by 9.8 m). Originally designed for the related game of squash racquets, by the early 1930s the National Squash Tennis Association (NSTA) approved play on this kind of court. The dimensions are quite similar to the official squash tennis court. The only required modifications are the addition of a 4.5-foot (1.4 m) back wall line (in N. American squash the back wall line is 6.5 feet or 2.0 metres from the floor) and the center court line on the floor. Temporary lines can easily be added with blue painter's tape. The problem today is that as the North American version of squash becomes less popular, new courts are not being built, and many old ones are being converted to other uses.

Squash tennis court[edit]
In 1910 the NSTA adopted a standard court size of 17 by 32.5 feet (5.2 by 9.9 m). Although many of these were built in the New York area, after play was authorized on a N. American squash court they began to disappear. It did not make economic sense to maintain a specialty court when a more versatile one was acceptable.

International squash court[edit]
An International squash court is 21 by 32 feet (6.4 by 9.8 m). The additional lines will need to be added. The extra width of the court makes the various multi-walled shots more difficult or impossible, so experienced players prefer to use a N. American court. However, a 21-foot (6.4 m) court is often the only one generally available, particularly outside North America.

Non-standard courts[edit]
Originally the game was played on a racquets court, then on fives courts. Before 1911 there were no standards for court size, and ones constructed specifically for squash tennis varied from each other somewhat. They were constructed at private estates and clubs. At least one of these courts survives today in a playable condition. The court at Plum Orchard was fully restored in 2008 with the tins in place and working electric lights. It was added to George Lauder Carnegie's "Plum Orchard" estate on Cumberland Island, Georgia, in the winter of 1903/04, and is now owned by the National Park Service. An exhibit on squash tennis history has recently been installed in the mansion, which is occasionally open for public tours.




Table tennis, also known as ping pong, is a sport in which two or four players hit a lightweight ball back and forth across a table using a small, round bat.

The table is kind of in the shape of a quadrant.

when serving you have to hit the ball into the opposite quadrant which you are standing.

Radio-controlled aerobatics is the practice of flying radio-controlled aircraft in maneuvers involving aircraft attitudes that are not used in normal flight.

Four-point roll[edit]
The four-point roll is a quick series of quarter rolls. The pilot gives four separate, but very brief aileron inputs. The first rolls the aircraft to knife-edge, the second rolls the aircraft inverted, the third rolls the aircraft to opposite knife-edge, and the final input rolls the aircraft back to upright.

Rolling circle[edit]

Control stick inputs for the rolling circle (left-turning right-rolling), showing the typical amount of elevator and rudder input as a function of rolling position.
Rolling circle is a maneuver in which an aircraft rolls continuously while turning in a circle. This is arguably one of the most difficult maneuvers to perfect, since varying pitch and yaw corrections are necessary to keep the heading level while maintaining constant roll rate and turning radius.

The standard rolling circle involves 1 roll at each quadrant of the turn, resulting in a total of 4 rolls throughout the 360° horizontal turn. The most logical method to approach the rolling circle is to think of it as 4 slow rolls with turn. The procedure below describes a left-turning right-rolling quadrant


Four-wheel drive, 4×4 ("four by four"), 4WD, and AWD is a form of drivetrain most commonly capable of providing power to all wheel ends of a two-axled vehicle simultaneously. It may be full-time or on-demand, and may be linked via a transfer case to provide multiple gear ranges.

A four-wheeled vehicle with power supplied to both axles may be described as "all-wheel drive". However, not all "four-wheel drive" vehicles are "all-wheel drive", as vehicles with more than two axles may also be described as "four-wheel drive" regardless of how many axles, so long as two axles (of two wheel ends apiece) are powered.[

4WD/AWD systems were developed in many different markets and used in many different vehicle platforms. There is no universally accepted set of terminology to describe the various architectures and functions.[2] The terms used by various manufactures often reflect marketing rather than engineering considerations or significant technical differences between systems.[3][4]

4×4[edit]
Four-by-four (4×4) refers to the general class of vehicles. The first figure is normally the total wheels (more precisely, axle ends, which may have multiple wheels), and the second, the number that are powered. Syntactically, 4×2 means a four-wheel vehicle that transmits engine power to only two axle-ends: the front two in front-wheel drive or the rear two in rear-wheel drive.[5] Alternatively, a 6x4 vehicle has three axles, any two of which provide power to two wheel ends each. The number of wheels may be greater than six, as on ubiquitous ten-wheel tractor units, but the designation stays the same.[1]

4WD[edit]
Four wheel drive (4WD) refers to vehicles with two or more axles providing power to four wheel ends.[1] In the North American market the term generally refers a system that is optimized for severe off-road driving situations.[6] Four-wheel drive vehicles typically have a transfer case, which locks the front and rear axles, meaning that the front and rear drive shafts will be locked together when engaged. This provides maximum torque transfer to the axle with the most traction, but can cause binding in high traction turning situations.[7]

AWD[edit]
Main article: AWD (vehicle)
All wheel drive (AWD) historically was synonymous with "four-wheel drive" on four-wheeled vehicles, and six-wheel drive on 6x6s, and so on, being used in that fashion at least as early as the 1920s.[8][9] Today in the United States the term is applied to both heavy vehicles as well as light passenger vehicles. When referring to heavy vehicles the term is increasingly applied to mean "permanent multiple-wheel drive" on 2×2, 4×4, 6×6 or 8×8 drive train systems that include a differential between the front and rear drive shafts.[10] This is often coupled with some sort of anti-slip technology, increasingly hydraulic-based, that allows differentials to spin at different speeds but still be capable of transferring torque from a wheel with poor traction to one with better. Typical AWD systems work well on all surfaces, but are not intended for all consumers.[10] When used to describe AWD systems in light passenger vehicles it describes a system that applies power to all four wheels and targeted as improving on road traction and performance, particularly in inclement conditions, rather than for off road applications.[6]

Some all wheel drive electric vehicles solve this challenge using one motor for each axle, thereby eliminating a mechanical differential between the front and rear axles. An example of this is the dual motor variant of the Tesla Model S, which on a millisecond scale can control the power distribution electronically between its two motors.[11]

IWD[edit]
Individual-wheel drive (IWD) was coined to identify those electric vehicles whereby each wheel is driven by its own individual electric motor. This system essentially has inherent characteristics that would be generally attributed to four-wheel drive systems like the distribution of the available power to the wheels. However, because of the inherent characteristics of electric motors, torque can be negative, as seen in the Rimac Concept One and SLS AMG Electric. This can have drastic effects, as in better handling in tight corners.[12]

The term IWD can refer to a vehicle with any number of wheels. For example, the mars rovers are 6-wheel IWD.



An astride position (the vaulter sits on the horse as a rider would), with the arms held to the side and the hands raised to ear level. Hands should be held with closed fingers and palms facing downward, with the fingers arching slightly upward. Legs are wrapped around the horse's barrel, soles facing rearward, with toes down and feet arched. Vaulter holds this position for four full strides.



From the astride position, the vaulter hops to his or her knees and extends the right leg straight out behind, holding it slightly above his or her head so the leg is parallel to the horse's spine. The other leg should have pressure distributed through the shin and foot, most weight should be on the back of the ankle, to avoid digging the knee into the horse's back. The left arm is then stretched straight forward, at a height nearly that of the right leg. The hand should be held as it is in basic seat (palm down, fingers together). The right foot should be arched and the sole should face skyward. This movement should be held for four full strides after the arm and leg are raised.


From the astride position, the vaulter brings the right leg over the horse's neck. The grips must be ungrasped and retaken as the leg is brought over. The left leg is then brought in a full arc over the croup, again with a change of grips, before the right leg follows it, and the left leg moves over the neck to complete the full turn of the vaulter. The vaulter performs each leg movement in four strides each, completing the Mill movement in sixteen full strides. During the leg passes, the legs should be held perfectly straight, with the toes pointed. When the legs are on the same side of the horse, they should be pressed together.

The 16 strides are the 16 squares of the quadrant model

The vaulter moves from the astride position onto the shins and immediately onto both feet, and releases the grips. The vaulter then straightens up with both knees bent, the buttocks tucked forward, and the hands held as they are in basic seat. The vaulter must hold the position for four full strides


Four-ball billiards (often abbreviated to simply four-ball, and sometimes spelled 4-ball or fourball) is a carom billiards game, played on a pocketless table with four billiard balls, usually two red and two white, one of the latter with a spot to distinguish it (in some sets, one of the white balls is yellow instead of spotted). Each player is assigned one of the white (or yellow) balls as a cue ball. A point is scored when a shooter's cue ball caroms on any two other balls in the same shot (with the opponent's cue ball serving as an object ball, along with the reds, for the shooter). Two points are scored when the shooter caroms on each of the three object balls in a single shot.[1] A carom on only one ball results in no points, and ends the shooter's inning.

A variant of four-ball is the East Asian game yotsudama (四つ球?, Japanese for 'four balls'), or sagu (사구, Korean for 'four balls').







Bat and trap is an English bat-and-ball pub game. It is still played in Kent, and occasionally in Brighton. By the late 20th century it was usually only played on Good Friday in Brighton, on the park called The Level, which has an adjacent pub called The Bat and Ball, whose sign depicts the game. Brighton & Hove City Council plans to start a Bat and Trap club based at The Level in 2013, as part of the Activities Plan associated with a £2.2m Heritage Lottery Fund and Big Lottery Fund-funded restoration of the park. www.brighton-hove.gov.uk/thelevel
In the American rules of bat and trap, there are several differences in the equipment and game mechanics as well as the layout of the pitch. Each team is limited to 4 players. The trap is 6 inches by 6 inches, and it has a yellow background with a black "X" mark across the front. The posts are 1-2 feet high. There are two additional lines, one of which extends across the field at a right angle 10 yards in front of the trap; this line is the "foul line". Balls put into play must not touch the ground prior to hitting this line or the batter is called out. In addition, there is an additional line 5 yards behind the posts; this line is known as the "back line", and fair hit balls that cross the line, either before touching a fielder or after, or on the ground or in the air but below the imaginary line demarcating the fair zone, score 4 runs for the batting side. This is known as a "four", and the fielding team does not have the opportunity to roll out the batter following a four. Since the posts are only 1-2 feet, the top of the fair hit zone is demarcated by an imaginary line running from the top of the tallest fielding player's head. Batted balls that travel above this imaginary line are automatically out.

An X is a quadrant




British baseball has four bases but a home run is worth four points


Brännboll is a form of baseball in Norway with four bases. There is no pitcher as the hitter throws the ball in the air and then hits it.

Generic penalty system (Several varieties exist)

First time – warning.
Second time – 5 penalty points.
Third time – 10 penalty points.
Fourth time – disqualification, the opponent wins.

The forth square is always death. The first square is always good.

Corkball is a "mini-baseball" game featuring a 1.6-ounce (45 g) ball, which is stitched and resembles a miniature baseball. The bat has a barrel that measures 1.5 inches (3.8 cm) in diameter. Originally played on the streets and alleys of St. Louis, Missouri as early as 1890,[1] today the game has leagues formed around the country as a result of St. Louis servicemen introducing the game to their buddies during World War II and the Korean War. It has many of the features of baseball, yet can be played in a very small area because there is no base-running.

It also has four bases.



Kickball is a playground game and league game, similar to baseball, invented in the United States in the first half of the 20th century.

It has four bases




Rounders (Irish: cluiche corr) is a bat-and-ball game played between two teams. Rounders is a striking and fielding team game that involves hitting a small, hard, leather-cased ball with a rounded end wooden, plastic or metal bat. The players score by running around the four bases on the field.[1][2] The game is popular among Irish and British school children.

The game also has four bases.




The Massachusetts Game was a type of amateur club baseball popular in 19th century New England. It was an organized and codified version of local games called "base" or "round ball", and related to town ball and rounders. The Massachusetts Game is remembered as a rival of the New York Game of baseball, which was based on Knickerbocker Rules. In the end, however, it was the New York style of play which was adopted as the "National Game" and was the fore-runner of modern baseball.

It also has four bases



Oină (Romanian pronunciation: [ˈoj.nə]) is a Romanian traditional sport, similar in many ways to baseball and lapta.

The attacking side player that has commenced a run will have to cross the following four lines in order:

the start line (the left side of the batting line)
the arrival line (the left side of the back line)
the return line (the right side of the back line)
the escape line (the right side of the batting line)

Old cat (also known as ol' cat or cat-ball) games were bat-and-ball, safe haven games played in North America The games were numbered according to the number of bases. The number of bases varied according to the number of players.

Three old cat had a triangular base layout and three strikers, while four old cat had four strikers and four bases in a square pattern. The Mills Commission, formed in 1905 to ascertain the origins of baseball, recorded many reminiscences of people playing three and four old cat in their youth. Baseball historian Harold Seymour reported that old cat games were still being played on the streets and vacant lots of Brooklyn in the 1920s.

Albert Spalding suggested that four old cat was the immediate ancestor of town ball, from which baseball evolved.


Pesäpallo (Finnish pronunciation: [pesæpɑlːo]; Swedish: boboll, both names literally meaning "nest ball", also referred to as "Finnish baseball") is a fast-moving bat-and-ball sport that is quite often referred to as the national sport of Finland and has some presence in other countries including Germany, Sweden, Switzerland, Australia, and Canada's northern Ontario (the latter two countries have significant Scandinavian populations.) The game is similar to brännboll, rounders, and lapta, as well as baseball.

The game has four bases




The "Core Four" are the former New York Yankees baseball players Derek Jeter, Andy Pettitte, Jorge Posada, and Mariano Rivera. All four players were drafted or originally signed as amateurs by the Yankees in the early 1990s. They played together in the minor leagues, and made their Yankee major league debuts in 1995. Each of them was a key contributor to the Yankees' late-1990s dynasty that won four World Series championships in five years. By 2007, they were the only remaining Yankees from the franchise's dynasty of the previous decade. All four players were on the Yankees' active roster in 2009 when the team won the 2009 World Series—its fifth championship in the previous 14 years.

Three members of the Core Four—Jeter, Rivera and Posada—played together for 17 consecutive years (1995–2011), longer than any other similar group in North American professional sports.[1] Pettitte had a sojourn away from the team when he played for the Houston Astros for three seasons, before returning to the Yankees in 2007. He retired after the 2010 season,[2] reducing the group to the so-called Key Three.[3] Posada followed suit after 2011, ending his 17-year career with the Yankees.[4] Pettitte came out of retirement prior to the 2012 season and played for two more years.[5] Both Pettitte and Rivera retired after the 2013 season, and Jeter retired after the 2014 season.[6]




There are four swim strokes in swim racing. The forth one is butterfly. It is the forth transcendnet one that is different.

There are four styles of butterfly stroke.

Two main styles of butterfly stroke seen today are: "arm pull up simultaneous with dolphin kick" and "arm pull down simultaneous with dolphin kick".[14]

"Arm pull up simultaneous with dolphin kick": After head goes underwater, both arms go underwater but still higher than head. After first dolphin kick, pull both arms immediately with downward motion. While pulling arms, legs are relaxed, both knees and waist are slightly bent to prepare dolphin kick. After arms push water backward, pull arms up simultaneous with dolphin kick. In this style, turning point from drowning to floating is at the time of downward arm motion.

"Arm pull down simultaneous with dolphin kick": After head goes underwater, both arms go underwater until lower than head. After first dolphin kick, raise both arms with relax. While rising arms, bend both knees and waist to send body back to the surface and prepare dolphin kick. Pull both arms downward while executing dolphin kick. After this sequence, immediately push the water backward. In this style, turning point from drowning to floating is at the time of waist bend.

Two additional styles of butterfly stroke is similar with two styles above, but without "second" dolphin kick [15] in order to save energy and be more relaxed.












There are four basic swimming stokes: crawl (also known as freestyle), backstroke, breaststroke, and butterfly.

Swimming Stroke # 1 – The Crawl, or Freestyle
The technique involved in this swimming stroke is pretty simple. You float on your belly in the water, and propel yourself by rotating your arms in a windmill motion, and kick your legs in a fluttering motion. The hardest part of this swimming technique is the coordination of the breathing while performing the strokes, since the face remains in the water almost all the time.



Swimming Stroke # 2 – The Backstroke
The backstroke is akin to the crawl, except that you float on your back in the water. The arms are moved in a similar alternating windmill motion, and the legs a kicked in a similarly fluttering motion. The two basic techniques of a correct backstroke are: One, that the arms are moved with equal force, or else you will find yourself swimming off towards one side; Two, that the body should be rolled from one side to the other, so that the arms extend to their utmost reach, to propel you by catching enough water.



Swimming Stroke # 3 – The Breaststroke
This swimming technique involves a pattern wherein the body bobs upwards and downwards as you propel yourself forward in the water. The breaststroke is a difficult swimming technique, and should not be chosen if you are just beginning to learn swimming. Basically, this swimming stroke involves pulling your arms through the water, as you bob up and breathe, and then kicking with your legs as you bob down and glide forward. The arm pulling and the leg kicking are done alternatively.



Swimming Stroke # 4 – The Butterfly Stroke
Similar to the breaststroke, the butterfly is also a difficult swimming technique, and not advocated for beginning learners, since it involves a fair amount of strength as well as precise timing. While performing this stroke, the legs should be moved together akin to the movements of a dolphin’s tail, the arms should also be moved together, pushing the water downwards and then backwards, while the torso moves forward in an undulating manner.



Medley is a combination of four different swimming styles —Butterfly, Backstroke, Breaststroke, and Freestyle— into one race. This race is either swum by one swimmer as individual medley (IM) or by four swimmers as a medley relay.

Individual medley consists of four strokes. Usually each stroke has an equal part of the overall distance, i.e. 1/4 of the overall distance is swam in one stroke. The strokes are swam in this order:[1]

Butterfly
Backstroke
Breaststroke
Freestyle, any stroke except backstroke, breaststroke, or butterfly.[2] Most swimmers use the front crawl.
Competitions[edit]
There are a number of competitions swum regularly in individual medley, by both men and women. The competitions are limited in that every distance must consist of at least 4 lengths (100 yd. or m.) or a multiple of 4 lengths (200 or 400 yd. or m.), so that no stroke must change mid-length. Regardless of the length of the individual medley, each stroke comprises a quarter of the overall distance.

100 m/yd individual medley: Swum in short course (25 m/yd pool) competition only. This is not an Olympic event.
200 m/yd individual medley: Swum in both short course and long course (50 m pool) competitions. This was swum an Olympic event in the 1968 Summer Olympics, Mexico City, Mexico but then was not swam again at the Olympic Games until the 1984 Summer Olympics, Los Angeles, United States. The event has been swum ever since.
400 m individual medley: Swum in both short course and long course competitions. This has been an Olympic event since the 1964 Summer Olympics, Tokyo, Japan


You might have heard of something called Front Quadrant Swimming which has to do with the timing of your freestyle stroke. It's widely recognised as being an efficient way to swim and something that you should use in your own stroke technique but there's a lot of confusion about what it actually means:

If you drew two lines, one through the swimmer's head and one at water level you would create four quadrants:

Front quadrant swimming simply means that there is always one of your hands in one of the front quadrants (1 and 2) at any one point in time. Or, put even more simply, when your hands pass above and below the water, that should happen in front of your head, not behind it.



In individual medley events, the swimmer covers the four swimming styles in the following order: butterfly, backstroke, breaststroke and freestyle.
In medley relay events, swimmers will cover the four swimming styles in the following order: backstroke, breaststroke, butterfly and freestyle.
Each section must be finished in accordance with the rule which applies to the style concerned.


The front crawl or forward crawl, also known as the American crawl, is a swimming stroke usually regarded as the fastest of the four front primary strokes.[1] As such, the front crawl stroke is nearly universally used during a freestyle swimming competition, hence freestyle is used metonymically for the front crawl. It is one of two long axis strokes, the other one being the backstroke. Unlike the backstroke, the butterfly stroke, and the breaststroke, the front crawl is not regulated by the FINA. This style is sometimes referred to as the Australian crawl although this can sometimes refer to a more specific variant of front crawl.

The "front crawl" style has been in use since ancient times. There is an Egyptian bas relief piece dating to 2000 BCE showing it in use.

The arm movements of the front crawl provide most of the forward motion. The arms alternate from side to side, so while one arm is pulling and pushing under the water, the other arm is recovering above the water. The move can be separated into four parts: the downsweep, the insweep, the upsweep, and the recovery.[9] Each complete arm movement is referred to as a stroke; one stroke with each arm forms a stroke cycle.

A quadrathlon (or quadriathlon) is an endurance sports event composed of four individual disciplines. All four disciplines are completed in succession and the lowest overall time decides the winner.

The World Quadrathlon Federation defines that a quadrathlon consists of

Sprint Distance Middle Distance Long Distance
swimming 0.75 kilometers 1.5 km 4 km
kayaking 4 km 8 km 20 km
cycling 20 km 40 km 100 km
running 5 km 10 km 21 km
in any order, though usually as above.

The distances, time duration and events depending on the organizing body, the location of the event and the time of year. During the winter months snowshoes and cross country skiing may replace running and swimming respectively.

In Great Britain, the governing body is the British Quadrathlon Association (BQA).

The World Quadrathlon Federation has stated aim is to provide and promote International awareness for the sport of Quadrathlon. "Quadrathlon adds flatwater kayaking to the sport of triathlon to create a balanced test of fitness."



Sprint kayak is a sport held on calm water. Crews or individuals race over 200 m, 500 m, 1000 m or 5000 m with the winning boat being the first to cross the finish line. The paddler is seated, facing forward, and uses a double-bladed paddle pulling the blade through the water on alternate sides to propel the boat forward. In competition the number of paddlers within a boat is indicated by a figure besides the type of boat; K1 signifies an individual kayak race, K2 pairs, and K4 four-person crews. Kayak sprint has been in every summer olympics since it debuted at the 1936 summer olympics.[8] racing is governed by the International Canoe Federation.



Surf kayaking comes in two main varieties, High Performance (HP) and International Class (IC). HP boats tend to have a lot of nose rocker, little to no tail rocker, flat hulls, sharp rails and up to four fins set up as either a three fin thruster or a quad fin


Sprint canoe is also known as flatwater racing. The paddler kneels on one knee, and uses a single-blade paddle.[37] Canoes have no rudder, so the boat must be steered by the athlete’s paddle using a j-stroke. Canoes may be entirely open or be partly covered. The minimum length of the opening on a C1 is 280 cm (110 in). Boats are long and streamlined with a narrow beam, which makes them very unstable. A C4 can be up to 9 m (30 ft) long and weigh 30 kg (66 lb).[38] ICF classes include C1 (solo), C2 (crew of two), and C4 (crew of four). Race distances at the 2012 Olympic Games were 200 and 1000 meters.


There are a number of speciality surf kayak designs available. They are often equipped with up to four fins with a three fin thruster set up being the most common.


Finswimming is an underwater sport consisting of four techniques involving swimming with the use of fins either on the water's surface using a snorkel with either monofins or bifins (i.e. one fin for each foot) or underwater with monofin either by holding one's breath or using open circuit scuba diving equipment

A powerlifting competition takes place as follows:

Each competitor is allowed three to four attempts on each of the squat, bench press, and deadlift, depending on their standing and the organization they are lifting in. The lifter’s best valid attempt on each lift counts toward the competition total. For each weightclass, the lifter with the highest total wins. If two or more lifters achieve the same total, the lighter lifter ranks above the heavier lifter.




Cinema

In the movie industry, a four-quadrant movie is one which appeals to all four major demographic "quadrants" of the moviegoing audience: both male and female, and both over- and under-25s.[1] Films are generally aimed at at least two such quadrants, and most tent-pole films are four-quadrant movies. A film's budget is often correlated to the number of quadrants the film is expected to reach, and movies are rarely produced which are aimed at fewer than two quadrants.[2]

Although four-quadrant movies are generally family-friendly, this is not a requirement.[3] Some other genres meeting this may be romantic (such as Titanic and Meet the Parents) or horror films (The Exorcist), or be crowd-pleasing in nature.[4][5] Four-quadrant movies often have both adult and child protagonists.[6] They are often built on a "high-concept" premise with well-delineated heroes and villains, with emotion, action and danger present in the story.[7]


In the movie Elf, an elf says "Then YES! We elves try to stick to the four main food groups: candy, candy canes, candy corns, and syrup."

The Four Musketeers, (French: Les Quatre Mousquetaires) after a popular 1920s film adaptation of Alexandre Dumas' classic,[1] were French tennis players who dominated the game in the second half of the 1920s and early 1930s, winning 20 Grand Slam titles and 23 Grand Slam doubles.[2][3] They also led France to six straight Davis Cup wins, 1927-32, in an era when Cup matches enjoyed a prestige similar to today's FIFA World Cup finals. At its creation in 1927, Tournoi de Roland-Garros's trophy was named the Coupe des Mousquetaires in honour of the quartet.[1]

The Musketeers were:

Jean Borotra (1898–1994) [4][5]
Jacques Brugnon (1895–1978) [6]
Henri Cochet (1901–1987) [7]
René Lacoste (1904–1996) [


The Four Musketeers (also known as The Four Musketeers: Milady's Revenge) is a 1974 Richard Lester film that is a sequel to The Three Musketeers, and covers the second half of Dumas' novel The Three Musketeers. Fifteen years later, the cast and crew returned to film The Return of the Musketeers, loosely based on Dumas' Twenty Years After.


The hangover was an enormously popular movie that had sequels because.. It tells the story of Phil Wenneck (Cooper), Stu Price (Helms), and Alan Garner (Galifianakis), who travel to Las Vegas for a bachelor party to celebrate their friend Doug Billings' (Bartha) impending marriage. However, Phil, Stu, and Alan have no memory of the previous night's events and must find Doug before the wedding can take place.

The quadrant model pattern is there are four parts and the fourth is usually transcendent. In this movie the fourth friend Doug is missing and the other three are trying to find him

World of warcraft is considered today one of the most popular games

To enter the game, the player must select a server, referred to in-game as a realm. Each realm acts as an individual copy of the game world, and falls into one of four categories. Available realms types are:

Normal – a player versus environment (PvE) realm where the gameplay is more focused on defeating monsters and completing quests, player-versus-player fights must be consensual, and any roleplay is optional.
PvP – an environment where, in addition to defeating monsters and completing quests, open player-versus-player combat is the norm, and a player can be attacked by an opposing faction's player at any time.
RP – a variant of PvE, where players roleplay in-character.
RP-PvP – roleplay-PvP – a variant of PvP, where players are in-character and cross-faction combat is assumed.




4X is a genre of strategy-based video and board games in which players control an empire and "eXplore, eXpand, eXploit, and eXterminate". The term was first coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World.[1] Since then, others have adopted the term to describe games of similar scope and design.

4X computer games are noted for their deep, complex gameplay. Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Games can take a long time to complete since the amount of micromanagement needed to sustain an empire scales as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement, with varying degrees of success.

The earliest 4X games borrowed ideas from board games and 1970s text-based computer games. The first 4X computer games were turn-based, but real-time 4X games are not uncommon. Many 4X computer games were published in the mid-1990s, but were later outsold by other types of strategy games. Sid Meier's Civilization is an important example from this formative era, and popularized the level of detail that later became a staple of the genre. In the new millennium, several 4X releases have become critically and commercially successful.

In the board (and card) game domain, 4X is less of a distinct genre, in part because of the practical constraints of components and playing time. The Civilization board game that gave rise to Sid Meier's Civilization computer game, for instance, has no exploration and no extermination. Unless extermination is targeted at non-player entities, it tends to be either nearly impossible (because of play balance mechanisms, since player elimination is usually considered an undesirable feature) or certainly unachievable (because victory conditions are triggered before extermination can be completed) in board games.


The player controls Pac-Man through a maze, eating pac-dots (also called pellets or just dots). When all pac-dots are eaten, Pac-Man is taken to the next stage. Between some stages one of three intermission animations plays.[22] Four enemies (Blinky, Pinky, Inky and Clyde) roam the maze, trying to catch Pac-Man. If an enemy touches Pac-Man, a life is lost and Pac-Man himself withers and dies.

The interesting thing is the four enemies are red blue green and yellow and three of them start in the box and the fourth starts out (the fourth is always different from the lrevious three). Pac man is one of the most popular video games of all time and reflects the quadrant model image


In pac man near the corners of the maze are four larger, flashing dots known as power pellets that provide Pac-Man with the temporary ability to eat the enemies. The enemies turn deep blue, reverse direction and usually move more slowly. When an enemy is eaten, its eyes remain and return to the center box where it is regenerated in its normal color. Blue enemies flash white to signal that they are about to become dangerous again and the length of time for which the enemies remain vulnerable varies from one stage to the next, generally becoming shorter as the game progresses. In later stages, the enemies go straight to flashing, bypassing blue, which means that they can only be eaten for a short amount of time, although they still reverse direction when a power pellet is eaten; in even later stages, the ghosts do not become edible (i.e., they do not change color and still make Pacman lose a life on contact), but they still reverse direction


There are four enemies in pac man and their characteristics fulfill the quadrant pattern.
The enemies in Pac-Man are known variously as "ghosts," "goblins," "demon," "octopi" and "monsters".[24][25][26] Despite the seemingly random nature of the enemies, their movements are strictly deterministic, which players have used to their advantage. In an interview, creator Toru Iwatani stated that he had designed each enemy with its own distinct personality in order to keep the game from becoming impossibly difficult or boring to play.[27] More recently, Iwatani described the enemy behaviors in more detail at the 2011 Game Developers Conference. He stated that the red enemy chases Pac-Man, and the pink and blue enemies try to position themselves in front of Pac-Man's mouth.[28] Although he claimed that the orange enemy's behavior is random, a careful analysis of the game's code reveals that it actually chases Pac-Man most of the time, but also moves toward the lower-left corner of the maze when it gets too close to Pac-Man.

The term "ghosts" originates from the failed Atari 2600 port. Technical limitations caused the villans to flicker, and the game's manual dubbed them "ghosts" so as to cover up the flaw. Although the game was ultimately unsuccessful due to these flaws, the term stuck, and soon spread to all of the bubble gum cards, stickers, and other merchandise released afterwards. In the Japanese cabinet art and flyers, the villains appeared somewhat like sheeted ghosts. These became the basis for most drawings on the various merchandise. Consequently, cabinet artwork for later arcade games depicted the villans as more ghost-like.[29]

Enemy Color Puck Man (Original)[30] Pac-Man (American)
Character Translation Nickname Translation Alternate
character Alternate
nickname Character Nickname
Red Oikake (追いかけ) chaser Akabei (アカベイ) red guy Urchin Macky Shadow Blinky
Pink Machibuse (待ち伏せ) ambusher Pinky (ピンキー) pink guy Romp Micky Speedy Pinky
Cyan Kimagure (気まぐれ) fickle Aosuke (アオスケ) blue guy Stylist Mucky Bashful Inky
Orange Otoboke (お惚け) feigning ignorance

Enemies: Eating all four enemies in the invisible time provided by one power pellet give you 3,000 points. (200 for the first enemy, 400 for the second enemy, 800 for the third enemy, and 1600 for the fourth enemy.) You can do this four times per level, in level 1 to level 16 and level 18. These give you 3000*4*17=204,000 points.

Pacman is said to be the most popular video game of all time, in arcades everywhere and it is said to be the foundation of all other video games becsuse they copy from its basic premose. For instance in grand theft auto you are chased by the police like pac man is chased


Arimaa is played in quadrants

Arimaa is played on an 8×8 board with four trap squares.

After the pieces are placed on the board, the players alternate turns, starting with Gold. A turn consists of making one to four steps


Chess is believed to have originated in Eastern India, c. 280 – 550,[28] in the Gupta Empire,[29][30][31][32] where its early form in the 6th century was known as chaturaṅga (Sanskrit: चतुरङ्ग), literally four divisions [of the military] – infantry, cavalry, elephants, and chariotry, represented by the pieces that would evolve into the modern pawn, knight, bishop, and rook, respectively.




the International Mathematical Union (IMU) adopted a new logo, on the 22 August 2006 at the opening ceremony of the International Congress of Mathematicians (ICM 2006) in Madrid. It was the winner of an international competition announced by the IMU in 2004.

The logo was designed by John Sullivan, Professor of Mathematical Visualization at the Technical University of Berlin (TU Berlin) and at the DFG Research Center MATHEON, and adjunct professor at the University of Illinois, Urbana (UIUC), with help from Prof. Nancy Wrinkle of Northeastern Illinois University.

The winning logo design above was based on the Borromean rings, a famous topological link of three components. The rings have the surprising property that if any one component is removed, the other two can fall apart (while all three together remain linked). This so-called Brunnian property has led the rings to be used over many centuries in many cultures as a symbol of interconnectedness, or of strength in unity.

Although the Borromean rings are most often drawn as if made from three round circles, such a construction is mathematically impossible. The IMU logo instead uses the tight shape of the Borromean rings, as would be obtained by tying them in rope pulled as tight as possible. Mathematically, this is the length-minimizing configuration of the link subject to the constraint that unit-diameter tubes around the three components stay disjoint. This problem and its solution are described in the paper Criticality for the Gehring Link Problem by J.Cantarella, J.Fu, R.Kusner, J.Sullivan, N.Wrinkle, Geometry and Topology 10 (2006)

The Borromean ring has a kind of quadrant (four section) aspect to it with its crossings.


Yochai Bencher states in his book the

"Four Quadrants of Evolutionary Intelligence


PREFACES
I put the above diagram together in the early 1990’s as I struggled with the contradiction between how much money the US Government was spending on information technology across all agencies, and on stealing information within the secret world, in both cases, having little to show and no sense-making.
Business Intelligence is generally used as a term for internal data mining viewed through a digital dashboard and is firmly entrenched in Quadrant I. Competitive Intelligence, as represented by the members of the Society of Competitive Intelligence Professionals (SCIP), focuses primarily on the market space and competitors in that market space, rather than on the needs of existing and unknown customers, and the realities of the external world. This group is based in Quadrant II with a narrow focus within Quadrant III. OSS.Net, now a subsidiary of a much larger company, has been in this quadrant for fifteen years. Using a global network of road-runners, retired attaches, graduate students, and locationally well-positioned observers, we have been able to tap into all information in all languages all the time.
Neither of these two is the equal of Commercial Intelligence, which fully integrates customers, externalities, exactly the right combination of experts on demand, the right automated sense-making tools, and the customized decision- support, getting the right information to the right person at the right time.
It is in Quadrant IV where I believe we can simultaneously achieve Harold L. Wilensky’s vision for Organizational Intelligence (1967) and the complementary visions of each of the authors represented in this book"


A lot of people like to eat waffles. Waffle irons tebd to reflect quadrant images


Str8ts is a logic-based number-placement puzzle, invented by Jeff Widderich in 2008.[1] It is distinct from, but shares some properties and rules with Sudoku. The name is derived from the poker straight. The puzzle is published in a number of newspapers internationally,[2] in 2 book collections, and in downloadable apps. It was featured on the Canadian television show Dragons' Den on November 24, 2010.

It reflexts the quadrant image

Four of a kind, also known as quads, is a poker hand such as 9 9 9 9 J, that contains all four cards of one rank and any other (unmatched) card. Quads with higher-ranking cards defeat lower-ranking ones. In community-card games (such as Texas Hold 'em) or games with wildcards or multiple decks it is possible for two or more players to obtain the same quad; in this instance, the unmatched card acts as a kicker, so 7 77 7 J defeats 7 7 7 7 10. If two hands have the same kicker, they tie and the pot is split. In some countries the term Carré is used.


A full house, also known as a full boat, is a hand such as 3 3 3 6 6, that contains three matching cards of one rank and two matching cards of another rank. Between two full houses, the one with the higher-ranking three cards in their hand wins, so 7 7 7 4 4defeats 6 6 6 A A. If two hands have the same three cards (possible in wild card and community card games), the hand with the higher pair wins, so 5 5 5 Q Q defeats 5 5 5 J J. Full houses are described as "three full of pair"; Q Q Q9 9 could be described as "queens full of nines" or simply "queens full".

In my opinion this hand really reclects rhe quadrant model pattern because in the quadrant model the first three are very similar, the fourth is different and the fourth points to or indicates the nature of the fifth


The earliest evidence of chess is found in the nearby Sassanid Persia around 600, where the game came to be known by the name chatrang. Chatrang is evoked in three epic romances written in Pahlavi (Middle Persian). Chatrang was taken up by the Muslim world after the Islamic conquest of Persia (633–44), where it was then named shatranj, with the pieces largely retaining their Persian names. In Spanish "shatranj" was rendered as ajedrez ("al-shatranj"), in Portuguese as xadrez, and in Greek as ζατρίκιον (zatrikion, which comes directly from the Persian chatrang),[33] but in the rest of Europe it was replaced by versions of the Persian shāh ("king"), which was familiar as an exclamation and became the English words "check" and "chess"

The Arabic word shatranj is derived from the Sanskrit chaturanga (catuḥ: "four"; anga: "arm").

The rules of chaturanga seen in India today have enormous variation, but all involve four branches (angas) of the army: the horse, the elephant (bishop), the chariot (rook) and the foot soldier (pawn), played on an 8×8 board.

The game was played within quadrants.

Draughts (UK /ˈdrɑːfts/) or checkers[1] (American English) is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Draughts developed from alquerque.[2] The name derives from the verb to draw or to move.

Checkers boards are made up of different color quadrants.

A similar game has been played for thousands of years.[3] A board resembling a draughts board was found in Ur dating from 3000 BC.[9] In the British Museum are specimens of ancient Egyptian checkerboards, found with their pieces in burial chambers, and the game was played by Queen Hatasu.[3][10] Plato mentioned a game, πεττεία or petteia, as being of Egyptian origin,[10] and Homer also mentions it.[10] The method of capture was placing two pieces on either side of the opponent's piece. It was said to have been played during the Trojan War.[11][12] The Romans played a derivation of petteia called latrunculi, or the game of the Little Soldiers.[10][13]

Alquerque board and setup
Alquerque[edit]
Main article: Alquerque
An Arabic game called Quirkat or al-qirq, with similar play to modern draughts, was played on a 5×5 board. It is mentioned in the 10th century work Kitab al-Aghani.[9] Al qirq was also the name for the game that is now called Nine Men's Morris.[14] Al qirq was brought to Spain by the Moors,[15] where it became known as Alquerque, the Spanish derivation of the Arabic name. The rules are given in the 13th century book Libro de los juegos.[9] In about 1100, probably in the south of France, the game of Alquerque was adapted using backgammon pieces on a chessboard.[16] Each piece was called a "fers", the same name as the chess queen, as the move of the two pieces was the same at the time.[citation needed]


Go (traditional Chinese: 圍棋; simplified Chinese: 围棋; pinyin: wéiqí; Japanese: 囲碁; rōmaji: igo[nb 2]; Korean: 바둑; romaja: baduk[nb 3]; literally: "encircling game") is a board game involving two players, that originated in ancient China more than 2,500 years ago. It was considered one of the four essential arts of a cultured Chinese scholar in antiquity. The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan[2][3] (c. 4th century BC).[4]

The Go Board was seen by the Japanee to be a microcosm of the cosmos.

THe game board is made up of quadrants.

Players from the four schools (Honinbo, Yasui, Inoue and Hayashi) competed in the annual castle games, played in the presence of the shogun

The four points around a piece in the Go game are called the "four liberties", until one is filled and then it becomes the three liberties and so on and so fourth.

In the history of Go in Japan, the Four Go houses were the four academies of Go instituted, supported, and controlled by the state, at the beginning of the Tokugawa shogunate. At roughly the same time shogi was organised into three houses. Here "house" implies institution run on the recognised lines of the iemoto system common in all Japanese traditional arts. In particular the house head had, in three of the four cases, a name handed down: Inoue Inseki, Yasui Senkaku, Hayashi Monnyu. References to these names therefore mean to the contemporary head of house.

The four academies were the Honinbo Go house, Hayashi Go house, Inoue Go house and Yasui house. Theoretically these were on a par, and competed in the official castle games called oshirogo.


Xiangqi (Chinese: 象棋, p Xiàngqí), also called Chinese chess, is a strategy board game for two players. It is one of the most popular board games in China, and is in the same family as Western (or international) chess, chaturanga, shogi, Indian chess and janggi. Besides China and areas with significant ethnic Chinese communities, xiangqi (cờ tướng) is also a popular pastime in Vietnam.

It is played in quadrants

Most games are played with two and three players.

"Four Kingdoms Chess" is also played on a riverless, cross-shaped board, but with four players. Because there are no rivers, elephants may move about the board freely.[24]


Stratego is played on a quadrant board

Stratego is a very competitive game and this competition has increased over the years. There are now many Stratego competitions held throughout the world. Competitive Stratego competitions are now held in all four versions of the game.

Classic Stratego
Competitions in the original game include the "Classic Stratego World Championships", the "Classic Stratego Olympiad" and several National Championships from various different countries.
Ultimate Lightning Stratego
Competitions in this version include the "Ultimate Lightning World Championships" and the "Ultimate Lightning European Championships".
Duel Stratego
Competitions in this version now include the "Stratego Duel World Championships," which were held for the first time in August 2009 (Sheffield,England).
Stratego Barrage
To force decisions in knock-out stages in tournaments, in 1992 Stratego Barrage was developed by Marc Perriëns and Roel Eefting. In this "Quick-Stratego" a setup can be made in one minute and played in 5 minutes. The eight pieces with which Barrage is played are the Flag, the Marshall, the General, 1 Bomb, 1 Miner, 2 Scouts and the Spy. Since 1992 Dutch Championships and since 2000 World Championships in Barrage have been organised. Cambodian Champion is Sor Samedy, Dutch Champion (2014) is Ruben van de Bilt, World Champion (2013) is Tim Slagboom.



Tic tac toe is a very popular game played within quadrants



Quarto is a board game for two players invented by Swiss mathematician Blaise Müller in 1991.[1][2]

It is played on a 4×4 board. There are 16 unique pieces, each of which is either:

tall or short;
red or blue (or a different pair of colors, e.g. light- or dark-stained wood);
square or circular; and
hollow-top or solid-top.
Players take turns choosing a piece which the other player must then place on the board. A player wins by placing a piece on the board which forms a horizontal, vertical, or diagonal row of four pieces, all of which have a common attribute (all short, all circular, etc.). A variant rule included in many editions gives a second way to win by placing four matching pieces in a 2x2 square.

Quarto is distinctive in that there is only one set of common pieces, rather than a set for one player and a different set for the other. It is therefore an impartial game.

16 is the squares of the quadrant model



Score Four is a 3-D version of the abstract strategy game Connect Four. It was first sold under the name "Score Four" by Funtastic in 1968. Lakeside issued 4 different versions in the 1970s. Later Hasbro sold the game as "Connect Four Advanced" in the UK. .

The object of Score Four is to position four beads of the same color in a straight line on any level or any angle. As in Tic Tac Toe, Score Four strategy centers around forcing a win by making multiple threats simultaneously, while preventing the opponent from doing so.




Sholo Guti is a Checker game like Chess played between 2 players. It is specially famous in Bangladesh and some of the Indian regions. Local people of the village passes their leisure time by playing it. They draw the cort of this game on the ground and uses stones as pawns.[1]

Rules of the Game[edit]
This game is played between 2 person. Each having 16 Pawns. These pawns can move one step forward on the valid positions of the cort. If a player can cross a pawn of the other side then the player will achieve 1 point. In this way whoever manages to achieve 16 points will be the winner. But winning point could be declared at the beginning of the game.

It is played on a quadrant grid.

16 is the number of squares of the quadrant model



Gomoku is an abstract strategy board game. It is played on a quadrant grid.




Chinese checkers is the shape of a two dimensional double tetrahedron Merkaba, or the Star of David.


The Legend of Zelda: A Link to the Past and Four Swords[a] is an action-adventure game co-developed by Nintendo and Capcom and published by Nintendo for the Game Boy Advance. It is the ninth installment in the The Legend of Zelda video game series.

There are always four Link characters (differentiated by different colors: green, red, blue and purple) in play, regardless of the number of people playing; "extra" Links are attached to those directly controlled and positioned around the controlling character. Normally, the extra Links follow the player, but players can separate an individual Link and control independently, or put the four Links into formations. These techniques are required to solve puzzles and defeat enemies. Players are encouraged to work together to gather enough Force Gems to empower the Four Sword, and failing to do so by the time the boss is defeated or the dark barrier is reached results in having to go back to the beginning of the stage to collect more. However, once the requisite gems are collected, players are automatically transported to the dark barrier and therefore do not have to repeat the entire stage.

The Links eventually save the shrine maidens, retrieve the Dark Mirror, destroy Shadow Link and Vaati, and face Ganon in an ultimate showdown. The Links defeats Ganon and seal him firmly in the Four Sword. Peace returns to Hyrule and the people celebrate as all traces of the evil that plagued Hyrule are vanquished.[3] Link then returns the Four Sword back to its resting pedestal and the Four Links become one again.

The nature of the quadrant model is there are four quadrants but they are really all one. Zelda is one of the most popular video games of all time.




Kyudo competitions are full of repetitions of four.

Kyudo (弓道 kyūdō?, way of the bow) is the modern Japanese martial art (gendai budō) of archery; kyudo practitioners may be known as Kyudojin, kyūdōjin (弓道人?), experts in Kyudo are referred to as kyūdōka. Kyudo is based on kyūjutsu (art of archery), which originated with the samurai class of feudal Japan.[1] Kyudo is practised by thousands of people worldwide. As of 2005, the International Kyudo Federation had 132,760 graded members.

Typically a yugake will be of the three- or four-finger variety. The three fingered version is called a mitsugake, and the four-fingered version is called a yotsugake. Typically the primary reason an archer may choose a stronger glove like the yotsugake is to assist in pulling heavier bows. The Three-finger mitsugake is generally used with bows with a pull below 20 kilograms of draw weight, while the four fingered yotsugake are used with bows with a pull above 20 kilograms. This is only a generalization and many schools differ on which glove to use for their bows and glove use often varies from archer to archer and school to school.

While kyudo is primarily viewed as an avenue toward self-improvement, there are often kyudo competitions or tournaments whereby archers practice in a competitive style. These tournaments often involve kyūdōka from all ranks and grades, including high school, college and adult schools. Competition is usually held with a great deal more ceremony than the standard dojo practice. In addition to the hassetsu, the archer must also perform an elaborate entering procedure whereby the archer will join up to four other archers to enter the dojo, bow to the adjudicators, step up to the back line known as the honza and then kneel in a form of sitting known as kiza. The archers then bow to the mato in unison, stand, and take three steps forward to the shai line (shooting line), and kneel again. The archers then move in lock-step fashion through the hassetsu, each archer standing and shooting one after another at the respective targets, kneeling between each shot, until they have exhausted their supply of arrows (generally four).

In Japanese kyudo competition, an archer shoots four arrows in two sets, placing one pair of arrows at his feet and retaining the second pair at the ready. He first shoots the haya clasping the otoya tightly with his glove hand's one or two last fingers. He then waits until the other archers shoot, then he sets the otoya and shoots. Once all the archers have shot, the archer will then pick up the second pair of arrows at his feet and repeat the process, starting with the second flight's haya. During normal competition, this process is done with the archers standing, however, the complete shooting procedure includes having the archer kneel in kiza while waiting between each shot.

For each hit on the mato, the archer is awarded a "maru" (circle) mark. For each miss, the archer is awarded a "batsu" (X) mark. The goal is to strike the target with all four arrows.


The object of popinjay is to knock artificial birds off their perches. The perches are cross-pieces on top of a 90-foot (27 m) mast. The "cock" (the largest bird) is set on the top cross piece. Four smaller "hens" are set on the next crosspiece down. Two dozen or so "chicks" (the smallest birds) are set on the lower cross pieces. (GNAS, 2006 - rule 1000)



SlamBall is a form of basketball played with four trampolines in front of each net and boards around the court edge. The name SlamBall is the trademark of SlamBall, LLC.


Quidditch[2] is a sport of two teams of seven players each mounted on broomsticks played on a hockey rink-sized pitch.[

There are four positions in quidditch
Chasers are responsible for passing the quaffle and scoring points by throwing the quaffle through one of the opponent's goals for 10 points. When a bludger hits a chaser in possession of the quaffle, they must drop the quaffle, remove the broom from between their legs, and touch their own hoops to rejoin play. Chasers not in possession of the quaffle must perform the same knockout procedure when hit by a bludger, but do not have a ball to drop. Chasers may enter into physical contact with opposing chasers or keepers. There are three chasers on the field for each team, identified by a white headband.
Keepers can be likened to goalies in other sports, and must try to block attempts to score by the opposing team's chasers. The keeper is invulnerable to bludgers as well as having indisputable possession of the quaffle when within their team's keeper zone, an area around the team's hoops. Once outside of the keeper zone, the keeper may serve as a fourth chaser. Keepers may enter into physical contact with opposing keepers or chasers. There is one keeper on the field for each team, identified by a green headband.
Beaters attempt to hit the opposing team's players with bludgers and attempt to block the bludgers from hitting their team's players. Beaters are subject to the same knockout procedure as chasers or keepers when hit with a bludger, but unlike chasers and keepers, they may attempt to catch a bludger thrown at them. If they succeed in catching a bludger, they are not knocked out, and the beater who threw the bludger may remain in play. As there are three bludgers for the four beaters on the pitch, the fourth, bludger-less beater puts pressure on the team in control of both bludgers (often called "bludger control" or "bludger supremacy"). Beaters may enter into physical contact only with other beaters. Two beaters on a team may be in play at a time, identified by black headbands.
Seekers attempt to catch the snitch. They may not contact the snitch, but are permitted to contact the other seeker. Seekers are released after 18 minutes of game time. There is one seeker on the field for each team, identified by a gold or yellow headband.


In quiddich each match begins with the seven starting players along the starting line within their keeper zone with brooms on the ground and their eyes closed (so as to not watch where the snitch goes) and the four balls lined in the centre of the pitch.

Since its inception, quidditch has sought gender equality on the pitch.[54] One of the most important requirements within the sport is its 'four maximum' rule:

A quidditch game allows each team to have a maximum of four players, not including the seeker, who identify as the same gender in active play on the field at the same time. The gender that a player identifies with is considered to be that player’s gender, which may or may not correspond with that person’s sex. This is commonly referred to as the "four maximum" rule.
USQ accepts those who don’t identify within the binary gender system and acknowledges that not all of our players identify as male or female. USQ welcomes people of all identities and genders into our league.
— US Quidditch, Four Maximum Rule






What are Four-Quadrant Operations?

Before beginning our discussion on how a DC motor works in 4 quadrants, we will look at the four quadrant operation of a motor driving a hoist load as shown in figure below.

This hoist consists of a cage with or without any load. A rope, generally made up of a steel wire is wounded on a drum to raise the cage and a balance weight.

This balance weight or counterweight magnitude is greater than that of empty cage, but less than the loaded cage.

For each quadrant of operation, direction of rotation, w, load torque, TL, and motor torque Tm are shown in figure. Consider that the load torque is constant and independent of motor speed.

The four operating modes of a hoist are described below.

Loaded cage moving up

This is the first quadrant operation of the hoist in which the loaded cage is moving upwards. Due to the upward movement, the direction of rotation of motor, w will be in anticlockwise direction, i.e., positive speed. Here the load torque acts in opposite direction to the direction of motor rotation.

Therefore, to raise the hoist to upwards, the motor torque, Tm must act in the same direction of motor speed, w. So both motor speed and motor torque will be positive.

To make these as positive, the power taken from the supply should be positive. This is called forward motoring.

four quadrant operations of a hoist

Empty cage moving up

This is the quadrant-2 operation of the hoist in which unloaded cage is moving upwards. As said above, the counterweight is heavier than the unloaded cage and hence hoist can move upwards at a dangerous speed.

To prevent this, motor must produce a torque in the opposite direction of motor speed, w in order to produce brake to the motor.

Therefore, the motor torque, Tm will be negative and motor speed, w will be positive. Since the speed of the hoist is positive, it receives the power from the supply and hence the power is positive. This quadrant operation is called forward braking.

Empty cage moving down

This is the quadrant-3 operation where empty cage is hoisting down as shown in figure. The downward journey of empty cage is prevented by the torque exerted by the counterweight. So the direction of motor torque, Tm should be in the same direction of motor rotation w.

Due to the downward movement of the cage, the direction of rotation is reversed, i.e., w is negative and hence Tm is also negative.

Since the machine acting as motor in reverse direction, it receives the power from the supply and hence power is positive. This quadrant operation is called reverse motoring.

Loaded cage moving down

In this quadrant, loaded cage is moving downwards. Since the loaded cage is moving downward (of which weight is more than counterweight), the motion takes place without use of any motor.

But there will be a chance to go downward at a dangerous speed because of loaded cage. To limit the speed of the cage within a safe range, the electrical machine must act as a brake.

In this the direction of the motor, w is negative and hence the motor torque Tm is positive to decrease the speed of the motor. Thus the power is negative that means the electrical machine delivering power to the supply.

This phenomenon is called as regenerative action. This quadrant operation is called reverse braking.

It is to be noted that the electrical machine acts as a motor in 1st and 2nd quadrants and acts as a generator in 3rd and 4th quadrants.

But the motor should be separately excited DC motor or three-phase AC induction motor to operate in these four different modes.

Four Quadrant Operation of a DC Motor

In a separately excited DC motor, the steady state speed is controlled at any desired speed by applying the appropriate magnitude of voltage, also in either direction simply by giving appropriate polarity of the voltage.

The torque of the motor is directly proportional to the armature current, which in turn depends on the difference between the applied voltage V and back emf, E, i.e.,

I = (V – E) / R

Therefore, it is possible to develop positive or negative torque by controlling voltage, which is less than or more than the back emf. Hence the separately excited DC motor inherently exhibit four quadrant operation.

The below figure shows four quadrant operation of a separately excited DC motor in which a dot symbol on one of motor terminals indicates the sign of the torque.

The machine produces a positive torque, if current flows into the dot. Similarly the torque is negative, if current flows out of the dot. Also, the relative magnitudes of voltage and back emf are shown in figure. These four quadrants are explained below.

four quadrant operations of a DC motor
Forward Motoring

In this mode of operation, the applied voltage is positive and greater than the back emf of the motor and therefore a positive current flow into the motor.

Since both current and voltage are positive, the power becomes positive. And also the speed and torque are also positive in this quadrant. Therefore the motor rotates in forward direction.

first quadrant operationForward Braking

In this mode of operation, the motor runs in forward direction and the induced emf continues to be positive. But the supplied voltage is suddenly reduced to a value which is less than the back emf.

Hence the current (there by torque) will reverse direction. This negative torque reverses the direction of energy flow.

second quadrant operation

Since the load torque and motor torque are in opposite direction, the combined effect will cause to reduce the speed of the motor and hence back emf (motor emf is directly proportional to the speed) falls again below the applied voltage value.

Hence, both current and voltage become positive and the motor settle down to first quadrant again. The process by which the mechanical energy of the motor is returned to the supply is called as regenerative braking.

This quadrant operation is the example of regenerative braking.

Reverse Motoring

This is the third quadrant operation of the motor in which both motor voltage and current are negative. Thus the power is positive, i.e., the power is supplied from source to load.

Due to the reverse polarity of the supply, the motor starts rotating in a counterclockwise direction (or reverse to normal operation).

third quadrant operation

The operation of this quadrant is similar to the first quadrant, but only difference is the direction of rotation. The magnitude of voltage to the motor decides the appropriate speed in reverse direction.

Reverse Regenerative Braking

This is the quadrant-4 mode of operation in which motor voltage is still negative and its armature current is positive.

This mode of operation is similar to the second quadrant operation and once again the regeneration occurs whenever the back emf is more than the negative supply voltage.

Hence the torque will be positive which opposes the load torque, thus the speed of the motor will be reduced during reverse operation of the motor.
fourth quadrant operation‘
This mode of operation is mostly used for plugging in order to stop the motor rapidly. During plugging, the armature terminals are suddenly reversed, which causes the back emf to force an armature current to flow in reverse direction.

Now the effective voltage across the motor becomes 2V (as V+ Eb). A braking resistor in series with the motor has to be connected to limit this current.

Braking by plugging gives greater torque and more rapid stop, but the current drawn from the supply and energy stored in mechanical parts must be dissipated in resistance.

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