In linguistics and philosophy, a vague predicate is one which gives rise to borderline cases. For example, the English adjective "tall" is vague since it is not clearly true or false for someone of middling height. By contrast, the word "prime" is not vague since every number is definitively either prime or not. Vagueness is commonly diagnosed by a predicate's ability to give rise to the sorites paradox. Vagueness is separate from ambiguity, in which an expression has multiple denotations. For instance the word "bank" is ambiguous since it can refer either to a river bank or to a financial institution, but there are no borderline cases between both interpretations. Vagueness is a major topic of research in philosophical logic, where it serves as a potential challenge to classical logic. Work in formal semantics has sought to provide a compositional semantics for vague expressions in natural language. Work in philosophy of language has addressed implications of vagueness for the theory of meaning, while metaphysicists have considered whether reality itself is vague. == Importance == The concept of vagueness has philosophical importance. Suppose one wants to come up with a definition of "right" in the moral sense. One wants a definition to cover actions that are clearly right and exclude actions that are clearly wrong, but what does one do with the borderline cases? Surely, there are such cases. Some philosophers say that one should try to come up with a definition that is itself unclear on just those cases. Others say that one has an interest in making his or her definitions more precise than ordinary language, or his or her ordinary concepts, themselves allow; they recommend one advances precising definitions. === In law === Vagueness is also a problem which arises in law, and in some cases, judges have to arbitrate regarding whether a borderline case does, or does not, satisfy a given vague concept. Examples include disability (how much loss of vision is required before one is legally blind?), human life (at what point from conception to birth is one a legal human being, protected for instance by laws against murder?), adulthood (most familiarly reflected in legal ages for driving, drinking, voting, consensual sex, etc.), race (how to classify someone of mixed racial heritage), etc. Even such apparently unambiguous concepts such as biological sex can be subject to vagueness problems, not just from transsexuals' gender transitions but also from certain genetic conditions which can give an individual mixed male and female biological traits (see intersex). In the common law system, vagueness is a possible legal defence against by-laws and other regulations. The legal principle is that delegated power cannot be used more broadly than the delegator intended. Therefore, a regulation may not be so vague as to regulate areas beyond what the law allows. Any such regulation would be "void for vagueness" and unenforceable. This principle is sometimes used to strike down municipal by-laws that forbid "explicit" or "objectionable" contents from being sold in a certain city; courts often find such expressions to be too vague, giving municipal inspectors discretion beyond what the law allows. In the US this is known as the vagueness doctrine and in Europe as the principle of legal certainty. === In science === Many scientific concepts are of necessity vague, for instance species in biology cannot be precisely defined, owing to unclear cases such as ring species. Nonetheless, the concept of species can be clearly applied in the vast majority of cases. As this example illustrates, to say that a definition is "vague" is not necessarily a criticism. Consider those animals in Alaska that are the result of breeding huskies and wolves: are they dogs? It is not clear: they are borderline cases of dogs. This means one's ordinary concept of doghood is not clear enough to let us rule conclusively in this case. == Approaches == The philosophical question of what the best theoretical treatment of vagueness is—which is closely related to the problem of the paradox of the heap, a.k.a. sorites paradox—has been the subject of much philosophical debate. === Fuzzy logic === One theoretical approach is that of fuzzy logic, developed by American mathematician Lotfi Zadeh. Fuzzy logic proposes a gradual transition between "perfect falsity", for example, the statement "Bill Clinton is bald", to "perfect truth", for, say, "Patrick Stewart is bald". In ordinary logics, there are only two truth-values: "true" and "false". The fuzzy perspective differs by introducing an infinite number of truth-values along a spectrum between perfect truth and perfect falsity. Perfect truth may be represented by "1", and perfect falsity by "0". Borderline cases are thought of as having a "truth-value" anywhere between 0 and 1 (for example, 0.6). Advocates of the fuzzy logic approach have included K. F. Machina (1976) and Dorothy Edgington (1993). === Supervaluationism === Another theoretical approach is known as "supervaluationism". This approach has been defended by Kit Fine and Rosanna Keefe. Fine argues that borderline applications of vague predicates are neither true nor false, but rather are instances of "truth value gaps". He defends an interesting and sophisticated system of vague semantics, based on the notion that a vague predicate might be "made precise" in many alternative ways. This system has the consequence that borderline cases of vague terms yield statements that are neither true, nor false. Given a supervaluationist semantics, one can define the predicate "supertrue" as meaning "true on all precisifications". This predicate will not change the semantics of atomic statements (e.g. "Frank is bald", where Frank is a borderline case of baldness), but does have consequences for logically complex statements. In particular, the tautologies of sentential logic, such as "Frank is bald or Frank is not bald", will turn out to be supertrue, since on any precisification of baldness, either "Frank is bald" or "Frank is not bald" will be true. Since the presence of borderline cases seems to threaten principles like this one (excluded middle), the fact that supervaluationism can "rescue" them is seen as a virtue. === Subvaluationism === Subvaluationism is the logical dual of supervaluationism, and has been defended by Dominic Hyde (2008) and Pablo Cobreros (2011). Whereas the supervaluationist characterises truth as 'supertruth', the subvaluationist characterises truth as 'subtruth', or "true on at least some precisifications". Subvaluationism proposes that borderline applications of vague terms are both true and false. It thus has "truth-value gluts". According to this theory, a vague statement is true if it is true on at least one precisification and false if it is false under at least one precisification. If a vague statement comes out true under one precisification and false under another, it is both true and false. Subvaluationism ultimately amounts to the claim that vagueness is a truly contradictory phenomenon. Of a borderline case of "bald man" it would be both true and false to say that he is bald, and both true and false to say that he is not bald. === Epistemicist view === A fourth approach, known as "the epistemicist view", has been defended by Timothy Williamson (1994), R. A. Sorensen (1988) and (2001), and Nicholas Rescher (2009). They maintain that vague predicates do, in fact, draw sharp boundaries, but that one cannot know where these boundaries lie. One's confusion about whether some vague word does or does not apply in a borderline case is due to one's ignorance. For example, in the epistemicist view, there is a fact of the matter, for every person, about whether that person is old or not old; some people are ignorant of this fact. === As a property of objects === One possibility is that one's words and concepts are perfectly precise, but that objects themselves are vague. Consider Peter Unger's example of a cloud (from his famous 1980 paper, "The Problem of the Many"): it is not clear where the boundary of a cloud lies; for any given bit of water vapor, one can ask whether it is part of the cloud or not, and for many such bits, one will not know how to answer. Hence, perhaps such a term as 'cloud' is not itself vague, but rather precisely denotes a vague object. This strategy has occasionally been poorly received; most notably, in Gareth Evans' short paper "Can There Be Vague Objects?" (1978), wherein an argument is examined which appears to show that vague identity-statements are impossible (i.e., result in logical incoherence). David Lewis explains that the reader is intended to conclude, with Evans, that—since there clearly are, in fact, meaningful vague identities—any purported proof to the contrary cannot be right; and as the proof relies upon the premise that vague terms precisely denote vague objects, but fails under the view that vague terms reflect a merel
Evolutionary robotics
Evolutionary robotics is an embodied approach to Artificial Intelligence (AI) in which robots are automatically designed using Darwinian principles of natural selection. The design of a robot, or a subsystem of a robot such as a neural controller, is optimized against a behavioral goal (e.g. run as fast as possible). Usually, designs are evaluated in simulations as fabricating thousands or millions of designs and testing them in the real world is prohibitively expensive in terms of time, money, and safety. An evolutionary robotics experiment starts with a population of randomly generated robot designs. The worst performing designs are discarded and replaced with mutations and/or combinations of the better designs. This evolutionary algorithm continues until a prespecified amount of time elapses or some target performance metric is surpassed. Evolutionary robotics methods are particularly useful for engineering machines that must operate in environments in which humans have limited intuition (nanoscale, space, etc.). Evolved simulated robots can also be used as scientific tools to generate new hypotheses in biology and cognitive science, and to test old hypothesis that require experiments that have proven difficult or impossible to carry out in reality. == History == In the early 1990s, two separate European groups demonstrated different approaches to the evolution of robot control systems. Dario Floreano and Francesco Mondada at EPFL evolved controllers for the Khepera robot. Adrian Thompson, Nick Jakobi, Dave Cliff, Inman Harvey, and Phil Husbands evolved controllers for a Gantry robot at the University of Sussex. However the body of these robots was presupposed before evolution. The first simulations of evolved robots were reported by Karl Sims and Jeffrey Ventrella of the MIT Media Lab, also in the early 1990s. However these so-called virtual creatures never left their simulated worlds. The first evolved robots to be built in reality were 3D-printed by Hod Lipson and Jordan Pollack at Brandeis University at the turn of the 21st century.
Social media use in the fashion industry
Social media in the fashion industry refers to the use of social media platforms by fashion designers and users to promote and participate in trends. Over the past several decades, the development of social media has increased along with its usage by consumers. The COVID-19 pandemic was a sharp turn of reliance on the virtual sphere for the industry and consumers alike. Social media has created new channels of advertising for fashion houses to reach their target markets. Since its surge in 2009, luxury fashion brands have used social media to build interactions between the brand and its customers to increase awareness and engagement. The emergence of influencers on social media has created a new way of advertising and maintaining customer relationships in the fashion industry. Numerous social media platforms are used to promote fashion trends, with Instagram and TikTok being the most popular among Generation Y and Z. The overall impact of social media in the fashion industry included the creation of online communities, direct communication between industry leaders and consumers, and criticized ideals that are promoted by the industry through social media. == Background == In 2003, at the beginning of social media development, MySpace was founded as a “social networking service.” It allowed people to create a profile, connect with other people, and post videos, pictures, and songs. As MySpace grew in popularity, it attracted interest from companies wishing to promote their brands on the social platform. MySpace is most well known for exposing musicians and artists who made it big in the industry, and companies wanted to capitalize on their popularity by making brand deals. One of MySpace's deals was with Chevrolet, putting on a ‘secret show’. They had a ‘secret’ list of 10 top artists on MySpace, and many artists posted about the show on their accounts. Another brand deal was with Gucci promoting their “Gucci Synch Watch”, which was very successful as Gucci tapped into the youthful audience on MySpace and advertised a sleek, simple, trendy unisex watch. In 2005, YouTube was released and remains one of the most popular social media platforms today. YouTube allows users to upload videos and is free to anyone with access to the internet. It grew in popularity offering a range of videos: vlogs, cooking, health and diet videos, step-by-step tutorials, tutoring help, and more. Much like MySpace, users create accounts and can build a following, often referring to themselves as ‘YouTubers.’ When YouTube grew in popularity, it piqued the interest of brands wanting to partner with YouTube and individual YouTubers. Some brand deals were made by having ads at the beginning of each video, and the YouTuber would make a profit from each view they receive. Some deals are made by individual YouTubers thanking the brand in videos and promoting the brand's products. More recently, YouTube has delved into fashion. While there were always YouTube channels for Vogue and other fashion companies, popular YouTubers have been invited to different fashion shows and have filmed experiences there. Brands are able to target individual YouTubers based on their followers and the target audiences. In 2010, Instagram was launched, which enlarged the scope of fashion advertising. Instagram allows people to post pictures and short videos with the ability to tag different accounts. For brand deals, companies can simply be tagged in a picture instead of creating ads or lines for a user to say. In each picture, users can tag the brands of clothing they were wearing, making it very easy to promote brands. Additionally, Instagram could display ads on users' feed based on other posts the users liked, which used by fashion companies to target their potential customers. Users also use Instagram to promote fashion when they get invited to fashion events. For example, they can take a picture at the event and post it to their Instagram and put their location at the venue and tag the company. During the beginning of the COVID-19 pandemic, companies relied more on social media to keep their public virtually engaged. Fashion companies had virtual fashion shows, creating videos and content about their designs. As social media expands and new platforms come into existence, new ways of advertising are projected to be created. == Uses == === Advertising === Social media is a popular use of advertisement in the fashion industry. Information sharing has expanded due to the growth of social media platforms, which impacts social consumer involvement with fashion brands. Fashion companies use social media platforms to reach customers on emotional levels and stoke engagement with brand images and messages. Researchers in the United Kingdom have demonstrated that engaging with customers with social media messages that express social passion, social tendency, and personal warmth can boost social engagement with fashion brands. In social spheres, fashion is a method for individuals to represent their distinction through clothing. Some people who desire to socially influence others through their fashion and style now have the possibility thanks to social media in the fashion sector. Customers who want to purchase fashion brands frequently follow fashion authorities on social media and heed their recommendations for purchasing fashion products. === Influencers === Companies leveraged celebrities' fame and social standing to advertise their brands, as Tommy Hilfiger did when incorporating social media into their marketing strategy, making Gigi Hadid, who has 15.5 million Instagram followers as of 2016, a brand ambassador. Though recent developments in social media platforms have led to an increase in the awareness of influencers. Influencer marketing has emerged as a fast expanding marketing strategy in various industries as a result of the unheard-of increase in the number of social media influencers' followers. Recently, influencer marketing has received significant attention in the fashion industry. Research shows that influencer marketing may provide a rate of influence that is 11x times greater than that of other conventional advertising channels. Fashion consumers, specifically those in generations Y and Z, may be more influenced by influencers in the context of the fashion industries as they often view them as friends and personal assistants. Fashion influencer marketing on social media platforms have led fashion consumption on social sopping services. One of these social fashion services is LTK (LIKEtoKNOW.it before 2021) where everyday consumers can find and purchase clothing worn by social media fashion influencers (also known as SMFIs). Launched in 2014, LTK has gained a massive following on Instagram (over 3 million) and has 1.3 million registered users on their mobile application. Utilizing SMFIs has led to massive sales within the fashion industry, 80% of visitors of Nordstrom's mobile platform are referred by influencers. Social media fashion influencers try new fashion products, adopt fashion trends and have power in what their audience purchases. Social media fashion influencers gain a following though promoting fashion products, and posting about their lavish lifestyles attained through their higher socioeconomic status. The attractive lifestyles of the influencers influence their followers to mimic their luxurious lifestyle and are allowed to consume the same products through social shopping services. In addition to brands themselves having direct access to social media users, many content creators have great influence over consumers. "Influencers" across all social media platforms have great power when it comes to where people shop and what they purchase. Influencer marketing has become one of the most effective marketing strategies for many fashion brands. These brand deals and creator partnerships are targeted towards Millennial and Gen Z consumers, specifically on Instagram and TikTok, and 74% of consumers have made a purchase simply because an influencer they follow had recommended it. === Trends === The connection between social media and fashion has become common. Influencer marketing has emerged as a necessity and crucial component of advertising. 85% of American businesses are presently using influencer marketing as part of their marketing plan. Wearing fashion brands is a method to show oneself at social gatherings. Through their clothing, people try to demonstrate how distinct they are. Some people who really desire to socially influence others through their fashion and style now have the possibility thanks to social media in the fashion sector. Customers who want to purchase fashion brands frequently follow fashion authorities on social media and heed their recommendations for purchasing fashion products. In January 2021, the Italian fashion house Bottega Veneta deleted all its social media accounts "to lean much more on its ambassadors and fans" to spread the com
InfiniBand
InfiniBand (IB) is a computer networking standard used in high-performance computing that features very high throughput and very low latency. It is used for data interconnect both among and within computers. InfiniBand is also used as either a direct or switched interconnect between servers and storage systems, as well as an interconnect between storage systems. It is designed to be scalable and uses a switched fabric network topology. Between 2014 and June 2016, it was the most commonly used interconnect in the TOP500 list of supercomputers. Mellanox (acquired by Nvidia) manufactures InfiniBand host bus adapters and network switches, which are used by large computer system and database vendors in their product lines. As a computer cluster interconnect, IB competes with Ethernet, Fibre Channel, and Intel Omni-Path. The technology is promoted by the InfiniBand Trade Association. == History == InfiniBand originated in 1999 from the merger of two competing designs: Future I/O and Next Generation I/O (NGIO). NGIO was led by Intel, with a specification released in 1998, and joined by Sun Microsystems and Dell. Future I/O was backed by Compaq, IBM, and Hewlett-Packard. This led to the formation of the InfiniBand Trade Association (IBTA), which included both sets of hardware vendors as well as software vendors such as Microsoft. At the time it was thought some of the more powerful computers were approaching the interconnect bottleneck of the PCI bus, in spite of upgrades like PCI-X. Version 1.0 of the InfiniBand Architecture Specification was released in 2000. Initially the IBTA vision for IB was simultaneously a replacement for PCI in I/O, Ethernet in the machine room, cluster interconnect and Fibre Channel. IBTA also envisaged decomposing server hardware on an IB fabric. Mellanox had been founded in 1999 to develop NGIO technology, but by 2001 shipped an InfiniBand product line called InfiniBridge at 10 Gbit/second speeds. Following the burst of the dot-com bubble there was hesitation in the industry to invest in such a far-reaching technology jump. By 2002, Intel announced that instead of shipping IB integrated circuits ("chips"), it would focus on developing PCI Express, and Microsoft discontinued IB development in favor of extending Ethernet. Sun Microsystems and Hitachi continued to support IB. In 2003, the System X supercomputer built at Virginia Tech used InfiniBand in what was estimated to be the third largest computer in the world at the time. The OpenIB Alliance (later renamed OpenFabrics Alliance) was founded in 2004 to develop an open set of software for the Linux kernel. By February, 2005, the support was accepted into the 2.6.11 Linux kernel. In November 2005 storage devices finally were released using InfiniBand from vendors such as Engenio. Cisco, desiring to keep technology superior to Ethernet off the market, adopted a "buy to kill" strategy. Cisco successfully killed InfiniBand switching companies such as Topspin via acquisition. Of the top 500 supercomputers in 2009, Gigabit Ethernet was the internal interconnect technology in 259 installations, compared with 181 using InfiniBand. In 2010, market leaders Mellanox and Voltaire merged, leaving just one other IB vendor, QLogic, primarily a Fibre Channel vendor. At the 2011 International Supercomputing Conference, links running at about 56 gigabits per second (known as FDR, see below), were announced and demonstrated by connecting booths in the trade show. In 2012, Intel acquired QLogic's InfiniBand technology, leaving only one independent supplier. By 2014, InfiniBand was the most popular internal connection technology for supercomputers, although within two years, 10 Gigabit Ethernet started displacing it. In 2016, it was reported that Oracle Corporation (an investor in Mellanox) might engineer its own InfiniBand hardware. In 2019 Nvidia acquired Mellanox, the last independent supplier of InfiniBand products. == Specification == Specifications are published by the InfiniBand trade association. === Performance === Original names for speeds were single-data rate (SDR), double-data rate (DDR) and quad-data rate (QDR) as given below. Subsequently, other three-letter initialisms were added for even higher data rates. Notes Each link is duplex. Links can be aggregated: most systems use a 4 link/lane connector (QSFP). HDR often makes use of 2x links (aka HDR100, 100 Gb link using 2 lanes of HDR, while still using a QSFP connector). NDR introduced OSFP connectors which host one or two links at 2x (NDR200) or 4x (NDR400). They are not logically configured as a single 8x link, even when connecting switches together with an OSFP cable. InfiniBand provides remote direct memory access (RDMA) capabilities for low CPU overhead. === Topology === InfiniBand uses a switched fabric topology, as opposed to early shared medium Ethernet. All transmissions begin or end at a channel adapter. Each processor contains a host channel adapter (HCA) and each peripheral has a target channel adapter (TCA). These adapters can also exchange information for security or quality of service (QoS). === Messages === InfiniBand transmits data in packets of up to 4 KB that are taken together to form a message. A message can be: a remote direct memory access read or write a channel send or receive a transaction-based operation (that can be reversed) a multicast transmission an atomic operation === Physical interconnection === In addition to a board form factor connection, it can use both active and passive copper (up to 10 meters) and optical fiber cable (up to 10 km). QSFP connectors are used. The InfiniBand Association also specified the CXP connector system for speeds up to 120 Gbit/s over copper, active optical cables, and optical transceivers using parallel multi-mode fiber cables with 24-fiber MPO connectors. === Software interfaces === Mellanox operating system support is available for Solaris, FreeBSD, Red Hat Enterprise Linux, SUSE Linux Enterprise Server (SLES), Windows, HP-UX, VMware ESX, and AIX. InfiniBand has no specific standard application programming interface (API). The standard only lists a set of verbs such as ibv_open_device or ibv_post_send, which are abstract representations of functions or methods that must exist. The syntax of these functions is left to the vendors. Sometimes for reference this is called the verbs API. The de facto standard software is developed by OpenFabrics Alliance and called the Open Fabrics Enterprise Distribution (OFED). It is released under two licenses GPL2 or BSD license for Linux and FreeBSD, and as Mellanox OFED for Windows (product names: WinOF / WinOF-2; attributed as host controller driver for matching specific ConnectX 3 to 5 devices) under a choice of BSD license for Windows. It has been adopted by most of the InfiniBand vendors, for Linux, FreeBSD, and Microsoft Windows. IBM refers to a software library called libibverbs, for its AIX operating system, as well as "AIX InfiniBand verbs". The Linux kernel support was integrated in 2005 into the kernel version 2.6.11. === Ethernet over InfiniBand === Ethernet over InfiniBand, abbreviated to EoIB, is an Ethernet implementation over the InfiniBand protocol and connector technology. EoIB enables multiple Ethernet bandwidths varying on the InfiniBand (IB) version. Ethernet's implementation of the Internet Protocol Suite, usually referred to as TCP/IP, is different in some details compared to the direct InfiniBand protocol in IP over IB (IPoIB).
IBM 37xx
IBM 37xx (or 37x5) is a family of IBM Systems Network Architecture (SNA) programmable front-end processors used mainly in mainframe environments. All members of the family ran one of three IBM-supplied programs. Emulation Program (EP) mimicked the operation of the older IBM 270x non-programmable controllers. Network Control Program (NCP) supported Systems Network Architecture devices. Partitioned Emulation Program (PEP) combined the functions of the two. == Models == === 370x series === 3705 — the oldest of the family, introduced in 1972 to replace the non-programmable IBM 270x family. The 3705 could control up to 352 communications lines. 3704 was a smaller version, introduced in 1973. It supported up to 32 lines. === 371x === The 3710 communications controller was introduced in 1984. === 372x series === The 3725 and the 3720 systems were announced in 1983. The 3725 replaced the hardware line scanners used on previous 370x machines with multiple microcoded processors. The 3725 was a large-scale node and front end processor. The 3720 was a smaller version of the 3725, which was sometimes used as a remote concentrator. The 3726 was an expansion unit for the 3725. With the expansion unit, the 3725 could support up to 256 lines at data rates up to 256 kbit/s, and connect to up to eight mainframe channels. Marketing of the 372x machines was discontinued in 1989. IBM discontinued support for the 3705, 3720, 3725 in 1999. === 374x series === The 3745, announced in 1988, provides up to eight T1 circuits. At the time of the announcement, IBM was estimated to have nearly 85% of the over US$825 million market for communications controllers over rivals such as NCR Comten and Amdahl Corporation. The 3745 is no longer marketed, but still supported and used. The 3746 "Nways Controller" model 900, unveiled in 1992, was an expansion unit for the 3745 supporting additional Token Ring and ESCON connections. A stand-alone model 950 appeared in 1995. == Successors == IBM no longer manufactures 37xx processors. The last models, the 3745/46, were withdrawn from marketing in 2002. Replacement software products are Communications Controller for Linux on System z and Enterprise Extender. == Clones == Several companies produced clones of 37xx controllers, including NCR COMTEN and Amdahl Corporation.
Digital Darkroom
Digital Darkroom was a graphics program for editing gray-scale photos, published by Silicon Beach Software for the Macintosh in 1987. It was programmed by Ed Bomke and Don Cone. Digital Darkroom was the first Macintosh program to incorporate a plug-in architecture. Silicon Beach and Ed Bomke are credited with having coined the term "plug-in". Another innovation of Digital Darkroom was the Magic Wand tool, which also appeared later in Photoshop. When Silicon Beach Software was acquired by Aldus Corporation, Digital Darkroom continued to be published by the Aldus Consumer Division, but was never updated to include color. The trademark "Digital Darkroom" was acquired by MicroFrontier in 1997 and used for a completely new image-editing program that does work with color. The software was acquired by Digimage Arts in 2002 and was sold for both Windows and Mac systems.
Bitcoin Satoshi Vision
Bitcoin Satoshi Vision (BSV) is a cryptocurrency that is a hard fork of Bitcoin Cash. Bitcoin Satoshi Vision was created in November 2018 by a group of individuals led by Craig Steven Wright, who has claimed since 2015 to be Satoshi Nakamoto, the creator of the original bitcoin. == History == === 2018 split from Bitcoin Cash === On 15 November 2018, a hard fork chain split of Bitcoin Cash occurred between two rival factions called Bitcoin Cash and Bitcoin SV. On 15 November 2018 Bitcoin Cash traded at about $289, and Bitcoin SV traded at about $96.50, down from $425.01 on 14 November for the un-split Bitcoin Cash. The split originated from what was described as a "civil war" in two competing Bitcoin Cash camps. The first camp, supported by entrepreneur Roger Ver and Jihan Wu of Bitmain, promoted the software entitled Bitcoin ABC (short for Adjustable Blocksize Cap), which would maintain the block size at 32 MB. The second camp led by Craig Steven Wright and billionaire Calvin Ayre put forth a competing software version Bitcoin SV, short for "Bitcoin Satoshi Vision", which would increase the block size limit to 128 MB. === 2019 de-listing from Binance === In April 2019, an online feud broke out between those who supported the claims of Bitcoin SV supporter Craig Wright that he was Satoshi Nakamoto, and those who did not. The feud resulted in cryptocurrency exchange Binance de-listing Bitcoin SV from their platform, stating that: At Binance, we periodically review each digital asset we list to ensure that it continues to meet the high level of standard we expect. When a coin or token no longer meets this standard, or the industry changes, we conduct a more in-depth review and potentially delist it. We believe this best protects all of our users. When we conduct these reviews, we consider a variety of factors. Here are some that drive whether we decide to delist a digital asset: Commitment of team to project Level and quality of development activity Network / smart contract stability Level of public communication Responsiveness to our periodic due diligence requests Evidence of unethical / fraudulent conduct Contribution to a healthy and sustainable crypto ecosystem === 2021 network attack === In August 2021, Bitcoin SV suffered a 51% attack, after previously suffering attacks in June and July of the same year. Such an attack involves cryptocurrency miners gaining control of more than half of a network's computing power; these kinds of network attacks have the goal of preventing new transactions from gaining confirmations, allowing the attackers to double-spend coins. Adam James, senior editor at OKEx Insights claimed that "In the intermediate term, the attack has seemingly somewhat-negligible impact on its current price action," however "Faith in [Bitcoin SV] will likely be reduced following the incident." === 2024 high court ruling === In March 2024, Mr Justice James Mellor in the British High Court ruled that Wright is not Satoshi Nakamoto.