Friday, April 26, 2019

Macintosh Operating Systems

The original Macintosh System Software and Finder, released in 1984
From Wikipedia, 
the free encyclopedia.

The family of Macintosh operating systems developed by Apple Inc. includes the graphical user interface-based operating systems it was designed for use with its Macintosh series of personal computers since 1984, as well as the related system software it once created for compatible third-party systems.

In 1984, Apple debuted the operating system that is now known as the "Classic" Mac OS with its release of the original Macintosh System Software. The system, rebranded "Mac OS" in 1996, was preinstalled on every Macintosh until 2002 and offered on Macintosh clones for a short time in the 1990s. Noted for its ease of use, it was also criticized for its lack of modern technologies compared to its competitors.



The current Mac operating system is macOS, originally named "Mac OS X" until 2012 and then "OS X" until 2016. Developed between 1997 and 2001 after Apple's purchase of NeXT, Mac OS X brought an entirely new architecture based on NeXTSTEP, a Unix system, that eliminated many of the technical challenges that the classic Mac OS faced. The current macOS is preinstalled with every Mac and is updated annually. It is the basis of Apple's current system software for its other devices, iOS, watchOS, and tvOS.

Prior to the introduction of Mac OS X, Apple experimented with several other concepts, releasing different products designed to bring the Macintosh interface or applications to Unix-like systems or vice versa, A/UX, MAE, and MkLinux. Apple's effort to expand upon and develop a replacement for its classic Mac OS in the 1990s led to a few cancelled projects, code-named Star Trek, Taligent, and Copland.

Although they have different architectures, the Macintosh operating systems share a common set of GUI principles, including a menu bar across the top of the screen; the Finder shell, featuring a desktop metaphor that represents files and applications using icons and relates concepts like directories and files deletion to real-world objects like folders and a trash can; and overlapping windows for multitasking.

Mac OS 9, released in 1999

The "classic" Mac OS is the original Macintosh operating system that was introduced in 1984 alongside the first Macintosh and remained in primary use on Macs through 2001.

Apple released the original Macintosh on January 24, 1984; its early system software was partially based on the Lisa OS and the Xerox PARC Alto computer, which former Apple CEO Steve Jobs previewed. It was originally named "System Software", or simply "System"; Apple rebranded it as "Mac OS" in 1996 due in part to its Macintosh clone program that ended a year later.

Classic Mac OS is characterized by its monolithic design. Initial versions of the System Software run one application at a time. System 5 introduced cooperative multitasking. System 7 supports 32-bit memory addressing and virtual memory, allowing larger programs. Later updates to the System 7 enable the transition to the PowerPC architecture. The system was considered user-friendly, but its architectural limitations were critiqued, such as limited memory management, lack of protected memory and access controls, and susceptibility to conflicts among extensions.

Releases

Nine major versions of the classic Mac OS were released. The name "Classic" that now signifies the system as a whole is a reference to a compatibility layer that helped ease the transition to Mac OS X.
  1. Macintosh System Software – "System 1", released in 1984
  2. System Software 2, 3, and 4 – released between 1985 and 1987
  3. System Software 5 – released in 1987
  4. System Software 6 – released in 1988
  5. System 7 / Mac OS 7.6 – released in 1991
  6. Mac OS 8 – released in 1997
  7. Mac OS 9 – final major version, released in 1999
  8. Mac OS X / OS X / macOS
Main article: macOS

Desktop

The first desktop version of the system was released on March 24, 2001, supporting the Aqua user interface. Since then, several more versions adding newer features and technologies have been released. Since 2011, new releases have been offered on an annual basis.[4]
Mac OS X 10.0 – code name "Cheetah", released to end users on Saturday, March 24, 2001
Mac OS X 10.1 – code name "Puma", released to end users on Tuesday, September 25, 2001

Technology & Our New Generation

How Technology is Changing the Way Children Think and Focus

Thinking. The capacity to reflect, reason, and draw conclusions based on our experiences, knowledge, and insights. It’s what makes us human and has enabled us to communicate, create, build, advance, and become civilized. Thinking encompasses so many aspects of who our children are and what they do, from observing, learning, remembering, questioning, and judging to innovating, arguing, deciding, and acting.

There is also little doubt that all of the new technologies, led by the Internet, are shaping the way we think in ways obvious and subtle, deliberate and unintentional, and advantageous and detrimental The uncertain reality is that, with this new technological frontier in its infancy and developments emerging at a rapid pace, we have neither the benefit of historical hindsight nor the time to ponder or examine the value and cost of these advancements in terms of how it influences our children’s ability to think.

There is also little doubt that all of the new technologies, led by the Internet, are shaping the way we think in ways obvious and subtle, deliberate and unintentional, and advantageous and detrimental The uncertain reality is that, with this new technological frontier in its infancy and developments emerging at a rapid pace, we have neither the benefit of historical hindsight nor the time to ponder or examine the value and cost of these advancements in terms of how it influences our children’s ability to think.


There is, however, a growing body of research that technology can be both beneficial and harmful to different ways in which children think. Moreover, this influence isn’t just affecting children on the surface of their thinking. Rather, because their brains are still developing and malleable, frequent exposure by so-called digital natives to technology is actually wiring the brain in ways very different than in previous generations. What is clear is that, as with advances throughout history, the technology that is available determines how our brains develop.

The effects of technology on children are complicated, with both benefits and costs. Whether technology helps or hurts in the development of your children’s thinking depends on what specific technology is used and how and what frequency it is used. At least early in their lives, the power to dictate your children’s relationship with technology and, as a result, its influence on them, from synaptic activity to conscious thought. 

Attention
You can think of attention as the gateway to thinking. Without it, other aspects of thinking, namely, perception, memory, language, learning, creativity, reasoning, problem-solving, and decision making are greatly diminished or can’t occur at all. The ability of your children to learn to focus effectively and consistently lays the foundation for almost all aspects of their growth and is fundamental to their development into successful and happy people.
Attention has been found to be a highly malleable quality and most directly influenced by the environment in which it is used. This selective attention can be found in the animal kingdom in which different species develop attention skills that help them function and survive. For example, wolves, lions, tigers, and other predators have highly tuned visual attention that enables them to spot and track their prey. 

In contrast, their prey, including deer and antelope, have well-developed auditory attention that allows them to hear approaching predators. In both cases, animals’ alternation abilities have developed based on the environment in which they live.
The same holds true for human development. Whether infant recognition of their parents’ faces or students paying attention in class, children’s immediate environment determines the kind of attention that they develop. In generations past, for example, children directed considerable amounts of their time to read, an activity that offered few distractions and required intense and sustained attention, imagination, and memory. The advent of television altered that attention by offering children visual stimuli, fragmented attention, and little need for imagination. Then the Internet was invented and children were thrust into a vastly different environment in which, because distraction is the norm, consistent attention is impossible, imagination is unnecessary, and memory is inhibited.

Technology conditions the brain to pay attention to information very differently than reading. The metaphor that Nicholas Carr uses is the difference between scuba diving and jet skiing. Book reading is like scuba diving in which the diver is submerged in a quiet, visually restricted, slow-paced setting with few distractions and, as a result, is required to focus narrowly and think deeply on the limited information that is available to them. In contrast, using the Internet is like jet skiing, in which the jet skier is skimming along the surface of the water at high speed, exposed to a broad vista, surrounded by many distractions, and only able to focus fleetingly on any one thing.

In fact, studies have shown that reading uninterrupted text results in faster completion and better understanding, recall, and learning than those who read text filled with hyperlinks and ads. Those who read a text-only version of a presentation, as compared to one that included video, found the presentation to be more engaging, informative, and entertaining, a finding contrary to conventional wisdom, to be sure. Additionally, contrary to conventional educational wisdom, students who were allowed Internet access during class didn’t recall the lecture nor did they perform as well on a test of the material as those who weren’t “wired” during class. Finally, reading develops reflection, critical thinking, problem-solving, and vocabulary better than visual media.

Exposure to technology isn’t all bad. Research shows that, for example, video games and other screen media improve visual-spatial capabilities, increase attention ability, reaction times, and the capacity to identify details among the clutter. Also, rather than making children stupid, it may just be making them different. For example, the ubiquitous use of Internet search engines is causing children to become less adept at remembering things and more skilled at remembering where to find things. Given the ease with which information can find these days, it only stands to reason that knowing where to look is becoming more important for children than actually knowing something. Not having to retain information in our brain may allow it to engage in more “higher-order” processing such as contemplation, critical thinking, and problem-solving.

What does all this mean for raising your children? The bottom line is that too much screen time and not enough other activities, such as reading, playing games, and good old unstructured and imaginative play, will result in your children having their brains wired in ways that may make them less, not more, prepared to thrive in this crazy new world of technology.

About the Author
Jim Taylor, Ph.D., teaches at the University of San Francisco.
Psychology Today © 2019 Sussex Publishers, LLC

MODERN DAY TECHNOLOGY

The society has been dramatically changed with the evolution of technology. Before the advent of modern-day technology, life was burdensome and everyday chores consumed too much of our time. Immense opportunities are being provided by technologies which play an important role in human life. The access to education, medicine, industry, transportation etc. has been simplified due to modern day technology. Due to the convenience and efficiency provided by technology, our lives have improved significantly. There used to be a time when executing a simple task like doing laundry would take most of the day. Thanks to modern technology, a lot of burdens have been lifted up from our shoulders and we have more time and energy to do what we want to. 

With so many advantages and comfort, come the disadvantages too. Technology is being used imprudently these days resulting in affecting the society negatively and complicating our lives. Relationship with family members is being weakened due to excessive involvement with various devices. Although in a few cases, parents resort to technology to communicate with their children and know about their whereabouts this is not adequate always. Technology has made access to education easier but it is also resulting in weakening the memories of people. Usage of text language often is having dire consequences for students. They fail to spell words correctly or write fully grammatically correct sentences.

Modern technology also poses serious health problems. People are sleep deprived nowadays since taking their eyes off their phone or laptop screens become a near to impossible task. This leads to problems in vision, cancer, obesity etc. We have become lazier. We prefer to sitting, playing games or listening to music instead of walking or going outdoor or performing any work which requires physical activity.

Modes of transportation has increased the ease of access but has also increased the amount of pollution. Due to technology, a broad range of options have become accessible to people. Technology has also benefitted people with special needs by providing them with hearing aids, text readers, special chairs etc. Now they too can enjoy daily life without having to think about their disabilities.

As a conclusion, there are several positive impacts of technology on our lives but there are several downsides too. We cannot abandon technology now but we can ensure not to let it control us.

ANDROID OPERATING SYSTEM

Android is a mobile operating system developed by Google. It is based on a modified version of the Linux kernel and other open source software and is designed primarily for touchscreen mobile devices such as smartphones and tablets. In addition, Google has further developed Android TV for televisions, Android Auto for cars, and Wear OS for wrist watches, each with a specialized user interface. Variants of Android are also used on game consoles, digital cameras, PCs and other electronics.

Android initially came into existence with the surefire idea that developments are given the power and freedom to create enthralling Mobile applications while taking advantage of everything that the mobile handset has to offer.
  
Android has a growing selection of third-party applications, which can be acquired by users by downloading and installing the application's APK (Android application package) file, or by downloading them using an application store program that allows users to install, update, and remove applications from their devices.

Google Play Store is the primary application store installed on Android devices that comply with Google's compatibility requirements and license the Google Mobile Services software. Google Play Store allows users to browse, download and update applications published by Google and third-party developers; as of July 2013, there are more than one million applications available for Android in Play Store.

Android Screen Screenshot

As of July 2013, 50 billion applications have been installed. Some carriers offer direct carrier billing for Google Play application purchases, where the cost of the application is added to the user's monthly bill. As of May 2017, there are over one billion active users a month for Gmail, Android, Chrome, Google Play and Maps.

Android Logo
Due to the open nature of Android, a number of third-party application marketplaces also exist for Android, either to provide a substitute for devices that are not allowed to ship with Google Play Store, provide applications that cannot be offered on Google Play Store due to policy violations, or for other reasons. Examples of these third-party stores have included the Amazon Appstore, GetJar, and SlideMe. F-Droid, another alternative marketplace, seeks to only provide applications that are distributed under free and open source licenses.