Sum frequency generation (SFG) spectroscopy is a nonlinear optical technique used to study interfaces and surfaces at the molecular level. It combines two incoming photons, typically from infrared (IR) and visible or near-infrared (NIR) laser sources, to produce a new photon whose frequency is the sum of the frequencies of the incoming photons. This process occurs primarily in non-centrosymmetric media, which is often the case at surfaces and interfaces.
Interactive storytelling is a form of narrative that allows audiences to actively participate in the story's development, often leading to multiple potential outcomes based on choices made by the participants. Unlike traditional storytelling, where the narrative is fixed and conveyed in a linear fashion, interactive storytelling empowers individuals to influence the plot, characters, and sometimes even the setting. Key aspects of interactive storytelling include: 1. **User Agency**: Participants have the ability to make decisions that affect the direction and outcome of the story.
A scripted sequence refers to a predefined sequence of actions, events, or commands that are programmed or "scripted" to occur in a specific order. This concept is widely used in various fields, including: 1. **Gaming**: In video games, scripted sequences are events that occur when certain conditions are met, such as the completion of a task or reaching a specific location. These can include cutscenes, character interactions, or environmental changes that enhance the narrative and gameplay experience.
Multiplayer video games are games that allow multiple players to participate and interact with each other, either cooperatively or competitively, within the same game environment. This can take place through various platforms, including consoles, PCs, and mobile devices. There are several types of multiplayer games, including: 1. **Local Multiplayer**: Players compete or collaborate in the same physical location, often using the same console or device. This can include split-screen or shared screen gameplay.
Video game control methods refer to the various ways players interact with video games, allowing them to control characters, navigate environments, and perform actions within the game. These control methods can vary widely based on the type of game, the platform, and the player's preferences. Here are some of the most common control methods: ### 1. **Game Controllers** - **Console Controllers**: Standardized controllers used with gaming consoles (e.g., PlayStation, Xbox, Nintendo Switch).
Video game glitches are unintended errors or faults in a video game's programming that can cause it to behave in unexpected ways. These can manifest in various forms, including: 1. **Visual Glitches**: These may involve graphical issues such as characters appearing distorted, textures not loading correctly, or objects behaving in bizarre ways, like floating or clipping through the environment.
"Fog of war" is a concept often used in military strategy and tactics, referring to the uncertainty and confusion that can occur in the midst of battle. It describes the limited knowledge that a commander has about the enemy's movements, capabilities, and intentions due to various factors such as terrain, lack of reconnaissance, the chaos of combat, and misinformation. This uncertainty can affect decision-making and ultimately influence the outcome of battles and wars.
Apple Inc. by Ciro Santilli 40 Updated 2025-07-16
Video 1.
The Mapple Store and Steve Mobs from The Simpsons
. Source.
A "griefer" is a term commonly used in online gaming and digital communities to describe a player who deliberately irritates or harasses other players. This can be done through disruptive behavior, such as destroying other players' creations, stealing resources, or engaging in tactics that ruin the gameplay experience for others. Griefers often seek to provoke reactions from other players or simply enjoy the chaos their actions create.
"Hack and slash" is a genre of video games that typically focuses on fast-paced combat and the melee action of defeating enemies through direct attacks. The term can also apply to certain types of literature and film, particularly those featuring action-oriented narratives. Here are some key features of hack and slash games: 1. **Gameplay Mechanics**: Hack and slash games often involve the use of melee weapons, allowing players to engage in direct combat with opponents.
10You literally have written a book.
7 - 9Expert, go-to person on this technology.
5 - 6Solid daily working knowledge. Highly proficient.
3 - 4Comfortable working with this, have to check manual on some things.
1 - 2Have worked with it previously but either not much, or rusty.
I copied this grading scale mechanism from a failed Google interview ;-)
One problem with it is that I am always very hesitant to put a 5 on anything, who can not look at the documentation?
It is also hard to scope things right. Who can claim to be a C++ or Linux kernel expert, even if you wrote a book about it, since those are such humongous topics?
As a result, I haven't updated this in a while, and things may be out of date.
If your project does something that interests me, I can what it takes to contribute. Tell me what I must know, how long I have to learn it, and I'll call you back when I've mastered it.
The "taxon cycle" is a concept used in biogeography and ecology to describe the natural evolutionary and geographical progression of certain species or taxa over time. It outlines how populations of species move through a predictable series of stages as they adapt to changing environments, often in response to factors such as habitat availability, climate change, or other ecological pressures.

Pinned article: Introduction to the OurBigBook Project

Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
We have two killer features:
  1. topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculus
    Articles of different users are sorted by upvote within each article page. This feature is a bit like:
    • a Wikipedia where each user can have their own version of each article
    • a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
    This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.
    Figure 1.
    Screenshot of the "Derivative" topic page
    . View it live at: ourbigbook.com/go/topic/derivative
  2. local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:
    This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
    Figure 2.
    You can publish local OurBigBook lightweight markup files to either https://OurBigBook.com or as a static website
    .
    Figure 3.
    Visual Studio Code extension installation
    .
    Figure 4.
    Visual Studio Code extension tree navigation
    .
    Figure 5.
    Web editor
    . You can also edit articles on the Web editor without installing anything locally.
    Video 3.
    Edit locally and publish demo
    . Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension.
    Video 4.
    OurBigBook Visual Studio Code extension editing and navigation demo
    . Source.
  3. https://raw.githubusercontent.com/ourbigbook/ourbigbook-media/master/feature/x/hilbert-space-arrow.png
  4. Infinitely deep tables of contents:
    Figure 6.
    Dynamic article tree with infinitely deep table of contents
    .
    Descendant pages can also show up as toplevel e.g.: ourbigbook.com/cirosantilli/chordate-subclade
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact