Survival Books Fountain Valley California

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Survival skills in Fountain Valley are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

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Survival skills are often associated with the need to survive in a disaster situation in Fountain Valley .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

Survival mode

Last Day On Earth Survival Cheats And Hacks Jump to navigation Jump to search Astronauts participating in tropical survival training at an Air Force Base near the Panama Canal, 1963. From left to right are an unidentified trainer, Neil Armstrong, John H. Glenn, Jr., L. Gordon Cooper, and Pete Conrad. Survival training is important for astronauts, as a launch abort or misguided reentry could potentially land them in a remote wilderness area. Survival skills are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Survival skills are often associated with the need to survive in a disaster situation.[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills. Main article: Wilderness medical emergency A first aid kit containing equipment to treat common injuries and illness First aid (wilderness first aid in particular) can help a person survive and function with injuries and illnesses that would otherwise kill or incapacitate him/her. Common and dangerous injuries include: The survivor may need to apply the contents of a first aid kit or, if possessing the required knowledge, naturally occurring medicinal plants, immobilize injured limbs, or even transport incapacitated comrades. Main article: Bivouac shelter Shelter built from tarp and sticks. Pictured are displaced persons from the Sri Lankan Civil War A shelter can range from a natural shelter, such as a cave, overhanging rock outcrop, or fallen-down tree, to an intermediate form of man-made shelter such as a debris hut, tree pit shelter, or snow cave, to completely man-made structures such as a tarp, tent, or longhouse. Making fire is recognized in the sources as significantly increasing the ability to survive physically and mentally. Lighting a fire without a lighter or matches, e.g. by using natural flint and steel with tinder, is a frequent subject of both books on survival and in survival courses. There is an emphasis placed on practicing fire-making skills before venturing into the wilderness. Producing fire under adverse conditions has been made much easier by the introduction of tools such as the solar spark lighter and the fire piston. To start a fire you’ll need some sort of heat source hot enough to start a fire, kindling, and wood. Starting a fire is really all about growing a flame without putting it out in the process. One fire starting technique involves using a black powder firearm if one is available. Proper gun safety should be used with this technique to avoid injury or death. The technique includes ramming cotton cloth or wadding down the barrel of the firearm until the cloth is against the powder charge. Next, fire the gun up in a safe direction, run and pick up the cloth that is projected out of the barrel, and then blow it into flame. It works better if you have a supply of tinder at hand so that the cloth can be placed against it to start the fire.[3] Fire is presented as a tool meeting many survival needs. The heat provided by a fire warms the body, dries wet clothes, disinfects water, and cooks food. Not to be overlooked is the psychological boost and the sense of safety and protection it gives. In the wild, fire can provide a sensation of home, a focal point, in addition to being an essential energy source. Fire may deter wild animals from interfering with a survivor, however wild animals may be attracted to the light and heat of a fire. Hydration pack manufactured by Camelbak A human being can survive an average of three to five days without the intake of water. The issues presented by the need for water dictate that unnecessary water loss by perspiration be avoided in survival situations. The need for water increases with exercise.[4] A typical person will lose minimally two to maximally four liters of water per day under ordinary conditions, and more in hot, dry, or cold weather. Four to six liters of water or other liquids are generally required each day in the wilderness to avoid dehydration and to keep the body functioning properly.[5] The U.S. Army survival manual does not recommend drinking water only when thirsty, as this leads to underhydrating. Instead, water should be drunk at regular intervals.[6][7] Other groups recommend rationing water through "water discipline".[8] A lack of water causes dehydration, which may result in lethargy, headaches, dizziness, confusion, and eventually death. Even mild dehydration reduces endurance and impairs concentration, which is dangerous in a survival situation where clear thinking is essential. Dark yellow or brown urine is a diagnostic indicator of dehydration. To avoid dehydration, a high priority is typically assigned to locating a supply of drinking water and making provision to render that water as safe as possible. Recent thinking is that boiling or commercial filters are significantly safer than use of chemicals, with the exception of chlorine dioxide.[9][10][11] Culinary root tubers, fruit, edible mushrooms, edible nuts, edible beans, edible cereals or edible leaves, edible moss, edible cacti and algae can be gathered and if needed, prepared (mostly by boiling). With the exception of leaves, these foods are relatively high in calories, providing some energy to the body. Plants are some of the easiest food sources to find in the jungle, forest or desert because they are stationary and can thus be had without exerting much effort.[12] Skills and equipment (such as bows, snares and nets) are necessary to gather animal food in the wild include animal trapping, hunting, and fishing. Food, when cooked in canned packaging (e.g. baked beans) may leach chemicals from their linings [13]. Focusing on survival until rescued by presumed searchers, the Boy Scouts of America especially discourages foraging for wild foods on the grounds that the knowledge and skills needed are unlikely to be possessed by those finding themselves in a wilderness survival situation, making the risks (including use of energy) outweigh the benefits.[14] Cockroaches[15], flies [16]and ants[17] can contaminate food, making it unsafe for consumption. Celestial navigation: using the Southern Cross to navigate South without a compass Those going for trips and hikes are advised[18] by Search and Rescue Services to notify a trusted contact of their planned return time, then notify them of your return. They can tell them to contact the police for search and rescue if you have not returned by a specific time frame (e.g. 12 hours of your scheduled return time). Survival situations can often be resolved by finding a way to safety, or a more suitable location to wait for rescue. Types of navigation include: The mind and its processes are critical to survival. The will to live in a life-and-death situation often separates those that live and those that do not. Stories of heroic feats of survival by regular people with little or no training but a strong will to live are not uncommon. Among them is Juliane Koepcke, who was the sole survivor among the 93 passengers when her plane crashed in the jungle of Peru. Situations can be stressful to the level that even trained experts may be mentally affected. One should be mentally and physically tough during a disaster. To the extent that stress results from testing human limits, the benefits of learning to function under stress and determining those limits may outweigh the downside of stress.[19] There are certain strategies and mental tools that can help people cope better in a survival situation, including focusing on manageable tasks, having a Plan B available and recognizing denial.[20] In a building collapse, it is advised that you[21]: Civilian pilots attending a Survival course at RAF Kinloss learn how to construct shelter from the elements, using materials available in the woodland on the north-east edge of the aerodrome. Main article: Survival kit Often survival practitioners will carry with them a "survival kit". This consists of various items that seem necessary or useful for potential survival situations, depending on anticipated challenges and location. Supplies in a survival kit vary greatly by anticipated needs. For wilderness survival, they often contain items like a knife, water container, fire starting apparatus, first aid equipment, food obtaining devices (snare wire, fish hooks, firearms, or other,) a light, navigational aids, and signalling or communications devices. Often these items will have multiple possible uses as space and weight are often at a premium. Survival kits may be purchased from various retailers or individual components may be bought and assembled into a kit. Some survival books promote the "Universal Edibility Test".[22] Allegedly, it is possible to distinguish edible foods from toxic ones by a series of progressive exposures to skin and mouth prior to ingestion, with waiting periods and checks for symptoms. However, many experts including Ray Mears and John Kallas[23] reject this method, stating that even a small amount of some "potential foods" can cause physical discomfort, illness, or death. Many mainstream survival experts have recommended the act of drinking urine in times of dehydration and malnutrition.[citation needed] However, the United States Air Force Survival Manual (AF 64-4) instructs that this technique is a myth and should never be applied.[citation needed] Several reasons for not drinking urine include the high salt content of urine, potential contaminants, and sometimes bacteria growth, despite urine's being generally "sterile". Many classic cowboy movies, classic survival books and even some school textbooks suggest that sucking the venom out of a snake bite by mouth is an appropriate treatment and/or also for the bitten person to drink their urine after the poisonous animal bite or poisonous insect bite as a mean for the body to provide natural anti-venom. However, venom can not be sucked out and it may be dangerous for a rescuer to attempt to do so. Modern snakebite treatment involves pressure bandages and prompt medical treatment.[24] Media Survival Emergency Camping Hiking Knife Shovel Axe Saw Gear Kit Tools

Plant physiology

If you are planning to go on an outdoor survival trip, be sure you are physically and mentally able and prepared for such a daring and risky adventure.We suggest you take the time to gather some notes and plan your trip way in advance. All though this will be an awesome experience, and a lot of fun, it could be very dangerous and potentially life threatening if not prepared for it. There is a big difference between hiking or camping then going on a real live survival trip. A survival trip means your only taking accentual items to live off of. A survival trip is not for the beginning hiker or camper, but for the experience outdoor enthusiast, an outdoor person that has done a lot of hiking, camping, fishing or hunting in the wilderness, or has had some kind of military experience in the wilderness. One thing for sure, is to never try to do something like this on your own, always have a partner or two to go with you.Depending on what kind of trip your going to take, you need to give it a lot of thought. Do you have all the right outdoor gear that your going to need to survive? Are you going to take a trip for a week, a month or several months? Are you going to the mountains or a desert? Are you taking a trip in the wilderness or just in the back woods?There are many different types or ways of taking a survival trip. Like, you could take a trip threw the swamps of Louisiana, or a wilderness trip threw the hills of Yellowstone Park in Wyoming. No matter where you decide to go, it takes a lot of planning and preparation. By all rights, it would be wise to plan many months ahead.What kind of outdoor gear and how much are you going to take? What route are you going to take? What time of the year do you want to go? Is it going to be extremely cold or unbearably hot? Is it going to be hot in the daytime and cold at night? Are there going to be any rivers to cross or canyons to scale? Are you going to be able to get in touch of the outside world, if there was an emergency? I could go on and on about things that could go wrong, and that's why it takes a lot of planning.If you are an experienced outdoor enthusiast and have quite a bit of knowledge in hiking and camping, but have never been in, or done a real life survival trip, I believe you would like to take your first trip to the Appalachian Trail in the eastern United States.The Appalachian Trail is a marked trail for hikers and campers. It is approximately 2,200 miles long and runs from the state of Georgia all the way to Maine. It is the longest continuous marked trail in the United States. The Appalachians offer some of the most beautiful sites of landscape that America has. There is some pretty big rivers that you are going to have to cross too. These rivers also provide some mighty fine fishing also. Even though it is a marked trail for hikers and campers, it still offers an awesome challenge to under take and would be a great achievement for anyone that has never done a real life survival trip.To just get out and hike this whole trail from south to north or vice verses, would take you about 6 to 7 months if you wanted to do the whole trip at one time. There are plenty of small towns to get to off the trail if you needed to stock up on supplies, but that is just like taking a long hiking trip instead of a real life survival trip.A survival trip consists of getting off the beaten path and actually live off the land, another words, do it the hard way. Yes, this is just like taking a hiking trip, but if you take and live it the hard way and do things that are unnatural like starting your campfire with two sticks or getting your water from little ponds and creeks and having to boil your water to purify it, and eating things like worms or grub worms, eating berries and mushrooms and so forth, then your doing it the hard way. Finding or building a shelter from mother nature instead of pitching a tent is a great experience. Making and setting snares to catch animals like rabbit, squirrel or wild pigs so you can eat is a great experience. Finding certain plants that hold water that you could drink is another good experience.Make sure that when you do plan a trip, study up and get information on the area you will be going in. You need to know what type of edible plants there are. What kind of animals inhabit there? Are there animals of prey, like bear or mountain lion, or even wolves? Are there snakes, and how many different species, and are they venomous or not? What kind of insects or spiders are there, and are they venomous?Doing things like this is all part of survival, and this is a good learning and training experience. You may never know when something bad could happen, so you need to be prepared for the worse. Remember, this is only a practice survival trip and not a real one, but if you don't plan it well, it could go awfully wrong for you and turn in to a real life survival situation.For more information on the Appalachian mountains, look it up on the web or call just about any of the eastern states of commerce for literature and maps.You can find more outdoor survival articles of mine and other well known authors at many other article directories sites. Gather all the information you can get before taking on such a wonderful adventure.

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Survival Tips for Survival Games

Survival Camping Gear Placentia California

Best Rated Survival Foods With Long Shelf Life

Survival skills in Placentia are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

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Survival skills are often associated with the need to survive in a disaster situation in Placentia .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

Grow light

Last Day On Earth Survival Cheats And Hacks Jump to navigation Jump to search Practicing with a survival suit An immersion suit, or survival suit (or more specifically an immersion survival suit) is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean. They usually have built-in feet (boots), and a hood, and either built-in gloves or watertight wrist seals. The first record of a survival suit was in 1930 when a New York firm American Life Suit Corporation offered merchant and fishing firms what it called a safety suit for crews of ocean vessels. The suit came packed in a small box and was put on like a boilersuit.[1] The ancestor of these suits was already invented in 1872 by Clark S Merriman to rescue steamship passengers. It was made from rubber sheeting and became famous by the swim records of Paul Boyton. It was essentially a pair of rubber pants and shirt cinched tight at the waist with a steel band and strap. Within the suit were five air pockets the wearer could inflate by mouth through hoses. Similar to modern-day drysuits, the suit also kept its wearer dry. This essentially allowed him to float on his back, using a double-sided paddle to propel himself, feet-forward. Additionally he could attach a small sail to save stamina while slowly drifting to shore (because neither emergency radio transmitters nor rescue helicopters were invented yet).[2][3] The first immersion suit to gain USCG approval was invented by Gunnar Guddal. Eventually the suit became accepted as essential safety gear.[4][5] These suits are in two types: This type is chosen to fit each wearer. They are often worn by deep-sea fishermen who work in cold water fishing grounds. Some of these garments overlap into scubadiver-type drysuits. Others may have many of the features of a survival suit. Since humans are warm blooded and sweat to cool themselves, suits that are worn all the time usually have some method for sweat to evaporate and the wearer to remain dry while working. The first survival suits in Europe were invented by Daniel Rigolet, captain of a French oil tanker. Others had experimented on similar suits abroad.[citation needed] Unlike work suits, "quick don" survival suits are not normally worn, but are stowed in an accessible location on board the craft. The operator may be required to have one survival suit of the appropriate size on board for each crew member, and other passengers. If a survival suit is not accessible both from a crew member's work station and berth, then two accessible suits must be provided.[citation needed] This type of survival suit's flotation and thermal protection is usually better than an immersion protection work suit, and typically extends a person's survival by several hours while waiting for rescue.[citation needed] An adult survival suit is often a large bulky one-size-fits-all design meant to fit a wide range of sizes. It typically has large oversize booties and gloves built into the suit, which let the user quickly don it on while fully clothed, and without having to remove shoes. It typically has a waterproof zipper up the front, and a face flap to seal water out around the neck and protect the wearer from ocean spray. Because of the oversized booties and large mittens, quick don survival suits are often known as "Gumby suits," after the 1960s-era children's toy.[citation needed] The integral gloves may be a thin waterproof non-insulated type to give the user greater dexterity during donning and evacuation, with a second insulating outer glove tethered to the sleeves to be worn while immersed.[citation needed] A ship's captain (or master) may be required to hold drills periodically to ensure that everyone can get to the survival suit storage quickly, and don the suit in the allotted amount of time. In the event of an emergency, it should be possible to put on a survival suit and abandon ship in about one minute.[citation needed] The Submarine Escape Immersion Equipment is a type of survival suit that can be used by sailors when escaping from a sunken submarine. The suit is donned before escaping from the submarine and then inflated to act as a liferaft when the sailor reaches the surface.[citation needed] Survival suits are normally made out of red or bright fluorescent orange or yellow fire-retardant neoprene, for high visibility on the open sea. The neoprene material used is a synthetic rubber closed-cell foam, containing a multitude of tiny air bubbles making the suit sufficiently buoyant to also be a personal flotation device. The seams of the neoprene suit are sewn and taped to seal out the cold ocean water, and the suit also has strips of SOLAS specified retroreflective tape on the arms, legs, and head to permit the wearer to be located at night from a rescue aircraft or ship. The method of water sealing around the face can affect wearer comfort. Low-cost quick-donning suits typically have an open neck from chest to chin, closed by a waterproof zipper. However the zipper is stiff and tightly compresses around the face resulting in an uncomfortable fit intended for short-duration use until the wearer can be rescued. The suit material is typically very rigid and the wearer is unable to look to the sides easily. Suits intended for long-term worksuit use, or donned by rescue personnel, typically have a form-fitting neck-encircling seal, with a hood that conforms to the shape of the chin. This design is both more comfortable and allows the wearer to easily turn their head and look up or down. The suit material is designed to be either loose or elastic enough to allow the wearer to pull the top of the suit up over their head and then down around their neck. Survival suits can also be equipped with extra safety options such as: The inflatable survival suit is a special type of survival suit, recently developed, which is similar in construction to an inflatable boat, but shaped to wrap around the arms and legs of the wearer. This type of suit is much more compact than a neoprene survival suit, and very easy to put on when deflated since it is just welded from plastic sheeting to form an air bladder. Once the inflatable survival suit has been put on and zipped shut, the wearer activates firing handles on compressed carbon dioxide cartridges, which punctures the cartridges and rapidly inflates the suit. This results in a highly buoyant, rigid shape that also offers very high thermal retention properties. However, like an inflatable boat, the inflatable survival suit loses all protection properties if it is punctured and the gas leaks out. For this reason, the suit may consist of two or more bladders, so that if one fails, a backup air bladder is available. Each immersion suit needs to be regularly checked and maintained properly in order to be ready for use all the time. The maintenance of the immersion suits kept on board of the vessels must be done according to the rules of the International Maritime Organization (IMO). There are two Guidelines issued by IMO - MSC/Circ.1047 [6] and MSC/Circ.1114 [7] in relation to immersion suits’ maintenance. The first one gives instruction for monthly inspection and maintenance which must be done by the ship’s crew.[8] The second one is concerning pressure testing which can be done only with special equipment. Usually it is done ashore by specialized companies but can be done also onboard of the vessels if practical. It must be performed every three years for immersion suits less than 12 years old and every second year on older ones. The years are counted from the suit’s date of manufacture. Comparison Of Survival Foods With Long Shelf Life

Cabbage

Jump to navigation Jump to search A germination rate experiment Plant physiology is a subdiscipline of botany concerned with the functioning, or physiology, of plants.[1] Closely related fields include plant morphology (structure of plants), plant ecology (interactions with the environment), phytochemistry (biochemistry of plants), cell biology, genetics, biophysics and molecular biology. Fundamental processes such as photosynthesis, respiration, plant nutrition, plant hormone functions, tropisms, nastic movements, photoperiodism, photomorphogenesis, circadian rhythms, environmental stress physiology, seed germination, dormancy and stomata function and transpiration, both parts of plant water relations, are studied by plant physiologists. The field of plant physiology includes the study of all the internal activities of plants—those chemical and physical processes associated with life as they occur in plants. This includes study at many levels of scale of size and time. At the smallest scale are molecular interactions of photosynthesis and internal diffusion of water, minerals, and nutrients. At the largest scale are the processes of plant development, seasonality, dormancy, and reproductive control. Major subdisciplines of plant physiology include phytochemistry (the study of the biochemistry of plants) and phytopathology (the study of disease in plants). The scope of plant physiology as a discipline may be divided into several major areas of research. Five key areas of study within plant physiology. First, the study of phytochemistry (plant chemistry) is included within the domain of plant physiology. To function and survive, plants produce a wide array of chemical compounds not found in other organisms. Photosynthesis requires a large array of pigments, enzymes, and other compounds to function. Because they cannot move, plants must also defend themselves chemically from herbivores, pathogens and competition from other plants. They do this by producing toxins and foul-tasting or smelling chemicals. Other compounds defend plants against disease, permit survival during drought, and prepare plants for dormancy, while other compounds are used to attract pollinators or herbivores to spread ripe seeds. Secondly, plant physiology includes the study of biological and chemical processes of individual plant cells. Plant cells have a number of features that distinguish them from cells of animals, and which lead to major differences in the way that plant life behaves and responds differently from animal life. For example, plant cells have a cell wall which restricts the shape of plant cells and thereby limits the flexibility and mobility of plants. Plant cells also contain chlorophyll, a chemical compound that interacts with light in a way that enables plants to manufacture their own nutrients rather than consuming other living things as animals do. Thirdly, plant physiology deals with interactions between cells, tissues, and organs within a plant. Different cells and tissues are physically and chemically specialized to perform different functions. Roots and rhizoids function to anchor the plant and acquire minerals in the soil. Leaves catch light in order to manufacture nutrients. For both of these organs to remain living, minerals that the roots acquire must be transported to the leaves, and the nutrients manufactured in the leaves must be transported to the roots. Plants have developed a number of ways to achieve this transport, such as vascular tissue, and the functioning of the various modes of transport is studied by plant physiologists. Fourthly, plant physiologists study the ways that plants control or regulate internal functions. Like animals, plants produce chemicals called hormones which are produced in one part of the plant to signal cells in another part of the plant to respond. Many flowering plants bloom at the appropriate time because of light-sensitive compounds that respond to the length of the night, a phenomenon known as photoperiodism. The ripening of fruit and loss of leaves in the winter are controlled in part by the production of the gas ethylene by the plant. Finally, plant physiology includes the study of plant response to environmental conditions and their variation, a field known as environmental physiology. Stress from water loss, changes in air chemistry, or crowding by other plants can lead to changes in the way a plant functions. These changes may be affected by genetic, chemical, and physical factors. Latex being collected from a tapped rubber tree. Main article: Phytochemistry The chemical elements of which plants are constructed—principally carbon, oxygen, hydrogen, nitrogen, phosphorus, sulfur, etc.—are the same as for all other life forms animals, fungi, bacteria and even viruses. Only the details of the molecules into which they are assembled differs. Despite this underlying similarity, plants produce a vast array of chemical compounds with unique properties which they use to cope with their environment. Pigments are used by plants to absorb or detect light, and are extracted by humans for use in dyes. Other plant products may be used for the manufacture of commercially important rubber or biofuel. Perhaps the most celebrated compounds from plants are those with pharmacological activity, such as salicylic acid from which aspirin is made, morphine, and digoxin. Drug companies spend billions of dollars each year researching plant compounds for potential medicinal benefits. Further information: Plant nutrition Plants require some nutrients, such as carbon and nitrogen, in large quantities to survive. Some nutrients are termed macronutrients, where the prefix macro- (large) refers to the quantity needed, not the size of the nutrient particles themselves. Other nutrients, called micronutrients, are required only in trace amounts for plants to remain healthy. Such micronutrients are usually absorbed as ions dissolved in water taken from the soil, though carnivorous plants acquire some of their micronutrients from captured prey. The following tables list element nutrients essential to plants. Uses within plants are generalized. Space-filling model of the chlorophyll molecule. Anthocyanin gives these pansies their dark purple pigmentation. Main article: Biological pigment Among the most important molecules for plant function are the pigments. Plant pigments include a variety of different kinds of molecules, including porphyrins, carotenoids, and anthocyanins. All biological pigments selectively absorb certain wavelengths of light while reflecting others. The light that is absorbed may be used by the plant to power chemical reactions, while the reflected wavelengths of light determine the color the pigment appears to the eye. Chlorophyll is the primary pigment in plants; it is a porphyrin that absorbs red and blue wavelengths of light while reflecting green. It is the presence and relative abundance of chlorophyll that gives plants their green color. All land plants and green algae possess two forms of this pigment: chlorophyll a and chlorophyll b. Kelps, diatoms, and other photosynthetic heterokonts contain chlorophyll c instead of b, red algae possess chlorophyll a. All chlorophylls serve as the primary means plants use to intercept light to fuel photosynthesis. Carotenoids are red, orange, or yellow tetraterpenoids. They function as accessory pigments in plants, helping to fuel photosynthesis by gathering wavelengths of light not readily absorbed by chlorophyll. The most familiar carotenoids are carotene (an orange pigment found in carrots), lutein (a yellow pigment found in fruits and vegetables), and lycopene (the red pigment responsible for the color of tomatoes). Carotenoids have been shown to act as antioxidants and to promote healthy eyesight in humans. Anthocyanins (literally "flower blue") are water-soluble flavonoid pigments that appear red to blue, according to pH. They occur in all tissues of higher plants, providing color in leaves, stems, roots, flowers, and fruits, though not always in sufficient quantities to be noticeable. Anthocyanins are most visible in the petals of flowers, where they may make up as much as 30% of the dry weight of the tissue.[2] They are also responsible for the purple color seen on the underside of tropical shade plants such as Tradescantia zebrina. In these plants, the anthocyanin catches light that has passed through the leaf and reflects it back towards regions bearing chlorophyll, in order to maximize the use of available light Betalains are red or yellow pigments. Like anthocyanins they are water-soluble, but unlike anthocyanins they are indole-derived compounds synthesized from tyrosine. This class of pigments is found only in the Caryophyllales (including cactus and amaranth), and never co-occur in plants with anthocyanins. Betalains are responsible for the deep red color of beets, and are used commercially as food-coloring agents. Plant physiologists are uncertain of the function that betalains have in plants which possess them, but there is some preliminary evidence that they may have fungicidal properties.[3] A mutation that stops Arabidopsis thaliana responding to auxin causes abnormal growth (right) Plants produce hormones and other growth regulators which act to signal a physiological response in their tissues. They also produce compounds such as phytochrome that are sensitive to light and which serve to trigger growth or development in response to environmental signals. Main article: Plant hormone Plant hormones, known as plant growth regulators (PGRs) or phytohormones, are chemicals that regulate a plant's growth. According to a standard animal definition, hormones are signal molecules produced at specific locations, that occur in very low concentrations, and cause altered processes in target cells at other locations. Unlike animals, plants lack specific hormone-producing tissues or organs. Plant hormones are often not transported to other parts of the plant and production is not limited to specific locations. Plant hormones are chemicals that in small amounts promote and influence the growth, development and differentiation of cells and tissues. Hormones are vital to plant growth; affecting processes in plants from flowering to seed development, dormancy, and germination. They regulate which tissues grow upwards and which grow downwards, leaf formation and stem growth, fruit development and ripening, as well as leaf abscission and even plant death. The most important plant hormones are abscissic acid (ABA), auxins, ethylene, gibberellins, and cytokinins, though there are many other substances that serve to regulate plant physiology. Main article: Photomorphogenesis While most people know that light is important for photosynthesis in plants, few realize that plant sensitivity to light plays a role in the control of plant structural development (morphogenesis). The use of light to control structural development is called photomorphogenesis, and is dependent upon the presence of specialized photoreceptors, which are chemical pigments capable of absorbing specific wavelengths of light. Plants use four kinds of photoreceptors:[1] phytochrome, cryptochrome, a UV-B photoreceptor, and protochlorophyllide a. The first two of these, phytochrome and cryptochrome, are photoreceptor proteins, complex molecular structures formed by joining a protein with a light-sensitive pigment. Cryptochrome is also known as the UV-A photoreceptor, because it absorbs ultraviolet light in the long wave "A" region. The UV-B receptor is one or more compounds not yet identified with certainty, though some evidence suggests carotene or riboflavin as candidates.[4] Protochlorophyllide a, as its name suggests, is a chemical precursor of chlorophyll. The most studied of the photoreceptors in plants is phytochrome. It is sensitive to light in the red and far-red region of the visible spectrum. Many flowering plants use it to regulate the time of flowering based on the length of day and night (photoperiodism) and to set circadian rhythms. It also regulates other responses including the germination of seeds, elongation of seedlings, the size, shape and number of leaves, the synthesis of chlorophyll, and the straightening of the epicotyl or hypocotyl hook of dicot seedlings. The poinsettia is a short-day plant, requiring two months of long nights prior to blooming. Main article: Photoperiodism Many flowering plants use the pigment phytochrome to sense seasonal changes in day length, which they take as signals to flower. This sensitivity to day length is termed photoperiodism. Broadly speaking, flowering plants can be classified as long day plants, short day plants, or day neutral plants, depending on their particular response to changes in day length. Long day plants require a certain minimum length of daylight to starts flowering, so these plants flower in the spring or summer. Conversely, short day plants flower when the length of daylight falls below a certain critical level. Day neutral plants do not initiate flowering based on photoperiodism, though some may use temperature sensitivity (vernalization) instead. Although a short day plant cannot flower during the long days of summer, it is not actually the period of light exposure that limits flowering. Rather, a short day plant requires a minimal length of uninterrupted darkness in each 24-hour period (a short daylength) before floral development can begin. It has been determined experimentally that a short day plant (long night) does not flower if a flash of phytochrome activating light is used on the plant during the night. Plants make use of the phytochrome system to sense day length or photoperiod. This fact is utilized by florists and greenhouse gardeners to control and even induce flowering out of season, such as the Poinsettia. Phototropism in Arabidopsis thaliana is regulated by blue to UV light.[5] Main article: Ecophysiology Paradoxically, the subdiscipline of environmental physiology is on the one hand a recent field of study in plant ecology and on the other hand one of the oldest.[1] Environmental physiology is the preferred name of the subdiscipline among plant physiologists, but it goes by a number of other names in the applied sciences. It is roughly synonymous with ecophysiology, crop ecology, horticulture and agronomy. The particular name applied to the subdiscipline is specific to the viewpoint and goals of research. Whatever name is applied, it deals with the ways in which plants respond to their environment and so overlaps with the field of ecology. Environmental physiologists examine plant response to physical factors such as radiation (including light and ultraviolet radiation), temperature, fire, and wind. Of particular importance are water relations (which can be measured with the Pressure bomb) and the stress of drought or inundation, exchange of gases with the atmosphere, as well as the cycling of nutrients such as nitrogen and carbon. Environmental physiologists also examine plant response to biological factors. This includes not only negative interactions, such as competition, herbivory, disease and parasitism, but also positive interactions, such as mutualism and pollination. Main articles: Tropism and Nastic movement Plants may respond both to directional and non-directional stimuli. A response to a directional stimulus, such as gravity or sunlight, is called a tropism. A response to a nondirectional stimulus, such as temperature or humidity, is a nastic movement. Tropisms in plants are the result of differential cell growth, in which the cells on one side of the plant elongates more than those on the other side, causing the part to bend toward the side with less growth. Among the common tropisms seen in plants is phototropism, the bending of the plant toward a source of light. Phototropism allows the plant to maximize light exposure in plants which require additional light for photosynthesis, or to minimize it in plants subjected to intense light and heat. Geotropism allows the roots of a plant to determine the direction of gravity and grow downwards. Tropisms generally result from an interaction between the environment and production of one or more plant hormones. Nastic movements results from differential cell growth (e.g. epinasty and hiponasty), or from changes in turgor pressure within plant tissues (e.g., nyctinasty), which may occur rapidly. A familiar example is thigmonasty (response to touch) in the Venus fly trap, a carnivorous plant. The traps consist of modified leaf blades which bear sensitive trigger hairs. When the hairs are touched by an insect or other animal, the leaf folds shut. This mechanism allows the plant to trap and digest small insects for additional nutrients. Although the trap is rapidly shut by changes in internal cell pressures, the leaf must grow slowly to reset for a second opportunity to trap insects.[6] Powdery mildew on crop leaves Main article: Phytopathology Economically, one of the most important areas of research in environmental physiology is that of phytopathology, the study of diseases in plants and the manner in which plants resist or cope with infection. Plant are susceptible to the same kinds of disease organisms as animals, including viruses, bacteria, and fungi, as well as physical invasion by insects and roundworms. Because the biology of plants differs with animals, their symptoms and responses are quite different. In some cases, a plant can simply shed infected leaves or flowers to prevent the spread of disease, in a process called abscission. Most animals do not have this option as a means of controlling disease. Plant diseases organisms themselves also differ from those causing disease in animals because plants cannot usually spread infection through casual physical contact. Plant pathogens tend to spread via spores or are carried by animal vectors. One of the most important advances in the control of plant disease was the discovery of Bordeaux mixture in the nineteenth century. The mixture is the first known fungicide and is a combination of copper sulfate and lime. Application of the mixture served to inhibit the growth of downy mildew that threatened to seriously damage the French wine industry.[7] Further information: History of botany Jan Baptist van Helmont. Sir Francis Bacon published one of the first plant physiology experiments in 1627 in the book, Sylva Sylvarum. Bacon grew several terrestrial plants, including a rose, in water and concluded that soil was only needed to keep the plant upright. Jan Baptist van Helmont published what is considered the first quantitative experiment in plant physiology in 1648. He grew a willow tree for five years in a pot containing 200 pounds of oven-dry soil. The soil lost just two ounces of dry weight and van Helmont concluded that plants get all their weight from water, not soil. In 1699, John Woodward published experiments on growth of spearmint in different sources of water. He found that plants grew much better in water with soil added than in distilled water. Stephen Hales is considered the Father of Plant Physiology for the many experiments in the 1727 book;[8] though Julius von Sachs unified the pieces of plant physiology and put them together as a discipline. His Lehrbuch der Botanik was the plant physiology bible of its time.[9] Researchers discovered in the 1800s that plants absorb essential mineral nutrients as inorganic ions in water. In natural conditions, soil acts as a mineral nutrient reservoir but the soil itself is not essential to plant growth. When the mineral nutrients in the soil are dissolved in water, plant roots absorb nutrients readily, soil is no longer required for the plant to thrive. This observation is the basis for hydroponics, the growing of plants in a water solution rather than soil, which has become a standard technique in biological research, teaching lab exercises, crop production and as a hobby. One of the leading journals in the field is Plant Physiology, started in 1926. All its back issues are available online for free.[1] Many other journals often carry plant physiology articles, including Physiologia Plantarum, Journal of Experimental Botany, American Journal of Botany, Annals of Botany, Journal of Plant Nutrition and Proceedings of the National Academy of Sciences. Further information: Agriculture and Horticulture In horticulture and agriculture along with food science, plant physiology is an important topic relating to fruits, vegetables, and other consumable parts of plants. Topics studied include: climatic requirements, fruit drop, nutrition, ripening, fruit set. The production of food crops also hinges on the study of plant physiology covering such topics as optimal planting and harvesting times and post harvest storage of plant products for human consumption and the production of secondary products like drugs and cosmetics.

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Survival skills in Fullerton are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

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Survival skills are often associated with the need to survive in a disaster situation in Fullerton .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

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Best Rated Survival Foods With Long Shelf Life Jump to navigation Jump to search Survival mode, or horde mode, is a game mode in a video game in which the player must continue playing for as long as possible without dying in an uninterrupted session while the game presents them with increasingly difficult waves of challenges.[1] A variant of the mode requires that the player last for a certain finite amount of time, after which victory is achieved and the mode ends.[2] The mode is particularly common among tower defense games, where the player must improve the defenses of a specific location in order to repel enemy forces for as long as possible.[3] Survival mode has been compared to the gameplay of classic arcade games, where players face off against increasingly stronger waves of enemies.[4] This mode was intended to give the game a definite and sometimes sudden ending, so that other players could then play the arcade game as well. Street Fighter II: The World Warrior on the Game Boy introduced the mode in 1995, and both Tekken 2 and Street Fighter EX included the mode in 1996 and 1997 respectively. Popular games that have a survival mode include zombie games such as those in the Left 4 Dead series,[5] games in the Call of Duty series following Call of Duty: World at War,[6] tower defense game Plants vs. Zombies,[7] and Gears of War 2.[1] Additionally, many sandbox games, such as Minecraft, take advantage of this game mode by having players survive the night time from a variety of monsters, such as skeletons and zombies. What To Put In A Survival Emergency Kit

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Jump to navigation Jump to search Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambience. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition, health, speed and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, like dark maze-like environments and unexpected attacks from enemies. The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home and 1992's Alone in the Dark. The name has been used since then for games with similar gameplay, and has been retroactively applied to earlier titles. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditional first person and third-person shooter games. This has led game journalists to question whether long-standing survival horror franchises and more recent franchises have abandoned the genre and moved into a distinct genre often referred to as "action horror".[1][2][3][4] Resident Evil (1996) named and defined the survival horror genre. Survival horror refers to a subgenre of action-adventure video games.[5][6] The player character is vulnerable and under-armed,[7] which puts emphasis on puzzle-solving and evasion, rather than violence.[8] Games commonly challenge the player to manage their inventory[9] and ration scarce resources such as ammunition.[7][8] Another major theme throughout the genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.[10] While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment,[11] survival horror games are distinct from otherwise horror-themed action games.[12][13] They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles.[11] Still, it is not unusual for survival horror games to draw upon elements from first-person shooters, action-adventure games, or even role-playing games.[5] According to IGN, "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy."[10] Survival horror games are a subgenre of horror games,[6] where the player is unable to fully prepare or arm their avatar.[7] The player usually encounters several factors to make combat unattractive as a primary option, such as a limited number of weapons or invulnerable enemies,[14] if weapons are available, their ammunition is sparser than in other games,[15] and powerful weapons such as rocket launchers are rare, if even available at all.[7] Thus, players are more vulnerable than in action games,[7] and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar.[5] This shifts gameplay away from direct combat, and players must learn to evade enemies or turn the environment against them.[11] Games try to enhance the experience of vulnerability by making the game single player rather than multiplayer,[14] and by giving the player an avatar who is more frail than the typical action game hero.[15] The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world,[11] and collecting and managing an inventory of items. Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes.[9] Levels also challenge players with maze-like environments, which test the player's navigational skills.[11] Levels are often designed as dark and claustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge the player and provide suspense,[7][16] although games in the genre also make use of enormous spatial environments.[5] A survival horror storyline usually involves the investigation and confrontation of horrific forces,[17] and thus many games transform common elements from horror fiction into gameplay challenges.[7] Early releases used camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view.[18] Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty.[17] Games typically feature a variety of monsters with unique behavior patterns.[9] Enemies can appear unexpectedly or suddenly,[7] and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows.[16] Survival horror games, like many action-adventure games, are structured around the boss encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game.[5] The origins of the survival horror game can be traced back to earlier horror fiction. Archetypes have been linked to the books of H. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Great Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist.[5] Another major influence on the genre is Japanese horror, including classical Noh theatre, the books of Edogawa Rampo,[19] and Japanese cinema.[20] The survival horror genre largely draws from both Western (mainly American) and Asian (mainly Japanese) traditions,[20] with the Western approach to horror generally favouring action-oriented visceral horror while the Japanese approach tends to favour psychological horror.[11] Nostromo was a survival horror game developed by Akira Takiguchi, a Tokyo University student and Taito contractor, for the PET 2001. It was ported to the PC-6001 by Masakuni Mitsuhashi (also known as Hiromi Ohba, later joined Game Arts), and published by ASCII in 1981, exclusively for Japan. Inspired by the 1980 stealth game Manibiki Shoujo and the 1979 sci-fi horror film Alien, the gameplay of Nostromo involved a player attempting to escape a spaceship while avoiding the sight of an invisible alien, which only becomes visible when appearing in front of the player. The gameplay also involved limited resources, where the player needs to collect certain items in order to escape the ship, and if certain required items are not available in the warehouse, the player is unable to escape and eventually has no choice but be killed getting caught by the alien.[21] Another early example is the 1982 Atari 2600 game Haunted House. Gameplay is typical of future survival horror titles, as it emphasizes puzzle-solving and evasive action, rather than violence.[8] The game uses monsters commonly featured in horror fiction, such as bats and ghosts, each of which has unique behaviors. Gameplay also incorporates item collection and inventory management, along with areas that are inaccessible until the appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre.[9] Malcolm Evans' 3D Monster Maze, released for the Sinclair ZX81 in 1982,[22] is a first-person game without a weapon; the player cannot fight the enemy, a Tyrannosaurus Rex, so must escape by finding the exit before the monster finds him. The game states its distance and awareness of the player, further raising tension. Edge stated it was about "fear, panic, terror and facing an implacable, relentless foe who’s going to get you in the end" and considers it "the original survival horror game".[23] Retro Gamer stated, "Survival horror may have been a phrase first coined by Resident Evil, but it could’ve easily applied to Malcolm Evans’ massive hit."[24] 1982 saw the release of another early horror game, Bandai's Terror House,[25] based on traditional Japanese horror,[26] released as a Bandai LCD Solarpower handheld game. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects.[27] The amount of ambient light the game received also had an effect on the gaming experience.[28] Another early example of a horror game released that year was Sega's arcade game Monster Bash, which introduced classic horror-movie monsters, including the likes of Dracula, the Frankenstein monster, and werewolves, helping to lay the foundations for future survival horror games.[29] Its 1986 remake Ghost House had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn the intricacies of the house and rely on their wits.[10] Another game that has been cited as one of the first horror-themed games is Quicksilva's 1983 maze game Ant Attack.[30] The latter half of the 1980s saw the release of several other horror-themed games, including Konami's Castlevania in 1986, and Sega's Kenseiden and Namco's Splatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at the time.[10] Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcade beat 'em up with very little emphasis on survival.[31] Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2, PC-88 and PC Engine platforms,[32] is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP)[33] and John Szczepaniak (of Retro Gamer and The Escapist).[32] Designed by Katsuya Iwamoto, the game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has open environments like Dragon Quest and real-time side-view battles like Zelda II, though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music.[33] The player character has limited ammunition, though the player character can punch or use a knife if out of ammunition. The game also has a limited item inventory and crates to store items, and introduced a day-night cycle; the player can sleep to recover health, and a record is kept of how many days the player has survived.[32] In 1988, War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as random encounters, and instead adopted action-adventure elements from Metal Gear while retaining the horror atmosphere of its predecessor.[32] Sweet Home (1989), pictured above, was a role-playing video game often called the first survival horror and cited as the main inspiration for Resident Evil. However, the game often considered the first true survival horror, due to having the most influence on Resident Evil, was the 1989 release Sweet Home, for the Nintendo Entertainment System.[34] It was created by Tokuro Fujiwara, who would later go on to create Resident Evil.[35] Sweet Home's gameplay focused on solving a variety of puzzles using items stored in a limited inventory,[36] while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival.[36] It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game.[37] Developed by Capcom, the game would become the main inspiration behind their later release Resident Evil.[34][36] Its horrific imagery prevented its release in the Western world, though its influence was felt through Resident Evil, which was originally intended to be a remake of the game.[38] Some consider Sweet Home to be the first true survival horror game.[39] In 1989, Electronic Arts published Project Firestart, developed by Dynamix. Unlike most other early games in the genre, it featured a science fiction setting inspired by the film Alien, but had gameplay that closely resembled later survival horror games in many ways. Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in the survival horror genre. Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely an example of parallel thinking.[10] Alone in the Dark (1992) is considered a forefather of the survival horror genre, and is sometimes called a survival horror game in retrospect. In 1992, Infogrames released Alone in the Dark, which has been considered a forefather of the genre.[9][40][41] The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in the Dark uses static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games, players also had the option to evade or block them.[6] Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities.[42] The game also used the mechanism of notes and books as expository devices.[8] Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.[6] In 1994, Riverhillsoft released Doctor Hauzer for the 3DO. Both the player character and the environment are rendered in polygons. The player can switch between three different perspectives: third-person, first-person, and overhead. In a departure from most survival horror games, Doctor Hauzer lacks any enemies; the main threat is instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. The sound of the player character's echoing footsteps change depending on the surface.[43] In 1995, WARP's horror adventure game D featured a first-person perspective, CGI full-motion video, gameplay that consisted entirely of puzzle-solving, and taboo content such as cannibalism.[44][45] The same year, Human Entertainment's Clock Tower was a survival horror game that employed point-and-click graphic adventure gameplay and a deadly stalker known as Scissorman that chases players throughout the game.[46] The game introduced stealth game elements,[47] and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive. It features up to nine different possible endings.[48] The term "survival horror" was first used by Capcom to market their 1996 release, Resident Evil.[49][50] It began as a remake of Sweet Home,[38] borrowing various elements from the game, such as its mansion setting, puzzles, "opening door" load screen,[36][34] death animations, multiple endings depending on which characters survive,[37] dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery.[38] Resident Evil also adopted several features seen in Alone in the Dark, notably its cinematic fixed camera angles and pre-rendered backdrops.[51] The control scheme in Resident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items.[8] The game's commercial success is credited with helping the PlayStation become the dominant game console,[6] and also led to a series of Resident Evil films.[5] Many games have tried to replicate the successful formula seen in Resident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.[5] The success of Resident Evil in 1996 was responsible for its template being used as the basis for a wave of successful survival horror games, many of which were referred to as "Resident Evil clones."[52] The golden age of survival horror started by Resident Evil reached its peak around the turn of the millennium with Silent Hill, followed by a general decline a few years later.[52] Among the Resident Evil clones at the time, there were several survival horror titles that stood out, such as Clock Tower (1996) and Clock Tower II: The Struggle Within (1998) for the PlayStation. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to the graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula.[46] Another survival horror title that differentiated itself was Corpse Party (1996), an indie, psychological horror adventure game created using the RPG Maker engine. Much like Clock Tower and later Haunting Ground (2005), the player characters in Corpse Party lack any means of defending themselves; the game also featured up to 20 possible endings. However, the game would not be released in Western markets until 2011.[53] Another game similar to the Clock Tower series of games and Haunting Ground, which was also inspired by Resident Evil's success is the Korean game known as White Day: A Labyrinth Named School (2001), this game was reportedly so scary that the developers had to release several patches adding multiple difficulty options, the game was slated for localization in 2004 but was cancelled, building on its previous success in Korea and interest, a remake has been developed in 2015.[54][55] Riverhillsoft's Overblood, released in 1996, is considered the first survival horror game to make use of a fully three-dimensional virtual environment.[5] The Note in 1997 and Hellnight in 1998 experimented with using a real-time 3D first-person perspective rather than pre-rendered backgrounds like Resident Evil.[46] In 1998, Capcom released the successful sequel Resident Evil 2, which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That year saw the release of Square's Parasite Eve, which combined elements from Resident Evil with the RPG gameplay of Final Fantasy. It was followed by a more action-based sequel, Parasite Eve II, in 1999.[46] In 1998, Galerians discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time.[56] Also in 1998, Blue Stinger was a fully 3D survival horror for the Dreamcast incorporating action elements from beat 'em up and shooter games.[57][58] The Silent Hill series, pictured above, introduced a psychological horror style to the genre. The most renowned was Silent Hill 2 (2001), for its strong narrative. Konami's Silent Hill, released in 1999, drew heavily from Resident Evil while using realtime 3D environments in contrast to Resident Evil's pre-rendered graphics.[59] Silent Hill in particular was praised for moving away from B movie horror elements to the psychological style seen in art house or Japanese horror films,[5] due to the game's emphasis on a disturbing atmosphere rather than visceral horror.[60] The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection.[61] The original Silent Hill is considered one of the scariest games of all time,[62] and the strong narrative from Silent Hill 2 in 2001 has made the Silent Hill series one of the most influential in the genre.[8] According to IGN, the "golden age of survival horror came to a crescendo" with the release of Silent Hill.[46] Also in 1999, Capcom released the original Dino Crisis, which was noted for incorporating certain elements from survival horror games. It was followed by a more action-based sequel, Dino Crisis 2, in 2000. Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.[42][63] The Fatal Frame series has since gained a reputation as one of the most distinctive in the genre,[64] with the first game in the series credited as one of the best-written survival horror games ever made, by UGO Networks.[63] Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's Resident Evil Survivor which used both light gun shooter and first-person shooter elements, and 2003's Resident Evil: Dead Aim which used light gun and third-person shooter elements.[65] Western developers began to return to the survival horror formula.[8] The Thing from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together.[66] The 2004 title Doom 3 is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry.[42] Thus, it is usually considered a first-person shooter with survival horror elements.[67] Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.[8] Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics.[8] 2002's Clock Tower 3 eschewed the graphic adventure game formula seen in the original Clock Tower, and embraced full 3D survival horror gameplay.[8][68] In 2003, Resident Evil Outbreak introduced a new gameplay element to the genre: online multiplayer and cooperative gameplay.[69][70] Sony employed Silent Hill director Keiichiro Toyama to develop Siren.[8] The game was released in 2004,[71] and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn the enemy's patrol routes and hide from them.[72] However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant.[8] As the console market drifted towards Western-style action games,[11] players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as Resident Evil Code: Veronica and Silent Hill 4: The Room.[8] In recent years, developers have combined traditional survival horror gameplay with other concepts. Left 4 Dead (2008) fused survival horror with cooperative multiplayer and action. In 2005, Resident Evil 4 attempted to redefine the genre by emphasizing reflexes and precision aiming,[73] broadening the gameplay with elements from the wider action genre.[74] Its ambitions paid off, earning the title several Game of the Year awards for 2005,[75][76] and the top rank on IGN's Readers' Picks Top 99 Games list.[77] However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre,[40][78] by demolishing the genre conventions that it had established.[8] Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill Homecoming,[40] and the 2008 version of Alone in the Dark.[79] These changes were part of an overall trend among console games to shift towards visceral action gameplay.[11] These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games.[11][40] Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat.[40] Leigh Alexander argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.[11] The original genre has persisted in one form or another. The 2005 release of F.E.A.R. was praised for both its atmospheric tension and fast action,[42] successfully combining Japanese horror with cinematic action,[80] while Dead Space from 2008 brought survival horror to a science fiction setting.[81] However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action.[40][82] The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games,[83] although it is mostly a first person shooter at its core.[84] Meanwhile, the Fatal Frame series has remained true to the roots of the genre,[40] even as Fatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint.[85][86][87] Also in 2009, Silent Hill made a transition to an over-the-shoulder viewpoint in Silent Hill: Shattered Memories. This Wii effort was, however, considered by most reviewers as a return to form for the series due to several developmental decisions taken by Climax Studios.[88] This included the decision to openly break the fourth wall by psychologically profiling the player, and the decision to remove any weapons from the game, forcing the player to run whenever they see an enemy. Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games, Nightfall: Escape by Zeenoh, Cry of Fear by Team Psykskallar and Slender: The Eight Pages, all of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore.[89][90] In 2010, the cult game Deadly Premonition by Access Games was notable for introducing open world nonlinear gameplay and a comedy horror theme to the genre.[91] Overall, game developers have continued to make and release survival horror games, and the genre continues to grow among independent video game developers.[18] The Last of Us, released in 2013 by Naughty Dog, incorporated many horror elements into a third-person action game. Set twenty years after a pandemic plague, the player must use scarce ammo and distraction tactics to evade or kill malformed humans infected by a brain parasite, as well as dangerous survivalists. Shinji Mikami, the creator of the Resident Evil franchise, released his new survival horror game The Evil Within, in 2014. Mikami stated that his goal was to bring survival horror back to its roots (even though this is his last directorial work), as he was disappointed by recent survival horror games for having too much action.[92] Sources:

http://freebreathmatters.pro/orange/

Survival Tips for Survival Axe Elite Multi Tool

Survival Bandana With Survival Tips Rancho Santa Margarita California

Best Rated Survival Foods With Long Shelf Life

Survival skills in Rancho Santa Margarita are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

The Best Sensory Survival Analysis In Orange

Survival skills are often associated with the need to survive in a disaster situation in Rancho Santa Margarita .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

Survival in the Wilderness: What to Do, What You Need

All Ark Survival Admin Commands For Trophies Jump to navigation Jump to search Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambience. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition, health, speed and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, like dark maze-like environments and unexpected attacks from enemies. The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home and 1992's Alone in the Dark. The name has been used since then for games with similar gameplay, and has been retroactively applied to earlier titles. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditional first person and third-person shooter games. This has led game journalists to question whether long-standing survival horror franchises and more recent franchises have abandoned the genre and moved into a distinct genre often referred to as "action horror".[1][2][3][4] Resident Evil (1996) named and defined the survival horror genre. Survival horror refers to a subgenre of action-adventure video games.[5][6] The player character is vulnerable and under-armed,[7] which puts emphasis on puzzle-solving and evasion, rather than violence.[8] Games commonly challenge the player to manage their inventory[9] and ration scarce resources such as ammunition.[7][8] Another major theme throughout the genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.[10] While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment,[11] survival horror games are distinct from otherwise horror-themed action games.[12][13] They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles.[11] Still, it is not unusual for survival horror games to draw upon elements from first-person shooters, action-adventure games, or even role-playing games.[5] According to IGN, "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy."[10] Survival horror games are a subgenre of horror games,[6] where the player is unable to fully prepare or arm their avatar.[7] The player usually encounters several factors to make combat unattractive as a primary option, such as a limited number of weapons or invulnerable enemies,[14] if weapons are available, their ammunition is sparser than in other games,[15] and powerful weapons such as rocket launchers are rare, if even available at all.[7] Thus, players are more vulnerable than in action games,[7] and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar.[5] This shifts gameplay away from direct combat, and players must learn to evade enemies or turn the environment against them.[11] Games try to enhance the experience of vulnerability by making the game single player rather than multiplayer,[14] and by giving the player an avatar who is more frail than the typical action game hero.[15] The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world,[11] and collecting and managing an inventory of items. Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes.[9] Levels also challenge players with maze-like environments, which test the player's navigational skills.[11] Levels are often designed as dark and claustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge the player and provide suspense,[7][16] although games in the genre also make use of enormous spatial environments.[5] A survival horror storyline usually involves the investigation and confrontation of horrific forces,[17] and thus many games transform common elements from horror fiction into gameplay challenges.[7] Early releases used camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view.[18] Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty.[17] Games typically feature a variety of monsters with unique behavior patterns.[9] Enemies can appear unexpectedly or suddenly,[7] and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows.[16] Survival horror games, like many action-adventure games, are structured around the boss encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game.[5] The origins of the survival horror game can be traced back to earlier horror fiction. Archetypes have been linked to the books of H. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Great Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist.[5] Another major influence on the genre is Japanese horror, including classical Noh theatre, the books of Edogawa Rampo,[19] and Japanese cinema.[20] The survival horror genre largely draws from both Western (mainly American) and Asian (mainly Japanese) traditions,[20] with the Western approach to horror generally favouring action-oriented visceral horror while the Japanese approach tends to favour psychological horror.[11] Nostromo was a survival horror game developed by Akira Takiguchi, a Tokyo University student and Taito contractor, for the PET 2001. It was ported to the PC-6001 by Masakuni Mitsuhashi (also known as Hiromi Ohba, later joined Game Arts), and published by ASCII in 1981, exclusively for Japan. Inspired by the 1980 stealth game Manibiki Shoujo and the 1979 sci-fi horror film Alien, the gameplay of Nostromo involved a player attempting to escape a spaceship while avoiding the sight of an invisible alien, which only becomes visible when appearing in front of the player. The gameplay also involved limited resources, where the player needs to collect certain items in order to escape the ship, and if certain required items are not available in the warehouse, the player is unable to escape and eventually has no choice but be killed getting caught by the alien.[21] Another early example is the 1982 Atari 2600 game Haunted House. Gameplay is typical of future survival horror titles, as it emphasizes puzzle-solving and evasive action, rather than violence.[8] The game uses monsters commonly featured in horror fiction, such as bats and ghosts, each of which has unique behaviors. Gameplay also incorporates item collection and inventory management, along with areas that are inaccessible until the appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre.[9] Malcolm Evans' 3D Monster Maze, released for the Sinclair ZX81 in 1982,[22] is a first-person game without a weapon; the player cannot fight the enemy, a Tyrannosaurus Rex, so must escape by finding the exit before the monster finds him. The game states its distance and awareness of the player, further raising tension. Edge stated it was about "fear, panic, terror and facing an implacable, relentless foe who’s going to get you in the end" and considers it "the original survival horror game".[23] Retro Gamer stated, "Survival horror may have been a phrase first coined by Resident Evil, but it could’ve easily applied to Malcolm Evans’ massive hit."[24] 1982 saw the release of another early horror game, Bandai's Terror House,[25] based on traditional Japanese horror,[26] released as a Bandai LCD Solarpower handheld game. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects.[27] The amount of ambient light the game received also had an effect on the gaming experience.[28] Another early example of a horror game released that year was Sega's arcade game Monster Bash, which introduced classic horror-movie monsters, including the likes of Dracula, the Frankenstein monster, and werewolves, helping to lay the foundations for future survival horror games.[29] Its 1986 remake Ghost House had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn the intricacies of the house and rely on their wits.[10] Another game that has been cited as one of the first horror-themed games is Quicksilva's 1983 maze game Ant Attack.[30] The latter half of the 1980s saw the release of several other horror-themed games, including Konami's Castlevania in 1986, and Sega's Kenseiden and Namco's Splatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at the time.[10] Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcade beat 'em up with very little emphasis on survival.[31] Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2, PC-88 and PC Engine platforms,[32] is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP)[33] and John Szczepaniak (of Retro Gamer and The Escapist).[32] Designed by Katsuya Iwamoto, the game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has open environments like Dragon Quest and real-time side-view battles like Zelda II, though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music.[33] The player character has limited ammunition, though the player character can punch or use a knife if out of ammunition. The game also has a limited item inventory and crates to store items, and introduced a day-night cycle; the player can sleep to recover health, and a record is kept of how many days the player has survived.[32] In 1988, War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as random encounters, and instead adopted action-adventure elements from Metal Gear while retaining the horror atmosphere of its predecessor.[32] Sweet Home (1989), pictured above, was a role-playing video game often called the first survival horror and cited as the main inspiration for Resident Evil. However, the game often considered the first true survival horror, due to having the most influence on Resident Evil, was the 1989 release Sweet Home, for the Nintendo Entertainment System.[34] It was created by Tokuro Fujiwara, who would later go on to create Resident Evil.[35] Sweet Home's gameplay focused on solving a variety of puzzles using items stored in a limited inventory,[36] while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival.[36] It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game.[37] Developed by Capcom, the game would become the main inspiration behind their later release Resident Evil.[34][36] Its horrific imagery prevented its release in the Western world, though its influence was felt through Resident Evil, which was originally intended to be a remake of the game.[38] Some consider Sweet Home to be the first true survival horror game.[39] In 1989, Electronic Arts published Project Firestart, developed by Dynamix. Unlike most other early games in the genre, it featured a science fiction setting inspired by the film Alien, but had gameplay that closely resembled later survival horror games in many ways. Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in the survival horror genre. Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely an example of parallel thinking.[10] Alone in the Dark (1992) is considered a forefather of the survival horror genre, and is sometimes called a survival horror game in retrospect. In 1992, Infogrames released Alone in the Dark, which has been considered a forefather of the genre.[9][40][41] The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in the Dark uses static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games, players also had the option to evade or block them.[6] Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities.[42] The game also used the mechanism of notes and books as expository devices.[8] Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.[6] In 1994, Riverhillsoft released Doctor Hauzer for the 3DO. Both the player character and the environment are rendered in polygons. The player can switch between three different perspectives: third-person, first-person, and overhead. In a departure from most survival horror games, Doctor Hauzer lacks any enemies; the main threat is instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. The sound of the player character's echoing footsteps change depending on the surface.[43] In 1995, WARP's horror adventure game D featured a first-person perspective, CGI full-motion video, gameplay that consisted entirely of puzzle-solving, and taboo content such as cannibalism.[44][45] The same year, Human Entertainment's Clock Tower was a survival horror game that employed point-and-click graphic adventure gameplay and a deadly stalker known as Scissorman that chases players throughout the game.[46] The game introduced stealth game elements,[47] and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive. It features up to nine different possible endings.[48] The term "survival horror" was first used by Capcom to market their 1996 release, Resident Evil.[49][50] It began as a remake of Sweet Home,[38] borrowing various elements from the game, such as its mansion setting, puzzles, "opening door" load screen,[36][34] death animations, multiple endings depending on which characters survive,[37] dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery.[38] Resident Evil also adopted several features seen in Alone in the Dark, notably its cinematic fixed camera angles and pre-rendered backdrops.[51] The control scheme in Resident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items.[8] The game's commercial success is credited with helping the PlayStation become the dominant game console,[6] and also led to a series of Resident Evil films.[5] Many games have tried to replicate the successful formula seen in Resident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.[5] The success of Resident Evil in 1996 was responsible for its template being used as the basis for a wave of successful survival horror games, many of which were referred to as "Resident Evil clones."[52] The golden age of survival horror started by Resident Evil reached its peak around the turn of the millennium with Silent Hill, followed by a general decline a few years later.[52] Among the Resident Evil clones at the time, there were several survival horror titles that stood out, such as Clock Tower (1996) and Clock Tower II: The Struggle Within (1998) for the PlayStation. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to the graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula.[46] Another survival horror title that differentiated itself was Corpse Party (1996), an indie, psychological horror adventure game created using the RPG Maker engine. Much like Clock Tower and later Haunting Ground (2005), the player characters in Corpse Party lack any means of defending themselves; the game also featured up to 20 possible endings. However, the game would not be released in Western markets until 2011.[53] Another game similar to the Clock Tower series of games and Haunting Ground, which was also inspired by Resident Evil's success is the Korean game known as White Day: A Labyrinth Named School (2001), this game was reportedly so scary that the developers had to release several patches adding multiple difficulty options, the game was slated for localization in 2004 but was cancelled, building on its previous success in Korea and interest, a remake has been developed in 2015.[54][55] Riverhillsoft's Overblood, released in 1996, is considered the first survival horror game to make use of a fully three-dimensional virtual environment.[5] The Note in 1997 and Hellnight in 1998 experimented with using a real-time 3D first-person perspective rather than pre-rendered backgrounds like Resident Evil.[46] In 1998, Capcom released the successful sequel Resident Evil 2, which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That year saw the release of Square's Parasite Eve, which combined elements from Resident Evil with the RPG gameplay of Final Fantasy. It was followed by a more action-based sequel, Parasite Eve II, in 1999.[46] In 1998, Galerians discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time.[56] Also in 1998, Blue Stinger was a fully 3D survival horror for the Dreamcast incorporating action elements from beat 'em up and shooter games.[57][58] The Silent Hill series, pictured above, introduced a psychological horror style to the genre. The most renowned was Silent Hill 2 (2001), for its strong narrative. Konami's Silent Hill, released in 1999, drew heavily from Resident Evil while using realtime 3D environments in contrast to Resident Evil's pre-rendered graphics.[59] Silent Hill in particular was praised for moving away from B movie horror elements to the psychological style seen in art house or Japanese horror films,[5] due to the game's emphasis on a disturbing atmosphere rather than visceral horror.[60] The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection.[61] The original Silent Hill is considered one of the scariest games of all time,[62] and the strong narrative from Silent Hill 2 in 2001 has made the Silent Hill series one of the most influential in the genre.[8] According to IGN, the "golden age of survival horror came to a crescendo" with the release of Silent Hill.[46] Also in 1999, Capcom released the original Dino Crisis, which was noted for incorporating certain elements from survival horror games. It was followed by a more action-based sequel, Dino Crisis 2, in 2000. Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.[42][63] The Fatal Frame series has since gained a reputation as one of the most distinctive in the genre,[64] with the first game in the series credited as one of the best-written survival horror games ever made, by UGO Networks.[63] Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's Resident Evil Survivor which used both light gun shooter and first-person shooter elements, and 2003's Resident Evil: Dead Aim which used light gun and third-person shooter elements.[65] Western developers began to return to the survival horror formula.[8] The Thing from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together.[66] The 2004 title Doom 3 is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry.[42] Thus, it is usually considered a first-person shooter with survival horror elements.[67] Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.[8] Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics.[8] 2002's Clock Tower 3 eschewed the graphic adventure game formula seen in the original Clock Tower, and embraced full 3D survival horror gameplay.[8][68] In 2003, Resident Evil Outbreak introduced a new gameplay element to the genre: online multiplayer and cooperative gameplay.[69][70] Sony employed Silent Hill director Keiichiro Toyama to develop Siren.[8] The game was released in 2004,[71] and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn the enemy's patrol routes and hide from them.[72] However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant.[8] As the console market drifted towards Western-style action games,[11] players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as Resident Evil Code: Veronica and Silent Hill 4: The Room.[8] In recent years, developers have combined traditional survival horror gameplay with other concepts. Left 4 Dead (2008) fused survival horror with cooperative multiplayer and action. In 2005, Resident Evil 4 attempted to redefine the genre by emphasizing reflexes and precision aiming,[73] broadening the gameplay with elements from the wider action genre.[74] Its ambitions paid off, earning the title several Game of the Year awards for 2005,[75][76] and the top rank on IGN's Readers' Picks Top 99 Games list.[77] However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre,[40][78] by demolishing the genre conventions that it had established.[8] Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill Homecoming,[40] and the 2008 version of Alone in the Dark.[79] These changes were part of an overall trend among console games to shift towards visceral action gameplay.[11] These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games.[11][40] Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat.[40] Leigh Alexander argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.[11] The original genre has persisted in one form or another. The 2005 release of F.E.A.R. was praised for both its atmospheric tension and fast action,[42] successfully combining Japanese horror with cinematic action,[80] while Dead Space from 2008 brought survival horror to a science fiction setting.[81] However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action.[40][82] The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games,[83] although it is mostly a first person shooter at its core.[84] Meanwhile, the Fatal Frame series has remained true to the roots of the genre,[40] even as Fatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint.[85][86][87] Also in 2009, Silent Hill made a transition to an over-the-shoulder viewpoint in Silent Hill: Shattered Memories. This Wii effort was, however, considered by most reviewers as a return to form for the series due to several developmental decisions taken by Climax Studios.[88] This included the decision to openly break the fourth wall by psychologically profiling the player, and the decision to remove any weapons from the game, forcing the player to run whenever they see an enemy. Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games, Nightfall: Escape by Zeenoh, Cry of Fear by Team Psykskallar and Slender: The Eight Pages, all of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore.[89][90] In 2010, the cult game Deadly Premonition by Access Games was notable for introducing open world nonlinear gameplay and a comedy horror theme to the genre.[91] Overall, game developers have continued to make and release survival horror games, and the genre continues to grow among independent video game developers.[18] The Last of Us, released in 2013 by Naughty Dog, incorporated many horror elements into a third-person action game. Set twenty years after a pandemic plague, the player must use scarce ammo and distraction tactics to evade or kill malformed humans infected by a brain parasite, as well as dangerous survivalists. Shinji Mikami, the creator of the Resident Evil franchise, released his new survival horror game The Evil Within, in 2014. Mikami stated that his goal was to bring survival horror back to its roots (even though this is his last directorial work), as he was disappointed by recent survival horror games for having too much action.[92] Sources: Survival Emergency Camping Hiking Knife Shovel Axe Saw Gear Kit Tools

Ethnobotany

Jump to navigation Jump to search The ethnobotanist Richard Evans Schultes at work in the Amazon (~1940s) Ethnobotany is the study of a region's plants and their practical uses through the traditional knowledge of a local culture and people.[1] An ethnobotanist thus strives to document the local customs involving the practical uses of local flora for many aspects of life, such as plants as medicines, foods, and clothing.[2] Richard Evans Schultes, often referred to as the "father of ethnobotany",[3] explained the discipline in this way: Ethnobotany simply means ... investigating plants used by societies in various parts of the world.[4] Since the time of Schultes, the field of ethnobotany has grown from simply acquiring ethnobotanical knowledge to that of applying it to a modern society, primarily in the form of pharmaceuticals.[5] Intellectual property rights and benefit-sharing arrangements are important issues in ethnobotany.[6] Plants have been widely used by American Indian healers, such as this Ojibwa man. The idea of ethnobotany was first proposed by the early 20th century botanist John William Harshberger.[7] While Harshberger did perform ethnobotanical research extensively, including in areas such as North Africa, Mexico, Scandinavia, and Pennsylvania,[7] it was not until Richard Evans Schultes began his trips into the Amazon that ethnobotany become a more well known science.[8] However, the practice of ethnobotany is thought to have much earlier origins in the first century AD when a Greek physician by the name of Pedanius Dioscorides wrote an extensive botanical text detailing the medical and culinary properties of "over 600 mediterranean plants" named De Materia Medica.[2] Historians note that Dioscorides wrote about traveling often throughout the Roman empire, including regions such as "Greece, Crete, Egypt, and Petra",[9] and in doing so obtained substantial knowledge about the local plants and their useful properties. European botanical knowledge drastically expanded once the New World was discovered due to ethnobotany. This expansion in knowledge can be primarily attributed to the substantial influx of new plants from the Americas, including crops such as potatoes, peanuts, avocados, and tomatoes.[10] One French explorer in the 16th century, Jacques Cartier, learned a cure for scurvy (a tea made from boiling the bark of the Sitka Spruce) from a local Iroquois tribe.[11] During the medieval period, ethnobotanical studies were commonly found connected with monasticism. Notable at this time was Hildegard von Bingen. However, most botanical knowledge was kept in gardens such as physic gardens attached to hospitals and religious buildings. It was thought of in practical use terms for culinary and medical purposes and the ethnographic element was not studied as a modern anthropologist might approach ethnobotany today.[citation needed] Carl Linnaeus carried out in 1732 a research expedition in Scandinavia asking the Sami people about their ethnological usage of plants.[12] The age of enlightenment saw a rise in economic botanical exploration. Alexander von Humboldt collected data from the New World, and James Cook's voyages brought back collections and information on plants from the South Pacific. At this time major botanical gardens were started, for instance the Royal Botanic Gardens, Kew in 1759. The directors of the gardens sent out gardener-botanist explorers to care for and collect plants to add to their collections. As the 18th century became the 19th, ethnobotany saw expeditions undertaken with more colonial aims rather than trade economics such as that of Lewis and Clarke which recorded both plants and the peoples encountered use of them. Edward Palmer collected material culture artifacts and botanical specimens from people in the North American West (Great Basin) and Mexico from the 1860s to the 1890s. Through all of this research, the field of "aboriginal botany" was established—the study of all forms of the vegetable world which aboriginal peoples use for food, medicine, textiles, ornaments and more.[13] The first individual to study the emic perspective of the plant world was a German physician working in Sarajevo at the end of the 19th century: Leopold Glück. His published work on traditional medical uses of plants done by rural people in Bosnia (1896) has to be considered the first modern ethnobotanical work.[14] Other scholars analyzed uses of plants under an indigenous/local perspective in the 20th century: Matilda Coxe Stevenson, Zuni plants (1915); Frank Cushing, Zuni foods (1920); Keewaydinoquay Peschel, Anishinaabe fungi (1998), and the team approach of Wilfred Robbins, John Peabody Harrington, and Barbara Freire-Marreco, Tewa pueblo plants (1916). In the beginning, ethonobotanical specimens and studies were not very reliable and sometimes not helpful. This is because the botanists and the anthropologists did not always collaborate in their work. The botanists focused on identifying species and how the plants were used instead of concentrating upon how plants fit into people's lives. On the other hand, anthropologists were interested in the cultural role of plants and treated other scientific aspects superficially. In the early 20th century, botanists and anthropologists better collaborated and the collection of reliable, detailed cross-disciplinary data began. Beginning in the 20th century, the field of ethnobotany experienced a shift from the raw compilation of data to a greater methodological and conceptual reorientation. This is also the beginning of academic ethnobotany. The so-called "father" of this discipline is Richard Evans Schultes, even though he did not actually coin the term "ethnobotany". Today the field of ethnobotany requires a variety of skills: botanical training for the identification and preservation of plant specimens; anthropological training to understand the cultural concepts around the perception of plants; linguistic training, at least enough to transcribe local terms and understand native morphology, syntax, and semantics. Mark Plotkin, who studied at Harvard University, the Yale School of Forestry and Tufts University, has contributed a number of books on ethnobotany. He completed a handbook for the Tirio people of Suriname detailing their medicinal plants; Tales of a Shaman's Apprentice (1994); The Shaman's Apprentice, a children's book with Lynne Cherry (1998); and Medicine Quest: In Search of Nature's Healing Secrets (2000). Plotkin was interviewed in 1998 by South American Explorer magazine, just after the release of Tales of a Shaman's Apprentice and the IMAX movie Amazonia. In the book, he stated that he saw wisdom in both traditional and Western forms of medicine: No medical system has all the answers—no shaman that I've worked with has the equivalent of a polio vaccine and no dermatologist that I've been to could cure a fungal infection as effectively (and inexpensively) as some of my Amazonian mentors. It shouldn't be the doctor versus the witch doctor. It should be the best aspects of all medical systems (ayurvedic, herbalism, homeopathic, and so on) combined in a way which makes health care more effective and more affordable for all.[15] A great deal of information about the traditional uses of plants is still intact with tribal peoples.[16] But the native healers are often reluctant to accurately share their knowledge to outsiders. Schultes actually apprenticed himself to an Amazonian shaman, which involves a long-term commitment and genuine relationship. In Wind in the Blood: Mayan Healing & Chinese Medicine by Garcia et al. the visiting acupuncturists were able to access levels of Mayan medicine that anthropologists could not because they had something to share in exchange. Cherokee medicine priest David Winston describes how his uncle would invent nonsense to satisfy visiting anthropologists.[17] Another scholar, James W. Herrick, who studied under ethnologist William N. Fenton, in his work Iroquois Medical Ethnobotany (1995) with Dean R. Snow (editor), professor of Anthropology at Penn State, explains that understanding herbal medicines in traditional Iroquois cultures is rooted in a strong and ancient cosmological belief system.[18] Their work provides perceptions and conceptions of illness and imbalances which can manifest in physical forms from benign maladies to serious diseases. It also includes a large compilation of Herrick’s field work from numerous Iroquois authorities of over 450 names, uses, and preparations of plants for various ailments. Traditional Iroquois practitioners had (and have) a sophisticated perspective on the plant world that contrast strikingly with that of modern medical science.[19] Many instances of gender bias have occurred in ethnobotany, creating the risk of drawing erroneous conclusions.[20][21][22] Other issues include ethical concerns regarding interactions with indigenous populations, and the International Society of Ethnobiology has created a code of ethics to guide researchers.[23]

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Survival skills in Garden Grove are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

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Survival skills are often associated with the need to survive in a disaster situation in Garden Grove .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

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Survival Emergency Camping Hiking Knife Shovel Axe Saw Gear Kit Tools Jump to navigation Jump to search Astronauts participating in tropical survival training at an Air Force Base near the Panama Canal, 1963. From left to right are an unidentified trainer, Neil Armstrong, John H. Glenn, Jr., L. Gordon Cooper, and Pete Conrad. Survival training is important for astronauts, as a launch abort or misguided reentry could potentially land them in a remote wilderness area. Survival skills are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Survival skills are often associated with the need to survive in a disaster situation.[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills. Main article: Wilderness medical emergency A first aid kit containing equipment to treat common injuries and illness First aid (wilderness first aid in particular) can help a person survive and function with injuries and illnesses that would otherwise kill or incapacitate him/her. Common and dangerous injuries include: The survivor may need to apply the contents of a first aid kit or, if possessing the required knowledge, naturally occurring medicinal plants, immobilize injured limbs, or even transport incapacitated comrades. Main article: Bivouac shelter Shelter built from tarp and sticks. Pictured are displaced persons from the Sri Lankan Civil War A shelter can range from a natural shelter, such as a cave, overhanging rock outcrop, or fallen-down tree, to an intermediate form of man-made shelter such as a debris hut, tree pit shelter, or snow cave, to completely man-made structures such as a tarp, tent, or longhouse. Making fire is recognized in the sources as significantly increasing the ability to survive physically and mentally. Lighting a fire without a lighter or matches, e.g. by using natural flint and steel with tinder, is a frequent subject of both books on survival and in survival courses. There is an emphasis placed on practicing fire-making skills before venturing into the wilderness. Producing fire under adverse conditions has been made much easier by the introduction of tools such as the solar spark lighter and the fire piston. To start a fire you’ll need some sort of heat source hot enough to start a fire, kindling, and wood. Starting a fire is really all about growing a flame without putting it out in the process. One fire starting technique involves using a black powder firearm if one is available. Proper gun safety should be used with this technique to avoid injury or death. The technique includes ramming cotton cloth or wadding down the barrel of the firearm until the cloth is against the powder charge. Next, fire the gun up in a safe direction, run and pick up the cloth that is projected out of the barrel, and then blow it into flame. It works better if you have a supply of tinder at hand so that the cloth can be placed against it to start the fire.[3] Fire is presented as a tool meeting many survival needs. The heat provided by a fire warms the body, dries wet clothes, disinfects water, and cooks food. Not to be overlooked is the psychological boost and the sense of safety and protection it gives. In the wild, fire can provide a sensation of home, a focal point, in addition to being an essential energy source. Fire may deter wild animals from interfering with a survivor, however wild animals may be attracted to the light and heat of a fire. Hydration pack manufactured by Camelbak A human being can survive an average of three to five days without the intake of water. The issues presented by the need for water dictate that unnecessary water loss by perspiration be avoided in survival situations. The need for water increases with exercise.[4] A typical person will lose minimally two to maximally four liters of water per day under ordinary conditions, and more in hot, dry, or cold weather. Four to six liters of water or other liquids are generally required each day in the wilderness to avoid dehydration and to keep the body functioning properly.[5] The U.S. Army survival manual does not recommend drinking water only when thirsty, as this leads to underhydrating. Instead, water should be drunk at regular intervals.[6][7] Other groups recommend rationing water through "water discipline".[8] A lack of water causes dehydration, which may result in lethargy, headaches, dizziness, confusion, and eventually death. Even mild dehydration reduces endurance and impairs concentration, which is dangerous in a survival situation where clear thinking is essential. Dark yellow or brown urine is a diagnostic indicator of dehydration. To avoid dehydration, a high priority is typically assigned to locating a supply of drinking water and making provision to render that water as safe as possible. Recent thinking is that boiling or commercial filters are significantly safer than use of chemicals, with the exception of chlorine dioxide.[9][10][11] Culinary root tubers, fruit, edible mushrooms, edible nuts, edible beans, edible cereals or edible leaves, edible moss, edible cacti and algae can be gathered and if needed, prepared (mostly by boiling). With the exception of leaves, these foods are relatively high in calories, providing some energy to the body. Plants are some of the easiest food sources to find in the jungle, forest or desert because they are stationary and can thus be had without exerting much effort.[12] Skills and equipment (such as bows, snares and nets) are necessary to gather animal food in the wild include animal trapping, hunting, and fishing. Food, when cooked in canned packaging (e.g. baked beans) may leach chemicals from their linings [13]. Focusing on survival until rescued by presumed searchers, the Boy Scouts of America especially discourages foraging for wild foods on the grounds that the knowledge and skills needed are unlikely to be possessed by those finding themselves in a wilderness survival situation, making the risks (including use of energy) outweigh the benefits.[14] Cockroaches[15], flies [16]and ants[17] can contaminate food, making it unsafe for consumption. Celestial navigation: using the Southern Cross to navigate South without a compass Those going for trips and hikes are advised[18] by Search and Rescue Services to notify a trusted contact of their planned return time, then notify them of your return. They can tell them to contact the police for search and rescue if you have not returned by a specific time frame (e.g. 12 hours of your scheduled return time). Survival situations can often be resolved by finding a way to safety, or a more suitable location to wait for rescue. Types of navigation include: The mind and its processes are critical to survival. The will to live in a life-and-death situation often separates those that live and those that do not. Stories of heroic feats of survival by regular people with little or no training but a strong will to live are not uncommon. Among them is Juliane Koepcke, who was the sole survivor among the 93 passengers when her plane crashed in the jungle of Peru. Situations can be stressful to the level that even trained experts may be mentally affected. One should be mentally and physically tough during a disaster. To the extent that stress results from testing human limits, the benefits of learning to function under stress and determining those limits may outweigh the downside of stress.[19] There are certain strategies and mental tools that can help people cope better in a survival situation, including focusing on manageable tasks, having a Plan B available and recognizing denial.[20] In a building collapse, it is advised that you[21]: Civilian pilots attending a Survival course at RAF Kinloss learn how to construct shelter from the elements, using materials available in the woodland on the north-east edge of the aerodrome. Main article: Survival kit Often survival practitioners will carry with them a "survival kit". This consists of various items that seem necessary or useful for potential survival situations, depending on anticipated challenges and location. Supplies in a survival kit vary greatly by anticipated needs. For wilderness survival, they often contain items like a knife, water container, fire starting apparatus, first aid equipment, food obtaining devices (snare wire, fish hooks, firearms, or other,) a light, navigational aids, and signalling or communications devices. Often these items will have multiple possible uses as space and weight are often at a premium. Survival kits may be purchased from various retailers or individual components may be bought and assembled into a kit. Some survival books promote the "Universal Edibility Test".[22] Allegedly, it is possible to distinguish edible foods from toxic ones by a series of progressive exposures to skin and mouth prior to ingestion, with waiting periods and checks for symptoms. However, many experts including Ray Mears and John Kallas[23] reject this method, stating that even a small amount of some "potential foods" can cause physical discomfort, illness, or death. Many mainstream survival experts have recommended the act of drinking urine in times of dehydration and malnutrition.[citation needed] However, the United States Air Force Survival Manual (AF 64-4) instructs that this technique is a myth and should never be applied.[citation needed] Several reasons for not drinking urine include the high salt content of urine, potential contaminants, and sometimes bacteria growth, despite urine's being generally "sterile". Many classic cowboy movies, classic survival books and even some school textbooks suggest that sucking the venom out of a snake bite by mouth is an appropriate treatment and/or also for the bitten person to drink their urine after the poisonous animal bite or poisonous insect bite as a mean for the body to provide natural anti-venom. However, venom can not be sucked out and it may be dangerous for a rescuer to attempt to do so. Modern snakebite treatment involves pressure bandages and prompt medical treatment.[24] Media Comparison Of Survival Foods With Long Shelf Life

Survival skills

Survival is one of the most demanding and challenging issues that we face as humans!Survival challenges us through many different issues such as: child abuse, sexual abuse, birth, death, job loss, health problems, low self-esteem, relationship ups and downs, parenting, deceptions, breakdowns, poverty, natural disasters, education, addictions and even our own desires to be strong.Survival comes in little packages and it comes in enormous boxes. It appears when we least expect it, never letting us prepare for the battle. It hides around corners, waiting to pounce on us. It is constantly testing our inner powers and strength.To live is to survive and without survival you have no life. Survival is a choice. If you choose to survive, you must fight hard. If you choose to not survive, you will die. Simple!Survival will change who you are many times. How you deal with your challenge and how drastic the challenge is will determine how much of yourself you manage to keep safe.A couple of common phrases that we run into many times in our day is, "Only the strong survive" and, "What does not kill us will only make us stronger". These are very good survival attitudes to practice. We need to be strong to survive. It takes pure GUTS to survive and move forward in any situation. It takes having total control of your thoughts, which is one of your best weapons in the battle of survival. It demands consistent striving to reach your goals, stopping at nothing to meet your destiny.I emphasize the importance of strength, when battling the war of survival.To be strong is:to be able to stand your ground and hold onto your inner beliefs, which will be your best strategy to win the game.to be born into the survival game without knowledge or understanding of the rules, and still overcome all the obstacles.to be able to clean the skeletons out of your closet that have been haunting you from your past.to take control of your life and deal with the monsters, whether it be through telling a story or confronting the monster face to face.to be able to look back at the reasons for your pain and suffering and wave at it as if it were just a car going by.to be able to smile at a happy memory of a loved one that was taken from you without reason.to be able to say NO to drugs and misuse of alcohol.to be able to forgive, forget and let the waters flow under the bridge. to feel physical pain every minute you are awake, yet be able to smile and ease that pain with positive thoughts.to look in the mirror and know you are the best, and to believe who you are.to let go of hate and resentment, when your heart has been deceived or broken.to push forward when all the negative forces feel like they are pushing you backwards.to continue tearing down walls of negative thinking, and replace them with positive openness.to open your heart to another after it was forced to close.to keep searching for answers to a better you, even when all you want to do is quit.to look to tomorrow for the sunshine, when the rain refuses to stop.to give birth to a child, and raise him/her with love and respect.to embrace growing old and never regretting it.to study hard and achieve all the knowledge that the world has to offer you.to not allow the material world to confuse you as to what is really important in life to be a hugger, not a judger.to smile when you want to cry.to Live, Love and Laugh.********************************************************"We are driven by five genetic needs: survival, love and belonging, power, freedom, and fun."William Glasser"Love and kindness are the very basis of society. If we lose these feelings, society will face tremendous difficulties; the survival of humanity will be endangered."Dalai Lama

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Survival skills in San Clemente are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

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Survival skills are often associated with the need to survive in a disaster situation in San Clemente .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

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All Ark Survival Admin Commands For Trophies Jump to navigation Jump to search Progression-free survival (PFS) is "the length of time during and after the treatment of a disease, such as cancer, that a patient lives with the disease but it does not get worse".[1] In oncology, PFS usually refers to situations in which a tumor is present, as demonstrated by laboratory testing, radiologic testing, or clinically. Similarly, "disease-free survival" is when patients have had operations and are left with no detectable disease. Time to progression (TTP) does not count patients who die from other causes but is otherwise a close equivalent to PFS (unless there are a large number of such events).[2] The FDA gives separate definitions and prefers PFS.[3] PFS is widely used in oncology.[4] Since (as already said) it only applies to patients with inoperable disease[dubious – discuss] that are generally treated with drugs (chemotherapy, target therapies, etc.) it will mostly be considered in relation to drug treatment of cancer. A very important aspect is the definition of "progression" since this generally involves imaging techniques (plain radiograms, CT scans, MRI, PET scans, ultrasounds) or other aspects: biochemical progression may be defined on the basis of an increase in a tumor marker (such as CA125 for epithelial ovarian cancer or PSA for prostate cancer). At present any change in the radiological aspect of a lesion is defined according to RECIST criteria. But progression may also be due to the appearance of a new lesion originating from the same tumor or to the appearance of new cancer in the same organ or in a different organ, or due to unequivocal progression in 'non-target' lesions—such as pleural effusions, ascites, leptomeningeal disease etc. Progression-free survival is often used as an alternative to overall survival (OS): this is the most reliable endpoint in clinical studies, but it will only be available after a longer time than PFS. For this reason, especially when new drugs are tested, there is a pressure (that in some cases may be absolutely acceptable while in other cases may hide economical interests) to approve new drugs on the basis of PFS data rather than waiting for OS data. PFS is considered as a "surrogate" of OS: in some cancers the two elements are strictly related, but in others they are not. Several agents that may prolong PFS do not prolong OS. PFS may be considered as an endpoint in itself (the FDA and EMEA consider it such) in situations where overall survival endpoints may be not feasible, and where progression is likely or very likely to be related to symptomatology. Patient understanding of what prolongation of PFS means has not been evaluated robustly. In a time trade off study in renal cancer, physicians rated PFS the most important aspect of treatment, while for patients it fell below fatigue, hand foot syndrome, and other toxicities. <Park et al> There is an element that makes PFS a questionable endpoint: by definition it refers to the date on which progression is detected, and this means that it depends on which date a radiological evaluation (in most cases) is performed. If for any reason a CT scan is postponed by one week (because the machine is out of order, or the patients feels too bad to go to the hospital) PFS is unduly prolonged. On the other hand, PFS becomes more relevant than OS when in a randomized trial patients that progress while on treatment A are allowed to receive treatment B (these patients may "cross" from one arm of the study to the other). If treatment B is really more effective than treatment A it is probable that the OS of patients will be the same even if PFS may be very different. This happened for example in studies comparing tyrosine kinase inhibitors (TKI) to standard chemotherapy in patients with non-small cell lung cancer (NSCLC) harboring a mutation in EGF-receptor. Patients started on TKI had a much longer PFS, but since patients that started on chemotherapy were allowed to receive TKI on progression, OS was similar. The relationship between PFS and OS is altered in any case in which a successive treatment may influence survival. Unfortunately this does not happen very often for second-line treatment of cancer, and even less so for successive treatments.[citation needed] The advantage of measuring PFS over measuring OS is that PFS appears sooner than deaths, allowing faster trials and oncologists feel that PFS can give them a better idea of how the cancer is progressing during the course of treatment. Traditionally, the U.S. Food and Drug Administration has required studies of OS rather than PFS to demonstrate that a drug is effective against cancer, but recently[when?] the FDA. has accepted PFS. The use of PFS for proof of effectiveness and regulatory approval is controversial. It is often used as a clinical endpoint in randomized controlled trials for cancer therapies.[5] It is a metric frequently used by the UK National Institute for Health and Clinical Excellence[6] and the U.S. Food and Drug Administration to evaluate the effectiveness of a cancer treatment. PFS has been postulated to be a better ("more pure") measure of efficacy in second-line clinical trials as it eliminates potential differential bias from prior or subsequent treatments.[citation needed] However, PFS improvements do not always result in corresponding improvements in overall survival, and the control of the disease may come at the biological expense of side effects from the treatment itself.[7] This has been described as an example of the McNamara fallacy.[7][8] Survival And Cross Jump Rope - Premium Quality

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Jump to navigation Jump to search Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambience. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition, health, speed and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, like dark maze-like environments and unexpected attacks from enemies. The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home and 1992's Alone in the Dark. The name has been used since then for games with similar gameplay, and has been retroactively applied to earlier titles. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditional first person and third-person shooter games. This has led game journalists to question whether long-standing survival horror franchises and more recent franchises have abandoned the genre and moved into a distinct genre often referred to as "action horror".[1][2][3][4] Resident Evil (1996) named and defined the survival horror genre. Survival horror refers to a subgenre of action-adventure video games.[5][6] The player character is vulnerable and under-armed,[7] which puts emphasis on puzzle-solving and evasion, rather than violence.[8] Games commonly challenge the player to manage their inventory[9] and ration scarce resources such as ammunition.[7][8] Another major theme throughout the genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs.[10] While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment,[11] survival horror games are distinct from otherwise horror-themed action games.[12][13] They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles.[11] Still, it is not unusual for survival horror games to draw upon elements from first-person shooters, action-adventure games, or even role-playing games.[5] According to IGN, "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy."[10] Survival horror games are a subgenre of horror games,[6] where the player is unable to fully prepare or arm their avatar.[7] The player usually encounters several factors to make combat unattractive as a primary option, such as a limited number of weapons or invulnerable enemies,[14] if weapons are available, their ammunition is sparser than in other games,[15] and powerful weapons such as rocket launchers are rare, if even available at all.[7] Thus, players are more vulnerable than in action games,[7] and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar.[5] This shifts gameplay away from direct combat, and players must learn to evade enemies or turn the environment against them.[11] Games try to enhance the experience of vulnerability by making the game single player rather than multiplayer,[14] and by giving the player an avatar who is more frail than the typical action game hero.[15] The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world,[11] and collecting and managing an inventory of items. Areas of the game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes.[9] Levels also challenge players with maze-like environments, which test the player's navigational skills.[11] Levels are often designed as dark and claustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge the player and provide suspense,[7][16] although games in the genre also make use of enormous spatial environments.[5] A survival horror storyline usually involves the investigation and confrontation of horrific forces,[17] and thus many games transform common elements from horror fiction into gameplay challenges.[7] Early releases used camera angles seen in horror films, which allowed enemies to lurk in areas that are concealed from the player's view.[18] Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty.[17] Games typically feature a variety of monsters with unique behavior patterns.[9] Enemies can appear unexpectedly or suddenly,[7] and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows.[16] Survival horror games, like many action-adventure games, are structured around the boss encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game.[5] The origins of the survival horror game can be traced back to earlier horror fiction. Archetypes have been linked to the books of H. P. Lovecraft, which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Great Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where the protagonist endures a confrontation with the ultimate antagonist.[5] Another major influence on the genre is Japanese horror, including classical Noh theatre, the books of Edogawa Rampo,[19] and Japanese cinema.[20] The survival horror genre largely draws from both Western (mainly American) and Asian (mainly Japanese) traditions,[20] with the Western approach to horror generally favouring action-oriented visceral horror while the Japanese approach tends to favour psychological horror.[11] Nostromo was a survival horror game developed by Akira Takiguchi, a Tokyo University student and Taito contractor, for the PET 2001. It was ported to the PC-6001 by Masakuni Mitsuhashi (also known as Hiromi Ohba, later joined Game Arts), and published by ASCII in 1981, exclusively for Japan. Inspired by the 1980 stealth game Manibiki Shoujo and the 1979 sci-fi horror film Alien, the gameplay of Nostromo involved a player attempting to escape a spaceship while avoiding the sight of an invisible alien, which only becomes visible when appearing in front of the player. The gameplay also involved limited resources, where the player needs to collect certain items in order to escape the ship, and if certain required items are not available in the warehouse, the player is unable to escape and eventually has no choice but be killed getting caught by the alien.[21] Another early example is the 1982 Atari 2600 game Haunted House. Gameplay is typical of future survival horror titles, as it emphasizes puzzle-solving and evasive action, rather than violence.[8] The game uses monsters commonly featured in horror fiction, such as bats and ghosts, each of which has unique behaviors. Gameplay also incorporates item collection and inventory management, along with areas that are inaccessible until the appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre.[9] Malcolm Evans' 3D Monster Maze, released for the Sinclair ZX81 in 1982,[22] is a first-person game without a weapon; the player cannot fight the enemy, a Tyrannosaurus Rex, so must escape by finding the exit before the monster finds him. The game states its distance and awareness of the player, further raising tension. Edge stated it was about "fear, panic, terror and facing an implacable, relentless foe who’s going to get you in the end" and considers it "the original survival horror game".[23] Retro Gamer stated, "Survival horror may have been a phrase first coined by Resident Evil, but it could’ve easily applied to Malcolm Evans’ massive hit."[24] 1982 saw the release of another early horror game, Bandai's Terror House,[25] based on traditional Japanese horror,[26] released as a Bandai LCD Solarpower handheld game. It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects.[27] The amount of ambient light the game received also had an effect on the gaming experience.[28] Another early example of a horror game released that year was Sega's arcade game Monster Bash, which introduced classic horror-movie monsters, including the likes of Dracula, the Frankenstein monster, and werewolves, helping to lay the foundations for future survival horror games.[29] Its 1986 remake Ghost House had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn the intricacies of the house and rely on their wits.[10] Another game that has been cited as one of the first horror-themed games is Quicksilva's 1983 maze game Ant Attack.[30] The latter half of the 1980s saw the release of several other horror-themed games, including Konami's Castlevania in 1986, and Sega's Kenseiden and Namco's Splatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at the time.[10] Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcade beat 'em up with very little emphasis on survival.[31] Shiryou Sensen: War of the Dead, a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2, PC-88 and PC Engine platforms,[32] is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP)[33] and John Szczepaniak (of Retro Gamer and The Escapist).[32] Designed by Katsuya Iwamoto, the game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has open environments like Dragon Quest and real-time side-view battles like Zelda II, though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music.[33] The player character has limited ammunition, though the player character can punch or use a knife if out of ammunition. The game also has a limited item inventory and crates to store items, and introduced a day-night cycle; the player can sleep to recover health, and a record is kept of how many days the player has survived.[32] In 1988, War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as random encounters, and instead adopted action-adventure elements from Metal Gear while retaining the horror atmosphere of its predecessor.[32] Sweet Home (1989), pictured above, was a role-playing video game often called the first survival horror and cited as the main inspiration for Resident Evil. However, the game often considered the first true survival horror, due to having the most influence on Resident Evil, was the 1989 release Sweet Home, for the Nintendo Entertainment System.[34] It was created by Tokuro Fujiwara, who would later go on to create Resident Evil.[35] Sweet Home's gameplay focused on solving a variety of puzzles using items stored in a limited inventory,[36] while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival.[36] It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game.[37] Developed by Capcom, the game would become the main inspiration behind their later release Resident Evil.[34][36] Its horrific imagery prevented its release in the Western world, though its influence was felt through Resident Evil, which was originally intended to be a remake of the game.[38] Some consider Sweet Home to be the first true survival horror game.[39] In 1989, Electronic Arts published Project Firestart, developed by Dynamix. Unlike most other early games in the genre, it featured a science fiction setting inspired by the film Alien, but had gameplay that closely resembled later survival horror games in many ways. Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in the survival horror genre. Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely an example of parallel thinking.[10] Alone in the Dark (1992) is considered a forefather of the survival horror genre, and is sometimes called a survival horror game in retrospect. In 1992, Infogrames released Alone in the Dark, which has been considered a forefather of the genre.[9][40][41] The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in the Dark uses static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games, players also had the option to evade or block them.[6] Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities.[42] The game also used the mechanism of notes and books as expository devices.[8] Many of these elements were used in later survival horror games, and thus the game is credited with making the survival horror genre possible.[6] In 1994, Riverhillsoft released Doctor Hauzer for the 3DO. Both the player character and the environment are rendered in polygons. The player can switch between three different perspectives: third-person, first-person, and overhead. In a departure from most survival horror games, Doctor Hauzer lacks any enemies; the main threat is instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. The sound of the player character's echoing footsteps change depending on the surface.[43] In 1995, WARP's horror adventure game D featured a first-person perspective, CGI full-motion video, gameplay that consisted entirely of puzzle-solving, and taboo content such as cannibalism.[44][45] The same year, Human Entertainment's Clock Tower was a survival horror game that employed point-and-click graphic adventure gameplay and a deadly stalker known as Scissorman that chases players throughout the game.[46] The game introduced stealth game elements,[47] and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive. It features up to nine different possible endings.[48] The term "survival horror" was first used by Capcom to market their 1996 release, Resident Evil.[49][50] It began as a remake of Sweet Home,[38] borrowing various elements from the game, such as its mansion setting, puzzles, "opening door" load screen,[36][34] death animations, multiple endings depending on which characters survive,[37] dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery.[38] Resident Evil also adopted several features seen in Alone in the Dark, notably its cinematic fixed camera angles and pre-rendered backdrops.[51] The control scheme in Resident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items.[8] The game's commercial success is credited with helping the PlayStation become the dominant game console,[6] and also led to a series of Resident Evil films.[5] Many games have tried to replicate the successful formula seen in Resident Evil, and every subsequent survival horror game has arguably taken a stance in relation to it.[5] The success of Resident Evil in 1996 was responsible for its template being used as the basis for a wave of successful survival horror games, many of which were referred to as "Resident Evil clones."[52] The golden age of survival horror started by Resident Evil reached its peak around the turn of the millennium with Silent Hill, followed by a general decline a few years later.[52] Among the Resident Evil clones at the time, there were several survival horror titles that stood out, such as Clock Tower (1996) and Clock Tower II: The Struggle Within (1998) for the PlayStation. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to the graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula.[46] Another survival horror title that differentiated itself was Corpse Party (1996), an indie, psychological horror adventure game created using the RPG Maker engine. Much like Clock Tower and later Haunting Ground (2005), the player characters in Corpse Party lack any means of defending themselves; the game also featured up to 20 possible endings. However, the game would not be released in Western markets until 2011.[53] Another game similar to the Clock Tower series of games and Haunting Ground, which was also inspired by Resident Evil's success is the Korean game known as White Day: A Labyrinth Named School (2001), this game was reportedly so scary that the developers had to release several patches adding multiple difficulty options, the game was slated for localization in 2004 but was cancelled, building on its previous success in Korea and interest, a remake has been developed in 2015.[54][55] Riverhillsoft's Overblood, released in 1996, is considered the first survival horror game to make use of a fully three-dimensional virtual environment.[5] The Note in 1997 and Hellnight in 1998 experimented with using a real-time 3D first-person perspective rather than pre-rendered backgrounds like Resident Evil.[46] In 1998, Capcom released the successful sequel Resident Evil 2, which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange," thus rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That year saw the release of Square's Parasite Eve, which combined elements from Resident Evil with the RPG gameplay of Final Fantasy. It was followed by a more action-based sequel, Parasite Eve II, in 1999.[46] In 1998, Galerians discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time.[56] Also in 1998, Blue Stinger was a fully 3D survival horror for the Dreamcast incorporating action elements from beat 'em up and shooter games.[57][58] The Silent Hill series, pictured above, introduced a psychological horror style to the genre. The most renowned was Silent Hill 2 (2001), for its strong narrative. Konami's Silent Hill, released in 1999, drew heavily from Resident Evil while using realtime 3D environments in contrast to Resident Evil's pre-rendered graphics.[59] Silent Hill in particular was praised for moving away from B movie horror elements to the psychological style seen in art house or Japanese horror films,[5] due to the game's emphasis on a disturbing atmosphere rather than visceral horror.[60] The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection.[61] The original Silent Hill is considered one of the scariest games of all time,[62] and the strong narrative from Silent Hill 2 in 2001 has made the Silent Hill series one of the most influential in the genre.[8] According to IGN, the "golden age of survival horror came to a crescendo" with the release of Silent Hill.[46] Also in 1999, Capcom released the original Dino Crisis, which was noted for incorporating certain elements from survival horror games. It was followed by a more action-based sequel, Dino Crisis 2, in 2000. Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.[42][63] The Fatal Frame series has since gained a reputation as one of the most distinctive in the genre,[64] with the first game in the series credited as one of the best-written survival horror games ever made, by UGO Networks.[63] Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's Resident Evil Survivor which used both light gun shooter and first-person shooter elements, and 2003's Resident Evil: Dead Aim which used light gun and third-person shooter elements.[65] Western developers began to return to the survival horror formula.[8] The Thing from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together.[66] The 2004 title Doom 3 is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry.[42] Thus, it is usually considered a first-person shooter with survival horror elements.[67] Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style.[8] Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics.[8] 2002's Clock Tower 3 eschewed the graphic adventure game formula seen in the original Clock Tower, and embraced full 3D survival horror gameplay.[8][68] In 2003, Resident Evil Outbreak introduced a new gameplay element to the genre: online multiplayer and cooperative gameplay.[69][70] Sony employed Silent Hill director Keiichiro Toyama to develop Siren.[8] The game was released in 2004,[71] and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn the enemy's patrol routes and hide from them.[72] However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant.[8] As the console market drifted towards Western-style action games,[11] players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as Resident Evil Code: Veronica and Silent Hill 4: The Room.[8] In recent years, developers have combined traditional survival horror gameplay with other concepts. Left 4 Dead (2008) fused survival horror with cooperative multiplayer and action. In 2005, Resident Evil 4 attempted to redefine the genre by emphasizing reflexes and precision aiming,[73] broadening the gameplay with elements from the wider action genre.[74] Its ambitions paid off, earning the title several Game of the Year awards for 2005,[75][76] and the top rank on IGN's Readers' Picks Top 99 Games list.[77] However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre,[40][78] by demolishing the genre conventions that it had established.[8] Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill Homecoming,[40] and the 2008 version of Alone in the Dark.[79] These changes were part of an overall trend among console games to shift towards visceral action gameplay.[11] These changes in gameplay have led some purists to suggest that the genre has deteriorated into the conventions of other action games.[11][40] Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat.[40] Leigh Alexander argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror.[11] The original genre has persisted in one form or another. The 2005 release of F.E.A.R. was praised for both its atmospheric tension and fast action,[42] successfully combining Japanese horror with cinematic action,[80] while Dead Space from 2008 brought survival horror to a science fiction setting.[81] However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action.[40][82] The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games,[83] although it is mostly a first person shooter at its core.[84] Meanwhile, the Fatal Frame series has remained true to the roots of the genre,[40] even as Fatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint.[85][86][87] Also in 2009, Silent Hill made a transition to an over-the-shoulder viewpoint in Silent Hill: Shattered Memories. This Wii effort was, however, considered by most reviewers as a return to form for the series due to several developmental decisions taken by Climax Studios.[88] This included the decision to openly break the fourth wall by psychologically profiling the player, and the decision to remove any weapons from the game, forcing the player to run whenever they see an enemy. Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games, Nightfall: Escape by Zeenoh, Cry of Fear by Team Psykskallar and Slender: The Eight Pages, all of which were praised for creating a horrific setting and atmosphere without the overuse of violence or gore.[89][90] In 2010, the cult game Deadly Premonition by Access Games was notable for introducing open world nonlinear gameplay and a comedy horror theme to the genre.[91] Overall, game developers have continued to make and release survival horror games, and the genre continues to grow among independent video game developers.[18] The Last of Us, released in 2013 by Naughty Dog, incorporated many horror elements into a third-person action game. Set twenty years after a pandemic plague, the player must use scarce ammo and distraction tactics to evade or kill malformed humans infected by a brain parasite, as well as dangerous survivalists. Shinji Mikami, the creator of the Resident Evil franchise, released his new survival horror game The Evil Within, in 2014. Mikami stated that his goal was to bring survival horror back to its roots (even though this is his last directorial work), as he was disappointed by recent survival horror games for having too much action.[92] Sources:

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Survival skills in Huntington Beach are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

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Survival skills are often associated with the need to survive in a disaster situation in Huntington Beach .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

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Mountain House Survival Foods With Long Shelf Life Jump to navigation Jump to search Cabbage or headed cabbage (comprising several cultivars of Brassica oleracea) is a leafy green, red (purple), or white (pale green) biennial plant grown as an annual vegetable crop for its dense-leaved heads. It is descended from the wild cabbage, B. oleracea var. oleracea, and belongs to the "cole crops", meaning it is closely related to broccoli and cauliflower (var. botrytis); Brussels sprouts (var. gemmifera); and savoy cabbage (var. sabauda). Brassica rapa is commonly named Chinese, celery or napa cabbage and has many of the same uses. Cabbage is high in nutritional value. Cabbage heads generally range from 0.5 to 4 kilograms (1 to 9 lb), and can be green, purple or white. Smooth-leafed, firm-headed green cabbages are the most common. Smooth-leafed purple cabbages and crinkle-leafed savoy cabbages of both colors are rarer. It is a multi-layered vegetable. Under conditions of long sunny days, such as those found at high northern latitudes in summer, cabbages can grow quite large. As of 2012[update], the heaviest cabbage was 62.71 kilograms (138.25 lb). Cabbage was most likely domesticated somewhere in Europe before 1000 BC, although savoys were not developed until the 16th century AD. By the Middle Ages, cabbage had become a prominent part of European cuisine. Cabbage heads are generally picked during the first year of the plant's life cycle, but plants intended for seed are allowed to grow a second year and must be kept separate from other cole crops to prevent cross-pollination. Cabbage is prone to several nutrient deficiencies, as well as to multiple pests, and bacterial and fungal diseases. Cabbages are prepared many different ways for eating; they can be pickled, fermented (for dishes such as sauerkraut), steamed, stewed, sautéed, braised, or eaten raw. Cabbage is a good source of vitamin K, vitamin C and dietary fiber. The Food and Agriculture Organization of the United Nations (FAO) reported that world production of cabbage and other brassicas for 2014 was 71.8 million metric tonnes, with China accounting for 47% of the world total. Cabbage Cabbage (Brassica oleracea or B. oleracea var. capitata,[1] var. tuba, var. sabauda[2] or var. acephala)[3] is a member of the genus Brassica and the mustard family, Brassicaceae. Several other cruciferous vegetables (sometimes known as cole crops[2]) are considered cultivars of B. oleracea, including broccoli, collard greens, brussels sprouts, kohlrabi and sprouting broccoli. All of these developed from the wild cabbage B. oleracea var. oleracea, also called colewort or field cabbage. This original species evolved over thousands of years into those seen today, as selection resulted in cultivars having different characteristics, such as large heads for cabbage, large leaves for kale and thick stems with flower buds for broccoli.[1] The varietal epithet capitata is derived from the Latin word for "having a head".[4] B. oleracea and its derivatives have hundreds of common names throughout the world.[5] "Cabbage" was originally used to refer to multiple forms of B. oleracea, including those with loose or non-existent heads.[6] A related species, Brassica rapa, is commonly named Chinese, napa or celery cabbage, and has many of the same uses.[7] It is also a part of common names for several unrelated species. These include cabbage bark or cabbage tree (a member of the genus Andira) and cabbage palms, which include several genera of palms such as Mauritia, Roystonea oleracea, Acrocomia and Euterpe oenocarpus.[8][9] The original family name of brassicas was Cruciferae, which derived from the flower petal pattern thought by medieval Europeans to resemble a crucifix.[10] The word brassica derives from bresic, a Celtic word for cabbage.[6] Many European and Asiatic names for cabbage are derived from the Celto-Slavic root cap or kap, meaning "head".[11] The late Middle English word cabbage derives from the word caboche ("head"), from the Picard dialect of Old French. This in turn is a variant of the Old French caboce.[12] Through the centuries, "cabbage" and its derivatives have been used as slang for numerous items, occupations and activities. Cash and tobacco have both been described by the slang "cabbage", while "cabbage-head" means a fool or stupid person and "cabbaged" means to be exhausted or, vulgarly, in a vegetative state.[13] The cabbage inflorescence, which appears in the plant's second year of growth, features white or yellow flowers, each with four perpendicularly arranged petals. Cabbage seedlings have a thin taproot and cordate (heart-shaped) cotyledon. The first leaves produced are ovate (egg-shaped) with a lobed petiole. Plants are 40–60 cm (16–24 in) tall in their first year at the mature vegetative stage, and 1.5–2.0 m (4.9–6.6 ft) tall when flowering in the second year.[14] Heads average between 0.5 and 4 kg (1 and 8 lb), with fast-growing, earlier-maturing varieties producing smaller heads.[15] Most cabbages have thick, alternating leaves, with margins that range from wavy or lobed to highly dissected; some varieties have a waxy bloom on the leaves. Plants have root systems that are fibrous and shallow.[10] About 90 percent of the root mass is in the upper 20–30 cm (8–12 in) of soil; some lateral roots can penetrate up to 2 m (6.6 ft) deep.[14] The inflorescence is an unbranched and indeterminate terminal raceme measuring 50–100 cm (20–40 in) tall,[14] with flowers that are yellow or white. Each flower has four petals set in a perpendicular pattern, as well as four sepals, six stamens, and a superior ovary that is two-celled and contains a single stigma and style. Two of the six stamens have shorter filaments. The fruit is a silique that opens at maturity through dehiscence to reveal brown or black seeds that are small and round in shape. Self-pollination is impossible, and plants are cross-pollinated by insects.[10] The initial leaves form a rosette shape comprising 7 to 15 leaves, each measuring 25–35 cm (10–14 in) by 20–30 cm (8–12 in);[14] after this, leaves with shorter petioles develop and heads form through the leaves cupping inward.[2] Many shapes, colors and leaf textures are found in various cultivated varieties of cabbage. Leaf types are generally divided between crinkled-leaf, loose-head savoys and smooth-leaf firm-head cabbages, while the color spectrum includes white and a range of greens and purples. Oblate, round and pointed shapes are found.[16] Cabbage has been selectively bred for head weight and morphological characteristics, frost hardiness, fast growth and storage ability. The appearance of the cabbage head has been given importance in selective breeding, with varieties being chosen for shape, color, firmness and other physical characteristics.[17] Breeding objectives are now focused on increasing resistance to various insects and diseases and improving the nutritional content of cabbage.[18] Scientific research into the genetic modification of B. oleracea crops, including cabbage, has included European Union and United States explorations of greater insect and herbicide resistance.[19] Cabbage with Moong-dal Curry Although cabbage has an extensive history,[20] it is difficult to trace its exact origins owing to the many varieties of leafy greens classified as "brassicas".[21] The wild ancestor of cabbage, Brassica oleracea, originally found in Britain and continental Europe, is tolerant of salt but not encroachment by other plants and consequently inhabits rocky cliffs in cool damp coastal habitats,[22] retaining water and nutrients in its slightly thickened, turgid leaves. According to the triangle of U theory of the evolution and relationships between Brassica species, B. oleracea and other closely related kale vegetables (cabbages, kale, broccoli, Brussels sprouts, and cauliflower) represent one of three ancestral lines from which all other brassicas originated.[23] Cabbage was probably domesticated later in history than Near Eastern crops such as lentils and summer wheat. Because of the wide range of crops developed from the wild B. oleracea, multiple broadly contemporaneous domestications of cabbage may have occurred throughout Europe. Nonheading cabbages and kale were probably the first to be domesticated, before 1000 BC,[24] by the Celts of central and western Europe.[6] Unidentified brassicas were part of the highly conservative unchanging Mesopotamian garden repertory.[25] It is believed that the ancient Egyptians did not cultivate cabbage,[26] which is not native to the Nile valley, though a word shaw't in Papyrus Harris of the time of Ramesses III, has been interpreted as "cabbage".[27] Ptolemaic Egyptians knew the cole crops as gramb, under the influence of Greek krambe, which had been a familiar plant to the Macedonian antecedents of the Ptolemies;[27] By early Roman times Egyptian artisans and children were eating cabbage and turnips among a wide variety of other vegetables and pulses.[28] The ancient Greeks had some varieties of cabbage, as mentioned by Theophrastus, although whether they were more closely related to today's cabbage or to one of the other Brassica crops is unknown.[24] The headed cabbage variety was known to the Greeks as krambe and to the Romans as brassica or olus;[29] the open, leafy variety (kale) was known in Greek as raphanos and in Latin as caulis.[29] Chrysippus of Cnidos wrote a treatise on cabbage, which Pliny knew,[30] but it has not survived. The Greeks were convinced that cabbages and grapevines were inimical, and that cabbage planted too near the vine would impart its unwelcome odor to the grapes; this Mediterranean sense of antipathy survives today.[31] Brassica was considered by some Romans a table luxury,[32] although Lucullus considered it unfit for the senatorial table.[33] The more traditionalist Cato the Elder, espousing a simple, Republican life, ate his cabbage cooked or raw and dressed with vinegar; he said it surpassed all other vegetables, and approvingly distinguished three varieties; he also gave directions for its medicinal use, which extended to the cabbage-eater's urine, in which infants might be rinsed.[34] Pliny the Elder listed seven varieties, including Pompeii cabbage, Cumae cabbage and Sabellian cabbage.[26] According to Pliny, the Pompeii cabbage, which could not stand cold, is "taller, and has a thick stock near the root, but grows thicker between the leaves, these being scantier and narrower, but their tenderness is a valuable quality".[32] The Pompeii cabbage was also mentioned by Columella in De Re Rustica.[32] Apicius gives several recipes for cauliculi, tender cabbage shoots. The Greeks and Romans claimed medicinal usages for their cabbage varieties that included relief from gout, headaches and the symptoms of poisonous mushroom ingestion.[35] The antipathy towards the vine made it seem that eating cabbage would enable one to avoid drunkenness.[36] Cabbage continued to figure in the materia medica of antiquity as well as at table: in the first century AD Dioscorides mentions two kinds of coleworts with medical uses, the cultivated and the wild,[11] and his opinions continued to be paraphrased in herbals right through the 17th century. At the end of Antiquity cabbage is mentioned in De observatione ciborum ("On the Observance of Foods") of Anthimus, a Greek doctor at the court of Theodoric the Great, and cabbage appears among vegetables directed to be cultivated in the Capitulare de villis, composed c. 771-800 that guided the governance of the royal estates of Charlemagne. In Britain, the Anglo-Saxons cultivated cawel.[37] When round-headed cabbages appeared in 14th-century England they were called cabaches and caboches, words drawn from Old French and applied at first to refer to the ball of unopened leaves,[38] the contemporaneous recipe that commences "Take cabbages and quarter them, and seethe them in good broth",[39] also suggests the tightly headed cabbage. Harvesting cabbage, Tacuinum Sanitatis, 15th century. Manuscript illuminations show the prominence of cabbage in the cuisine of the High Middle Ages,[21] and cabbage seeds feature among the seed list of purchases for the use of King John II of France when captive in England in 1360,[40] but cabbages were also a familiar staple of the poor: in the lean year of 1420 the "Bourgeois of Paris" noted that "poor people ate no bread, nothing but cabbages and turnips and such dishes, without any bread or salt".[41] French naturalist Jean Ruel made what is considered the first explicit mention of head cabbage in his 1536 botanical treatise De Natura Stirpium, referring to it as capucos coles ("head-coles"),[42] Sir Anthony Ashley, 1st Baronet, did not disdain to have a cabbage at the foot of his monument in Wimborne St Giles.[43] In Istanbul Sultan Selim III penned a tongue-in-cheek ode to cabbage: without cabbage, the halva feast was not complete.[44] Cabbages spread from Europe into Mesopotamia and Egypt as a winter vegetable, and later followed trade routes throughout Asia and the Americas.[24] The absence of Sanskrit or other ancient Eastern language names for cabbage suggests that it was introduced to South Asia relatively recently.[6] In India, cabbage was one of several vegetable crops introduced by colonizing traders from Portugal, who established trade routes from the 14th to 17th centuries.[45] Carl Peter Thunberg reported that cabbage was not yet known in Japan in 1775.[11] Many cabbage varieties—including some still commonly grown—were introduced in Germany, France, and the Low Countries.[6] During the 16th century, German gardeners developed the savoy cabbage.[46] During the 17th and 18th centuries, cabbage was a food staple in such countries as Germany, England, Ireland and Russia, and pickled cabbage was frequently eaten.[47] Sauerkraut was used by Dutch, Scandinavian and German sailors to prevent scurvy during long ship voyages.[48] Jacques Cartier first brought cabbage to the Americas in 1541–42, and it was probably planted by the early English colonists, despite the lack of written evidence of its existence there until the mid-17th century. By the 18th century, it was commonly planted by both colonists and native American Indians.[6] Cabbage seeds traveled to Australia in 1788 with the First Fleet, and were planted the same year on Norfolk Island. It became a favorite vegetable of Australians by the 1830s and was frequently seen at the Sydney Markets.[46] There are several Guinness Book of World Records entries related to cabbage. These include the heaviest cabbage, at 57.61 kilograms (127.0 lb),[49] heaviest red cabbage, at 19.05 kilograms (42.0 lb),[50] longest cabbage roll, at 15.37 meters (50.4 ft),[51] and the largest cabbage dish, at 925.4 kilograms (2,040 lb).[52] In 2012, Scott Robb of Palmer, Alaska, broke the world record for heaviest cabbage at 62.71 kilograms (138.25 lb).[53] A cabbage field Cabbage is generally grown for its densely leaved heads, produced during the first year of its biennial cycle. Plants perform best when grown in well-drained soil in a location that receives full sun. Different varieties prefer different soil types, ranging from lighter sand to heavier clay, but all prefer fertile ground with a pH between 6.0 and 6.8.[54] For optimal growth, there must be adequate levels of nitrogen in the soil, especially during the early head formation stage, and sufficient phosphorus and potassium during the early stages of expansion of the outer leaves.[55] Temperatures between 4 and 24 °C (39 and 75 °F) prompt the best growth, and extended periods of higher or lower temperatures may result in premature bolting (flowering).[54] Flowering induced by periods of low temperatures (a process called vernalization) only occurs if the plant is past the juvenile period. The transition from a juvenile to adult state happens when the stem diameter is about 6 mm (0.24 in). Vernalization allows the plant to grow to an adequate size before flowering. In certain climates, cabbage can be planted at the beginning of the cold period and survive until a later warm period without being induced to flower, a practice that was common in the eastern US.[56] Green and purple cabbages Plants are generally started in protected locations early in the growing season before being transplanted outside, although some are seeded directly into the ground from which they will be harvested.[15] Seedlings typically emerge in about 4–6 days from seeds planted 1.3 cm (0.5 in) deep at a soil temperature between 20 and 30 °C (68 and 86 °F).[57] Growers normally place plants 30 to 61 cm (12 to 24 in) apart.[15] Closer spacing reduces the resources available to each plant (especially the amount of light) and increases the time taken to reach maturity.[58] Some varieties of cabbage have been developed for ornamental use; these are generally called "flowering cabbage". They do not produce heads and feature purple or green outer leaves surrounding an inner grouping of smaller leaves in white, red, or pink.[15] Early varieties of cabbage take about 70 days from planting to reach maturity, while late varieties take about 120 days.[59] Cabbages are mature when they are firm and solid to the touch. They are harvested by cutting the stalk just below the bottom leaves with a blade. The outer leaves are trimmed, and any diseased, damaged, or necrotic leaves are removed.[60] Delays in harvest can result in the head splitting as a result of expansion of the inner leaves and continued stem growth.[61] Factors that contribute to reduced head weight include: growth in the compacted soils that result from no-till farming practices, drought, waterlogging, insect and disease incidence, and shading and nutrient stress caused by weeds.[55] When being grown for seed, cabbages must be isolated from other B. oleracea subspecies, including the wild varieties, by 0.8 to 1.6 km (0.5 to 1 mi) to prevent cross-pollination. Other Brassica species, such as B. rapa, B. juncea, B. nigra, B. napus and Raphanus sativus, do not readily cross-pollinate.[62] White cabbage There are several cultivar groups of cabbage, each including many cultivars: Some sources only delineate three cultivars: savoy, red and white, with spring greens and green cabbage being subsumed into the latter.[63] See also: List of Lepidoptera that feed on Brassica Due to its high level of nutrient requirements, cabbage is prone to nutrient deficiencies, including boron, calcium, phosphorus and potassium.[54] There are several physiological disorders that can affect the postharvest appearance of cabbage. Internal tip burn occurs when the margins of inside leaves turn brown, but the outer leaves look normal. Necrotic spot is where there are oval sunken spots a few millimeters across that are often grouped around the midrib. In pepper spot, tiny black spots occur on the areas between the veins, which can increase during storage.[64] Fungal diseases include wirestem, which causes weak or dying transplants; Fusarium yellows, which result in stunted and twisted plants with yellow leaves; and blackleg (see Leptosphaeria maculans), which leads to sunken areas on stems and gray-brown spotted leaves.[65] The fungi Alternaria brassicae and A. brassicicola cause dark leaf spots in affected plants. They are both seedborne and airborne, and typically propagate from spores in infected plant debris left on the soil surface for up to twelve weeks after harvest. Rhizoctonia solani causes the post-emergence disease wirestem, resulting in killed seedlings ("damping-off"), root rot or stunted growth and smaller heads.[66] Cabbage moth damage to a savoy cabbage One of the most common bacterial diseases to affect cabbage is black rot, caused by Xanthomonas campestris, which causes chlorotic and necrotic lesions that start at the leaf margins, and wilting of plants. Clubroot, caused by the soilborne slime mold-like organism Plasmodiophora brassicae, results in swollen, club-like roots. Downy mildew, a parasitic disease caused by the oomycete Peronospora parasitica,[66] produces pale leaves with white, brownish or olive mildew on the lower leaf surfaces; this is often confused with the fungal disease powdery mildew.[65] Pests include root-knot nematodes and cabbage maggots, which produce stunted and wilted plants with yellow leaves; aphids, which induce stunted plants with curled and yellow leaves; harlequin bugs, which cause white and yellow leaves; thrips, which lead to leaves with white-bronze spots; striped flea beetles, which riddle leaves with small holes; and caterpillars, which leave behind large, ragged holes in leaves.[65] The caterpillar stage of the "small cabbage white butterfly" (Pieris rapae), commonly known in the United States as the "imported cabbage worm", is a major cabbage pest in most countries. The large white butterfly (Pieris brassicae) is prevalent in eastern European countries. The diamondback moth (Plutella xylostella) and the cabbage moth (Mamestra brassicae) thrive in the higher summer temperatures of continental Europe, where they cause considerable damage to cabbage crops.[67] The cabbage looper (Trichoplusia ni) is infamous in North America for its voracious appetite and for producing frass that contaminates plants.[68] In India, the diamondback moth has caused losses up to 90 percent in crops that were not treated with insecticide.[69] Destructive soil insects include the cabbage root fly (Delia radicum) and the cabbage maggot (Hylemya brassicae), whose larvae can burrow into the part of plant consumed by humans.[67] Planting near other members of the cabbage family, or where these plants have been placed in previous years, can prompt the spread of pests and disease.[54] Excessive water and excessive heat can also cause cultivation problems.[65] In 2014, global production of cabbages (combined with other brassicas) was 71.8 million tonnes, led by China with 47% of the world total (table). Other major producers were India, Russia, and South Korea.[70] Cabbages sold for market are generally smaller, and different varieties are used for those sold immediately upon harvest and those stored before sale. Those used for processing, especially sauerkraut, are larger and have a lower percentage of water.[16] Both hand and mechanical harvesting are used, with hand-harvesting generally used for cabbages destined for market sales. In commercial-scale operations, hand-harvested cabbages are trimmed, sorted, and packed directly in the field to increase efficiency. Vacuum cooling rapidly refrigerates the vegetable, allowing for earlier shipping and a fresher product. Cabbage can be stored the longest at −1 to 2 °C (30 to 36 °F) with a humidity of 90–100 percent; these conditions will result in up to six months of longevity. When stored under less ideal conditions, cabbage can still last up to four months.[71] See also: List of cabbage dishes Cabbage consumption varies widely around the world: Russia has the highest annual per capita consumption at 20 kilograms (44 lb), followed by Belgium at 4.7 kilograms (10 lb), the Netherlands at 4.0 kilograms (8.8 lb), and Spain at 1.9 kilograms (4.2 lb). Americans consume 3.9 kilograms (8.6 lb) annually per capita.[35][72] Cabbage is prepared and consumed in many ways. The simplest options include eating the vegetable raw or steaming it, though many cuisines pickle, stew, sautée or braise cabbage.[21] Pickling is one of the most popular ways of preserving cabbage, creating dishes such as sauerkraut and kimchi,[15] although kimchi is more often made from Chinese cabbage (B. rapa).[21] Savoy cabbages are usually used in salads, while smooth-leaf types are utilized for both market sales and processing.[16] Bean curd and cabbage is a staple of Chinese cooking,[73] while the British dish bubble and squeak is made primarily with leftover potato and boiled cabbage and eaten with cold meat.[74] In Poland, cabbage is one of the main food crops, and it features prominently in Polish cuisine. It is frequently eaten, either cooked or as sauerkraut, as a side dish or as an ingredient in such dishes as bigos (cabbage, sauerkraut, meat, and wild mushrooms, among other ingredients) gołąbki (stuffed cabbage) and pierogi (filled dumplings). Other eastern European countries, such as Hungary and Romania, also have traditional dishes that feature cabbage as a main ingredient.[75] In India and Ethiopia, cabbage is often included in spicy salads and braises.[76] In the United States, cabbage is used primarily for the production of coleslaw, followed by market use and sauerkraut production.[35] The characteristic flavor of cabbage is caused by glucosinolates, a class of sulfur-containing glucosides. Although found throughout the plant, these compounds are concentrated in the highest quantities in the seeds; lesser quantities are found in young vegetative tissue, and they decrease as the tissue ages.[77] Cooked cabbage is often criticized for its pungent, unpleasant odor and taste. These develop when cabbage is overcooked and hydrogen sulfide gas is produced.[78] Cabbage is a rich source of vitamin C and vitamin K, containing 44% and 72%, respectively, of the Daily Value (DV) per 100-gram amount (right table of USDA nutrient values).[79] Cabbage is also a moderate source (10–19% DV) of vitamin B6 and folate, with no other nutrients having significant content per 100-gram serving (table). Basic research on cabbage phytochemicals is ongoing to discern if certain cabbage compounds may affect health or have anti-disease effects. Such compounds include sulforaphane and other glucosinolates which may stimulate the production of detoxifying enzymes during metabolism.[80] Studies suggest that cruciferous vegetables, including cabbage, may have protective effects against colon cancer.[81] Cabbage is a source of indole-3-carbinol, a chemical under basic research for its possible properties.[82] In addition to its usual purpose as an edible vegetable, cabbage has been used historically as a medicinal herb for a variety of purported health benefits. For example, the Ancient Greeks recommended consuming the vegetable as a laxative,[42] and used cabbage juice as an antidote for mushroom poisoning,[83] for eye salves, and for liniments used to help bruises heal.[84] In De Agri Cultura (On Agriculture), Cato the Elder suggested that women could prevent diseases by bathing in urine obtained from those who had frequently eaten cabbage.[42] The ancient Roman nobleman Pliny the Elder described both culinary and medicinal properties of the vegetable, recommending it for drunkenness—both preventatively to counter the effects of alcohol and to cure hangovers.[85] Similarly, the Ancient Egyptians ate cooked cabbage at the beginning of meals to reduce the intoxicating effects of wine.[86] This traditional usage persisted in European literature until the mid-20th century.[87] The cooling properties of the leaves were used in Britain as a treatment for trench foot in World War I, and as compresses for ulcers and breast abscesses. Accumulated scientific evidence corroborates that cabbage leaf treatment can reduce the pain and hardness of engorged breasts, and increase the duration of breast feeding.[88] Other medicinal uses recorded in European folk medicine include treatments for rheumatism, sore throat, hoarseness, colic, and melancholy.[87] In the United States, cabbage has been used as a hangover cure, to treat abscesses, to prevent sunstroke, or to cool body parts affected by fevers. The leaves have also been used to soothe sore feet and, when tied around a child's neck, to relieve croup. Both mashed cabbage and cabbage juice have been used in poultices to remove boils and treat warts, pneumonia, appendicitis, and ulcers.[87] Excessive consumption of cabbage may lead to increased intestinal gas which causes bloating and flatulence due to the trisaccharide raffinose, which the human small intestine cannot digest.[89] Cabbage has been linked to outbreaks of some food-borne illnesses, including Listeria monocytogenes[90] and Clostridium botulinum. The latter toxin has been traced to pre-made, packaged coleslaw mixes, while the spores were found on whole cabbages that were otherwise acceptable in appearance. Shigella species are able to survive in shredded cabbage.[91] Two outbreaks of E. coli in the United States have been linked to cabbage consumption. Biological risk assessments have concluded that there is the potential for further outbreaks linked to uncooked cabbage, due to contamination at many stages of the growing, harvesting and packaging processes. Contaminants from water, humans, animals and soil have the potential to be transferred to cabbage, and from there to the end consumer.[92] Cabbage and other cruciferous vegetables contain small amounts of thiocyanate, a compound associated with goiter formation when iodine intake is deficient.[93] Will Ark Survival Evolved Be Free To Play

Survival horror

What is Fear and how can we manage it?Fear is something that has been bred into us. At one time it served a very useful purpose and still can today. Fear is our way of protecting us from great bodily harm or a threat to our survival. The unfortunate part is that we have generalized fear to the point that we use it in a way that hinders our growth and possibilities. All too often, fear is used as a reason to not follow through on something. Fear has become our protector from disappointment, not from bodily harm, as was intended. No one is going to be physically hurt or die because a business venture failed, or because he or she got turned down for a date, or even if you lose your job.Search your past for times when you have not attained your desired outcome. Maybe it was a test that you failed in University, an idea that got shot down by your boss, losing an important client, or even being fired from your job. Did you die? Did you lose a limb? The answer of course is no. In fact, and for the most part we look back at our disappointments with a certain level of fondness. Sometimes we even laugh about them. We've all said at one time or another, "I'll laugh about this later". Well why wait? Laugh now. Sometimes we even find ourselves in better positions because of our past disappointments. Yet at the time even the mere thought of these types of setbacks paralyze us to the point of inaction. It is natural to feel fear.That doesn't mean that you have to give into it. Jack Canfield, co-author of "Chicken Soup for the Soul" likes to say, "Feel the fear, and do it anyway". Feel the fear, take a deep breath, tell yourself that no bodily harm can come to you as a result of this action, see it for what it is...an opportunity to grow, no matter the result. Acknowledge the fact that your past disappointments have not destroyed you, they have made you stronger. Most importantly, follow through; take the next step toward your goal, whatever it may be. Don't let an instinct that was intended to protect you from great bodily harm, keep you from getting what you want. Learn to manage your fear and see it for what it is...a survival mechanism. Control it...don't let it control you.

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Survival Bunkers San Juan Capistrano California

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Survival skills in San Juan Capistrano are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

The Best Rules Of Survival In Orange

Survival skills are often associated with the need to survive in a disaster situation in San Juan Capistrano .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

Progression-free survival

Will Ark Survival Evolved Be Free To Play Jump to navigation Jump to search Progression-free survival (PFS) is "the length of time during and after the treatment of a disease, such as cancer, that a patient lives with the disease but it does not get worse".[1] In oncology, PFS usually refers to situations in which a tumor is present, as demonstrated by laboratory testing, radiologic testing, or clinically. Similarly, "disease-free survival" is when patients have had operations and are left with no detectable disease. Time to progression (TTP) does not count patients who die from other causes but is otherwise a close equivalent to PFS (unless there are a large number of such events).[2] The FDA gives separate definitions and prefers PFS.[3] PFS is widely used in oncology.[4] Since (as already said) it only applies to patients with inoperable disease[dubious – discuss] that are generally treated with drugs (chemotherapy, target therapies, etc.) it will mostly be considered in relation to drug treatment of cancer. A very important aspect is the definition of "progression" since this generally involves imaging techniques (plain radiograms, CT scans, MRI, PET scans, ultrasounds) or other aspects: biochemical progression may be defined on the basis of an increase in a tumor marker (such as CA125 for epithelial ovarian cancer or PSA for prostate cancer). At present any change in the radiological aspect of a lesion is defined according to RECIST criteria. But progression may also be due to the appearance of a new lesion originating from the same tumor or to the appearance of new cancer in the same organ or in a different organ, or due to unequivocal progression in 'non-target' lesions—such as pleural effusions, ascites, leptomeningeal disease etc. Progression-free survival is often used as an alternative to overall survival (OS): this is the most reliable endpoint in clinical studies, but it will only be available after a longer time than PFS. For this reason, especially when new drugs are tested, there is a pressure (that in some cases may be absolutely acceptable while in other cases may hide economical interests) to approve new drugs on the basis of PFS data rather than waiting for OS data. PFS is considered as a "surrogate" of OS: in some cancers the two elements are strictly related, but in others they are not. Several agents that may prolong PFS do not prolong OS. PFS may be considered as an endpoint in itself (the FDA and EMEA consider it such) in situations where overall survival endpoints may be not feasible, and where progression is likely or very likely to be related to symptomatology. Patient understanding of what prolongation of PFS means has not been evaluated robustly. In a time trade off study in renal cancer, physicians rated PFS the most important aspect of treatment, while for patients it fell below fatigue, hand foot syndrome, and other toxicities. <Park et al> There is an element that makes PFS a questionable endpoint: by definition it refers to the date on which progression is detected, and this means that it depends on which date a radiological evaluation (in most cases) is performed. If for any reason a CT scan is postponed by one week (because the machine is out of order, or the patients feels too bad to go to the hospital) PFS is unduly prolonged. On the other hand, PFS becomes more relevant than OS when in a randomized trial patients that progress while on treatment A are allowed to receive treatment B (these patients may "cross" from one arm of the study to the other). If treatment B is really more effective than treatment A it is probable that the OS of patients will be the same even if PFS may be very different. This happened for example in studies comparing tyrosine kinase inhibitors (TKI) to standard chemotherapy in patients with non-small cell lung cancer (NSCLC) harboring a mutation in EGF-receptor. Patients started on TKI had a much longer PFS, but since patients that started on chemotherapy were allowed to receive TKI on progression, OS was similar. The relationship between PFS and OS is altered in any case in which a successive treatment may influence survival. Unfortunately this does not happen very often for second-line treatment of cancer, and even less so for successive treatments.[citation needed] The advantage of measuring PFS over measuring OS is that PFS appears sooner than deaths, allowing faster trials and oncologists feel that PFS can give them a better idea of how the cancer is progressing during the course of treatment. Traditionally, the U.S. Food and Drug Administration has required studies of OS rather than PFS to demonstrate that a drug is effective against cancer, but recently[when?] the FDA. has accepted PFS. The use of PFS for proof of effectiveness and regulatory approval is controversial. It is often used as a clinical endpoint in randomized controlled trials for cancer therapies.[5] It is a metric frequently used by the UK National Institute for Health and Clinical Excellence[6] and the U.S. Food and Drug Administration to evaluate the effectiveness of a cancer treatment. PFS has been postulated to be a better ("more pure") measure of efficacy in second-line clinical trials as it eliminates potential differential bias from prior or subsequent treatments.[citation needed] However, PFS improvements do not always result in corresponding improvements in overall survival, and the control of the disease may come at the biological expense of side effects from the treatment itself.[7] This has been described as an example of the McNamara fallacy.[7][8] Grocery Store Survival Foods With Long Shelf Life

Fear - A Survival Mechanism

Jump to navigation Jump to search Practicing with a survival suit An immersion suit, or survival suit (or more specifically an immersion survival suit) is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean. They usually have built-in feet (boots), and a hood, and either built-in gloves or watertight wrist seals. The first record of a survival suit was in 1930 when a New York firm American Life Suit Corporation offered merchant and fishing firms what it called a safety suit for crews of ocean vessels. The suit came packed in a small box and was put on like a boilersuit.[1] The ancestor of these suits was already invented in 1872 by Clark S Merriman to rescue steamship passengers. It was made from rubber sheeting and became famous by the swim records of Paul Boyton. It was essentially a pair of rubber pants and shirt cinched tight at the waist with a steel band and strap. Within the suit were five air pockets the wearer could inflate by mouth through hoses. Similar to modern-day drysuits, the suit also kept its wearer dry. This essentially allowed him to float on his back, using a double-sided paddle to propel himself, feet-forward. Additionally he could attach a small sail to save stamina while slowly drifting to shore (because neither emergency radio transmitters nor rescue helicopters were invented yet).[2][3] The first immersion suit to gain USCG approval was invented by Gunnar Guddal. Eventually the suit became accepted as essential safety gear.[4][5] These suits are in two types: This type is chosen to fit each wearer. They are often worn by deep-sea fishermen who work in cold water fishing grounds. Some of these garments overlap into scubadiver-type drysuits. Others may have many of the features of a survival suit. Since humans are warm blooded and sweat to cool themselves, suits that are worn all the time usually have some method for sweat to evaporate and the wearer to remain dry while working. The first survival suits in Europe were invented by Daniel Rigolet, captain of a French oil tanker. Others had experimented on similar suits abroad.[citation needed] Unlike work suits, "quick don" survival suits are not normally worn, but are stowed in an accessible location on board the craft. The operator may be required to have one survival suit of the appropriate size on board for each crew member, and other passengers. If a survival suit is not accessible both from a crew member's work station and berth, then two accessible suits must be provided.[citation needed] This type of survival suit's flotation and thermal protection is usually better than an immersion protection work suit, and typically extends a person's survival by several hours while waiting for rescue.[citation needed] An adult survival suit is often a large bulky one-size-fits-all design meant to fit a wide range of sizes. It typically has large oversize booties and gloves built into the suit, which let the user quickly don it on while fully clothed, and without having to remove shoes. It typically has a waterproof zipper up the front, and a face flap to seal water out around the neck and protect the wearer from ocean spray. Because of the oversized booties and large mittens, quick don survival suits are often known as "Gumby suits," after the 1960s-era children's toy.[citation needed] The integral gloves may be a thin waterproof non-insulated type to give the user greater dexterity during donning and evacuation, with a second insulating outer glove tethered to the sleeves to be worn while immersed.[citation needed] A ship's captain (or master) may be required to hold drills periodically to ensure that everyone can get to the survival suit storage quickly, and don the suit in the allotted amount of time. In the event of an emergency, it should be possible to put on a survival suit and abandon ship in about one minute.[citation needed] The Submarine Escape Immersion Equipment is a type of survival suit that can be used by sailors when escaping from a sunken submarine. The suit is donned before escaping from the submarine and then inflated to act as a liferaft when the sailor reaches the surface.[citation needed] Survival suits are normally made out of red or bright fluorescent orange or yellow fire-retardant neoprene, for high visibility on the open sea. The neoprene material used is a synthetic rubber closed-cell foam, containing a multitude of tiny air bubbles making the suit sufficiently buoyant to also be a personal flotation device. The seams of the neoprene suit are sewn and taped to seal out the cold ocean water, and the suit also has strips of SOLAS specified retroreflective tape on the arms, legs, and head to permit the wearer to be located at night from a rescue aircraft or ship. The method of water sealing around the face can affect wearer comfort. Low-cost quick-donning suits typically have an open neck from chest to chin, closed by a waterproof zipper. However the zipper is stiff and tightly compresses around the face resulting in an uncomfortable fit intended for short-duration use until the wearer can be rescued. The suit material is typically very rigid and the wearer is unable to look to the sides easily. Suits intended for long-term worksuit use, or donned by rescue personnel, typically have a form-fitting neck-encircling seal, with a hood that conforms to the shape of the chin. This design is both more comfortable and allows the wearer to easily turn their head and look up or down. The suit material is designed to be either loose or elastic enough to allow the wearer to pull the top of the suit up over their head and then down around their neck. Survival suits can also be equipped with extra safety options such as: The inflatable survival suit is a special type of survival suit, recently developed, which is similar in construction to an inflatable boat, but shaped to wrap around the arms and legs of the wearer. This type of suit is much more compact than a neoprene survival suit, and very easy to put on when deflated since it is just welded from plastic sheeting to form an air bladder. Once the inflatable survival suit has been put on and zipped shut, the wearer activates firing handles on compressed carbon dioxide cartridges, which punctures the cartridges and rapidly inflates the suit. This results in a highly buoyant, rigid shape that also offers very high thermal retention properties. However, like an inflatable boat, the inflatable survival suit loses all protection properties if it is punctured and the gas leaks out. For this reason, the suit may consist of two or more bladders, so that if one fails, a backup air bladder is available. Each immersion suit needs to be regularly checked and maintained properly in order to be ready for use all the time. The maintenance of the immersion suits kept on board of the vessels must be done according to the rules of the International Maritime Organization (IMO). There are two Guidelines issued by IMO - MSC/Circ.1047 [6] and MSC/Circ.1114 [7] in relation to immersion suits’ maintenance. The first one gives instruction for monthly inspection and maintenance which must be done by the ship’s crew.[8] The second one is concerning pressure testing which can be done only with special equipment. Usually it is done ashore by specialized companies but can be done also onboard of the vessels if practical. It must be performed every three years for immersion suits less than 12 years old and every second year on older ones. The years are counted from the suit’s date of manufacture.

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Survival Tips for Rules Of Survival

Survival Articles Irvine California

Download Rules Of Survival For Pc And Laptop

Survival skills in Irvine are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

The Best Survival Axe Elite Multi Tool In Orange

Survival skills are often associated with the need to survive in a disaster situation in Irvine .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

Survival of the fittest

Grocery Store Survival Foods With Long Shelf Life Jump to navigation Jump to search Cabbage or headed cabbage (comprising several cultivars of Brassica oleracea) is a leafy green, red (purple), or white (pale green) biennial plant grown as an annual vegetable crop for its dense-leaved heads. It is descended from the wild cabbage, B. oleracea var. oleracea, and belongs to the "cole crops", meaning it is closely related to broccoli and cauliflower (var. botrytis); Brussels sprouts (var. gemmifera); and savoy cabbage (var. sabauda). Brassica rapa is commonly named Chinese, celery or napa cabbage and has many of the same uses. Cabbage is high in nutritional value. Cabbage heads generally range from 0.5 to 4 kilograms (1 to 9 lb), and can be green, purple or white. Smooth-leafed, firm-headed green cabbages are the most common. Smooth-leafed purple cabbages and crinkle-leafed savoy cabbages of both colors are rarer. It is a multi-layered vegetable. Under conditions of long sunny days, such as those found at high northern latitudes in summer, cabbages can grow quite large. As of 2012[update], the heaviest cabbage was 62.71 kilograms (138.25 lb). Cabbage was most likely domesticated somewhere in Europe before 1000 BC, although savoys were not developed until the 16th century AD. By the Middle Ages, cabbage had become a prominent part of European cuisine. Cabbage heads are generally picked during the first year of the plant's life cycle, but plants intended for seed are allowed to grow a second year and must be kept separate from other cole crops to prevent cross-pollination. Cabbage is prone to several nutrient deficiencies, as well as to multiple pests, and bacterial and fungal diseases. Cabbages are prepared many different ways for eating; they can be pickled, fermented (for dishes such as sauerkraut), steamed, stewed, sautéed, braised, or eaten raw. Cabbage is a good source of vitamin K, vitamin C and dietary fiber. The Food and Agriculture Organization of the United Nations (FAO) reported that world production of cabbage and other brassicas for 2014 was 71.8 million metric tonnes, with China accounting for 47% of the world total. Cabbage Cabbage (Brassica oleracea or B. oleracea var. capitata,[1] var. tuba, var. sabauda[2] or var. acephala)[3] is a member of the genus Brassica and the mustard family, Brassicaceae. Several other cruciferous vegetables (sometimes known as cole crops[2]) are considered cultivars of B. oleracea, including broccoli, collard greens, brussels sprouts, kohlrabi and sprouting broccoli. All of these developed from the wild cabbage B. oleracea var. oleracea, also called colewort or field cabbage. This original species evolved over thousands of years into those seen today, as selection resulted in cultivars having different characteristics, such as large heads for cabbage, large leaves for kale and thick stems with flower buds for broccoli.[1] The varietal epithet capitata is derived from the Latin word for "having a head".[4] B. oleracea and its derivatives have hundreds of common names throughout the world.[5] "Cabbage" was originally used to refer to multiple forms of B. oleracea, including those with loose or non-existent heads.[6] A related species, Brassica rapa, is commonly named Chinese, napa or celery cabbage, and has many of the same uses.[7] It is also a part of common names for several unrelated species. These include cabbage bark or cabbage tree (a member of the genus Andira) and cabbage palms, which include several genera of palms such as Mauritia, Roystonea oleracea, Acrocomia and Euterpe oenocarpus.[8][9] The original family name of brassicas was Cruciferae, which derived from the flower petal pattern thought by medieval Europeans to resemble a crucifix.[10] The word brassica derives from bresic, a Celtic word for cabbage.[6] Many European and Asiatic names for cabbage are derived from the Celto-Slavic root cap or kap, meaning "head".[11] The late Middle English word cabbage derives from the word caboche ("head"), from the Picard dialect of Old French. This in turn is a variant of the Old French caboce.[12] Through the centuries, "cabbage" and its derivatives have been used as slang for numerous items, occupations and activities. Cash and tobacco have both been described by the slang "cabbage", while "cabbage-head" means a fool or stupid person and "cabbaged" means to be exhausted or, vulgarly, in a vegetative state.[13] The cabbage inflorescence, which appears in the plant's second year of growth, features white or yellow flowers, each with four perpendicularly arranged petals. Cabbage seedlings have a thin taproot and cordate (heart-shaped) cotyledon. The first leaves produced are ovate (egg-shaped) with a lobed petiole. Plants are 40–60 cm (16–24 in) tall in their first year at the mature vegetative stage, and 1.5–2.0 m (4.9–6.6 ft) tall when flowering in the second year.[14] Heads average between 0.5 and 4 kg (1 and 8 lb), with fast-growing, earlier-maturing varieties producing smaller heads.[15] Most cabbages have thick, alternating leaves, with margins that range from wavy or lobed to highly dissected; some varieties have a waxy bloom on the leaves. Plants have root systems that are fibrous and shallow.[10] About 90 percent of the root mass is in the upper 20–30 cm (8–12 in) of soil; some lateral roots can penetrate up to 2 m (6.6 ft) deep.[14] The inflorescence is an unbranched and indeterminate terminal raceme measuring 50–100 cm (20–40 in) tall,[14] with flowers that are yellow or white. Each flower has four petals set in a perpendicular pattern, as well as four sepals, six stamens, and a superior ovary that is two-celled and contains a single stigma and style. Two of the six stamens have shorter filaments. The fruit is a silique that opens at maturity through dehiscence to reveal brown or black seeds that are small and round in shape. Self-pollination is impossible, and plants are cross-pollinated by insects.[10] The initial leaves form a rosette shape comprising 7 to 15 leaves, each measuring 25–35 cm (10–14 in) by 20–30 cm (8–12 in);[14] after this, leaves with shorter petioles develop and heads form through the leaves cupping inward.[2] Many shapes, colors and leaf textures are found in various cultivated varieties of cabbage. Leaf types are generally divided between crinkled-leaf, loose-head savoys and smooth-leaf firm-head cabbages, while the color spectrum includes white and a range of greens and purples. Oblate, round and pointed shapes are found.[16] Cabbage has been selectively bred for head weight and morphological characteristics, frost hardiness, fast growth and storage ability. The appearance of the cabbage head has been given importance in selective breeding, with varieties being chosen for shape, color, firmness and other physical characteristics.[17] Breeding objectives are now focused on increasing resistance to various insects and diseases and improving the nutritional content of cabbage.[18] Scientific research into the genetic modification of B. oleracea crops, including cabbage, has included European Union and United States explorations of greater insect and herbicide resistance.[19] Cabbage with Moong-dal Curry Although cabbage has an extensive history,[20] it is difficult to trace its exact origins owing to the many varieties of leafy greens classified as "brassicas".[21] The wild ancestor of cabbage, Brassica oleracea, originally found in Britain and continental Europe, is tolerant of salt but not encroachment by other plants and consequently inhabits rocky cliffs in cool damp coastal habitats,[22] retaining water and nutrients in its slightly thickened, turgid leaves. According to the triangle of U theory of the evolution and relationships between Brassica species, B. oleracea and other closely related kale vegetables (cabbages, kale, broccoli, Brussels sprouts, and cauliflower) represent one of three ancestral lines from which all other brassicas originated.[23] Cabbage was probably domesticated later in history than Near Eastern crops such as lentils and summer wheat. Because of the wide range of crops developed from the wild B. oleracea, multiple broadly contemporaneous domestications of cabbage may have occurred throughout Europe. Nonheading cabbages and kale were probably the first to be domesticated, before 1000 BC,[24] by the Celts of central and western Europe.[6] Unidentified brassicas were part of the highly conservative unchanging Mesopotamian garden repertory.[25] It is believed that the ancient Egyptians did not cultivate cabbage,[26] which is not native to the Nile valley, though a word shaw't in Papyrus Harris of the time of Ramesses III, has been interpreted as "cabbage".[27] Ptolemaic Egyptians knew the cole crops as gramb, under the influence of Greek krambe, which had been a familiar plant to the Macedonian antecedents of the Ptolemies;[27] By early Roman times Egyptian artisans and children were eating cabbage and turnips among a wide variety of other vegetables and pulses.[28] The ancient Greeks had some varieties of cabbage, as mentioned by Theophrastus, although whether they were more closely related to today's cabbage or to one of the other Brassica crops is unknown.[24] The headed cabbage variety was known to the Greeks as krambe and to the Romans as brassica or olus;[29] the open, leafy variety (kale) was known in Greek as raphanos and in Latin as caulis.[29] Chrysippus of Cnidos wrote a treatise on cabbage, which Pliny knew,[30] but it has not survived. The Greeks were convinced that cabbages and grapevines were inimical, and that cabbage planted too near the vine would impart its unwelcome odor to the grapes; this Mediterranean sense of antipathy survives today.[31] Brassica was considered by some Romans a table luxury,[32] although Lucullus considered it unfit for the senatorial table.[33] The more traditionalist Cato the Elder, espousing a simple, Republican life, ate his cabbage cooked or raw and dressed with vinegar; he said it surpassed all other vegetables, and approvingly distinguished three varieties; he also gave directions for its medicinal use, which extended to the cabbage-eater's urine, in which infants might be rinsed.[34] Pliny the Elder listed seven varieties, including Pompeii cabbage, Cumae cabbage and Sabellian cabbage.[26] According to Pliny, the Pompeii cabbage, which could not stand cold, is "taller, and has a thick stock near the root, but grows thicker between the leaves, these being scantier and narrower, but their tenderness is a valuable quality".[32] The Pompeii cabbage was also mentioned by Columella in De Re Rustica.[32] Apicius gives several recipes for cauliculi, tender cabbage shoots. The Greeks and Romans claimed medicinal usages for their cabbage varieties that included relief from gout, headaches and the symptoms of poisonous mushroom ingestion.[35] The antipathy towards the vine made it seem that eating cabbage would enable one to avoid drunkenness.[36] Cabbage continued to figure in the materia medica of antiquity as well as at table: in the first century AD Dioscorides mentions two kinds of coleworts with medical uses, the cultivated and the wild,[11] and his opinions continued to be paraphrased in herbals right through the 17th century. At the end of Antiquity cabbage is mentioned in De observatione ciborum ("On the Observance of Foods") of Anthimus, a Greek doctor at the court of Theodoric the Great, and cabbage appears among vegetables directed to be cultivated in the Capitulare de villis, composed c. 771-800 that guided the governance of the royal estates of Charlemagne. In Britain, the Anglo-Saxons cultivated cawel.[37] When round-headed cabbages appeared in 14th-century England they were called cabaches and caboches, words drawn from Old French and applied at first to refer to the ball of unopened leaves,[38] the contemporaneous recipe that commences "Take cabbages and quarter them, and seethe them in good broth",[39] also suggests the tightly headed cabbage. Harvesting cabbage, Tacuinum Sanitatis, 15th century. Manuscript illuminations show the prominence of cabbage in the cuisine of the High Middle Ages,[21] and cabbage seeds feature among the seed list of purchases for the use of King John II of France when captive in England in 1360,[40] but cabbages were also a familiar staple of the poor: in the lean year of 1420 the "Bourgeois of Paris" noted that "poor people ate no bread, nothing but cabbages and turnips and such dishes, without any bread or salt".[41] French naturalist Jean Ruel made what is considered the first explicit mention of head cabbage in his 1536 botanical treatise De Natura Stirpium, referring to it as capucos coles ("head-coles"),[42] Sir Anthony Ashley, 1st Baronet, did not disdain to have a cabbage at the foot of his monument in Wimborne St Giles.[43] In Istanbul Sultan Selim III penned a tongue-in-cheek ode to cabbage: without cabbage, the halva feast was not complete.[44] Cabbages spread from Europe into Mesopotamia and Egypt as a winter vegetable, and later followed trade routes throughout Asia and the Americas.[24] The absence of Sanskrit or other ancient Eastern language names for cabbage suggests that it was introduced to South Asia relatively recently.[6] In India, cabbage was one of several vegetable crops introduced by colonizing traders from Portugal, who established trade routes from the 14th to 17th centuries.[45] Carl Peter Thunberg reported that cabbage was not yet known in Japan in 1775.[11] Many cabbage varieties—including some still commonly grown—were introduced in Germany, France, and the Low Countries.[6] During the 16th century, German gardeners developed the savoy cabbage.[46] During the 17th and 18th centuries, cabbage was a food staple in such countries as Germany, England, Ireland and Russia, and pickled cabbage was frequently eaten.[47] Sauerkraut was used by Dutch, Scandinavian and German sailors to prevent scurvy during long ship voyages.[48] Jacques Cartier first brought cabbage to the Americas in 1541–42, and it was probably planted by the early English colonists, despite the lack of written evidence of its existence there until the mid-17th century. By the 18th century, it was commonly planted by both colonists and native American Indians.[6] Cabbage seeds traveled to Australia in 1788 with the First Fleet, and were planted the same year on Norfolk Island. It became a favorite vegetable of Australians by the 1830s and was frequently seen at the Sydney Markets.[46] There are several Guinness Book of World Records entries related to cabbage. These include the heaviest cabbage, at 57.61 kilograms (127.0 lb),[49] heaviest red cabbage, at 19.05 kilograms (42.0 lb),[50] longest cabbage roll, at 15.37 meters (50.4 ft),[51] and the largest cabbage dish, at 925.4 kilograms (2,040 lb).[52] In 2012, Scott Robb of Palmer, Alaska, broke the world record for heaviest cabbage at 62.71 kilograms (138.25 lb).[53] A cabbage field Cabbage is generally grown for its densely leaved heads, produced during the first year of its biennial cycle. Plants perform best when grown in well-drained soil in a location that receives full sun. Different varieties prefer different soil types, ranging from lighter sand to heavier clay, but all prefer fertile ground with a pH between 6.0 and 6.8.[54] For optimal growth, there must be adequate levels of nitrogen in the soil, especially during the early head formation stage, and sufficient phosphorus and potassium during the early stages of expansion of the outer leaves.[55] Temperatures between 4 and 24 °C (39 and 75 °F) prompt the best growth, and extended periods of higher or lower temperatures may result in premature bolting (flowering).[54] Flowering induced by periods of low temperatures (a process called vernalization) only occurs if the plant is past the juvenile period. The transition from a juvenile to adult state happens when the stem diameter is about 6 mm (0.24 in). Vernalization allows the plant to grow to an adequate size before flowering. In certain climates, cabbage can be planted at the beginning of the cold period and survive until a later warm period without being induced to flower, a practice that was common in the eastern US.[56] Green and purple cabbages Plants are generally started in protected locations early in the growing season before being transplanted outside, although some are seeded directly into the ground from which they will be harvested.[15] Seedlings typically emerge in about 4–6 days from seeds planted 1.3 cm (0.5 in) deep at a soil temperature between 20 and 30 °C (68 and 86 °F).[57] Growers normally place plants 30 to 61 cm (12 to 24 in) apart.[15] Closer spacing reduces the resources available to each plant (especially the amount of light) and increases the time taken to reach maturity.[58] Some varieties of cabbage have been developed for ornamental use; these are generally called "flowering cabbage". They do not produce heads and feature purple or green outer leaves surrounding an inner grouping of smaller leaves in white, red, or pink.[15] Early varieties of cabbage take about 70 days from planting to reach maturity, while late varieties take about 120 days.[59] Cabbages are mature when they are firm and solid to the touch. They are harvested by cutting the stalk just below the bottom leaves with a blade. The outer leaves are trimmed, and any diseased, damaged, or necrotic leaves are removed.[60] Delays in harvest can result in the head splitting as a result of expansion of the inner leaves and continued stem growth.[61] Factors that contribute to reduced head weight include: growth in the compacted soils that result from no-till farming practices, drought, waterlogging, insect and disease incidence, and shading and nutrient stress caused by weeds.[55] When being grown for seed, cabbages must be isolated from other B. oleracea subspecies, including the wild varieties, by 0.8 to 1.6 km (0.5 to 1 mi) to prevent cross-pollination. Other Brassica species, such as B. rapa, B. juncea, B. nigra, B. napus and Raphanus sativus, do not readily cross-pollinate.[62] White cabbage There are several cultivar groups of cabbage, each including many cultivars: Some sources only delineate three cultivars: savoy, red and white, with spring greens and green cabbage being subsumed into the latter.[63] See also: List of Lepidoptera that feed on Brassica Due to its high level of nutrient requirements, cabbage is prone to nutrient deficiencies, including boron, calcium, phosphorus and potassium.[54] There are several physiological disorders that can affect the postharvest appearance of cabbage. Internal tip burn occurs when the margins of inside leaves turn brown, but the outer leaves look normal. Necrotic spot is where there are oval sunken spots a few millimeters across that are often grouped around the midrib. In pepper spot, tiny black spots occur on the areas between the veins, which can increase during storage.[64] Fungal diseases include wirestem, which causes weak or dying transplants; Fusarium yellows, which result in stunted and twisted plants with yellow leaves; and blackleg (see Leptosphaeria maculans), which leads to sunken areas on stems and gray-brown spotted leaves.[65] The fungi Alternaria brassicae and A. brassicicola cause dark leaf spots in affected plants. They are both seedborne and airborne, and typically propagate from spores in infected plant debris left on the soil surface for up to twelve weeks after harvest. Rhizoctonia solani causes the post-emergence disease wirestem, resulting in killed seedlings ("damping-off"), root rot or stunted growth and smaller heads.[66] Cabbage moth damage to a savoy cabbage One of the most common bacterial diseases to affect cabbage is black rot, caused by Xanthomonas campestris, which causes chlorotic and necrotic lesions that start at the leaf margins, and wilting of plants. Clubroot, caused by the soilborne slime mold-like organism Plasmodiophora brassicae, results in swollen, club-like roots. Downy mildew, a parasitic disease caused by the oomycete Peronospora parasitica,[66] produces pale leaves with white, brownish or olive mildew on the lower leaf surfaces; this is often confused with the fungal disease powdery mildew.[65] Pests include root-knot nematodes and cabbage maggots, which produce stunted and wilted plants with yellow leaves; aphids, which induce stunted plants with curled and yellow leaves; harlequin bugs, which cause white and yellow leaves; thrips, which lead to leaves with white-bronze spots; striped flea beetles, which riddle leaves with small holes; and caterpillars, which leave behind large, ragged holes in leaves.[65] The caterpillar stage of the "small cabbage white butterfly" (Pieris rapae), commonly known in the United States as the "imported cabbage worm", is a major cabbage pest in most countries. The large white butterfly (Pieris brassicae) is prevalent in eastern European countries. The diamondback moth (Plutella xylostella) and the cabbage moth (Mamestra brassicae) thrive in the higher summer temperatures of continental Europe, where they cause considerable damage to cabbage crops.[67] The cabbage looper (Trichoplusia ni) is infamous in North America for its voracious appetite and for producing frass that contaminates plants.[68] In India, the diamondback moth has caused losses up to 90 percent in crops that were not treated with insecticide.[69] Destructive soil insects include the cabbage root fly (Delia radicum) and the cabbage maggot (Hylemya brassicae), whose larvae can burrow into the part of plant consumed by humans.[67] Planting near other members of the cabbage family, or where these plants have been placed in previous years, can prompt the spread of pests and disease.[54] Excessive water and excessive heat can also cause cultivation problems.[65] In 2014, global production of cabbages (combined with other brassicas) was 71.8 million tonnes, led by China with 47% of the world total (table). Other major producers were India, Russia, and South Korea.[70] Cabbages sold for market are generally smaller, and different varieties are used for those sold immediately upon harvest and those stored before sale. Those used for processing, especially sauerkraut, are larger and have a lower percentage of water.[16] Both hand and mechanical harvesting are used, with hand-harvesting generally used for cabbages destined for market sales. In commercial-scale operations, hand-harvested cabbages are trimmed, sorted, and packed directly in the field to increase efficiency. Vacuum cooling rapidly refrigerates the vegetable, allowing for earlier shipping and a fresher product. Cabbage can be stored the longest at −1 to 2 °C (30 to 36 °F) with a humidity of 90–100 percent; these conditions will result in up to six months of longevity. When stored under less ideal conditions, cabbage can still last up to four months.[71] See also: List of cabbage dishes Cabbage consumption varies widely around the world: Russia has the highest annual per capita consumption at 20 kilograms (44 lb), followed by Belgium at 4.7 kilograms (10 lb), the Netherlands at 4.0 kilograms (8.8 lb), and Spain at 1.9 kilograms (4.2 lb). Americans consume 3.9 kilograms (8.6 lb) annually per capita.[35][72] Cabbage is prepared and consumed in many ways. The simplest options include eating the vegetable raw or steaming it, though many cuisines pickle, stew, sautée or braise cabbage.[21] Pickling is one of the most popular ways of preserving cabbage, creating dishes such as sauerkraut and kimchi,[15] although kimchi is more often made from Chinese cabbage (B. rapa).[21] Savoy cabbages are usually used in salads, while smooth-leaf types are utilized for both market sales and processing.[16] Bean curd and cabbage is a staple of Chinese cooking,[73] while the British dish bubble and squeak is made primarily with leftover potato and boiled cabbage and eaten with cold meat.[74] In Poland, cabbage is one of the main food crops, and it features prominently in Polish cuisine. It is frequently eaten, either cooked or as sauerkraut, as a side dish or as an ingredient in such dishes as bigos (cabbage, sauerkraut, meat, and wild mushrooms, among other ingredients) gołąbki (stuffed cabbage) and pierogi (filled dumplings). Other eastern European countries, such as Hungary and Romania, also have traditional dishes that feature cabbage as a main ingredient.[75] In India and Ethiopia, cabbage is often included in spicy salads and braises.[76] In the United States, cabbage is used primarily for the production of coleslaw, followed by market use and sauerkraut production.[35] The characteristic flavor of cabbage is caused by glucosinolates, a class of sulfur-containing glucosides. Although found throughout the plant, these compounds are concentrated in the highest quantities in the seeds; lesser quantities are found in young vegetative tissue, and they decrease as the tissue ages.[77] Cooked cabbage is often criticized for its pungent, unpleasant odor and taste. These develop when cabbage is overcooked and hydrogen sulfide gas is produced.[78] Cabbage is a rich source of vitamin C and vitamin K, containing 44% and 72%, respectively, of the Daily Value (DV) per 100-gram amount (right table of USDA nutrient values).[79] Cabbage is also a moderate source (10–19% DV) of vitamin B6 and folate, with no other nutrients having significant content per 100-gram serving (table). Basic research on cabbage phytochemicals is ongoing to discern if certain cabbage compounds may affect health or have anti-disease effects. Such compounds include sulforaphane and other glucosinolates which may stimulate the production of detoxifying enzymes during metabolism.[80] Studies suggest that cruciferous vegetables, including cabbage, may have protective effects against colon cancer.[81] Cabbage is a source of indole-3-carbinol, a chemical under basic research for its possible properties.[82] In addition to its usual purpose as an edible vegetable, cabbage has been used historically as a medicinal herb for a variety of purported health benefits. For example, the Ancient Greeks recommended consuming the vegetable as a laxative,[42] and used cabbage juice as an antidote for mushroom poisoning,[83] for eye salves, and for liniments used to help bruises heal.[84] In De Agri Cultura (On Agriculture), Cato the Elder suggested that women could prevent diseases by bathing in urine obtained from those who had frequently eaten cabbage.[42] The ancient Roman nobleman Pliny the Elder described both culinary and medicinal properties of the vegetable, recommending it for drunkenness—both preventatively to counter the effects of alcohol and to cure hangovers.[85] Similarly, the Ancient Egyptians ate cooked cabbage at the beginning of meals to reduce the intoxicating effects of wine.[86] This traditional usage persisted in European literature until the mid-20th century.[87] The cooling properties of the leaves were used in Britain as a treatment for trench foot in World War I, and as compresses for ulcers and breast abscesses. Accumulated scientific evidence corroborates that cabbage leaf treatment can reduce the pain and hardness of engorged breasts, and increase the duration of breast feeding.[88] Other medicinal uses recorded in European folk medicine include treatments for rheumatism, sore throat, hoarseness, colic, and melancholy.[87] In the United States, cabbage has been used as a hangover cure, to treat abscesses, to prevent sunstroke, or to cool body parts affected by fevers. The leaves have also been used to soothe sore feet and, when tied around a child's neck, to relieve croup. Both mashed cabbage and cabbage juice have been used in poultices to remove boils and treat warts, pneumonia, appendicitis, and ulcers.[87] Excessive consumption of cabbage may lead to increased intestinal gas which causes bloating and flatulence due to the trisaccharide raffinose, which the human small intestine cannot digest.[89] Cabbage has been linked to outbreaks of some food-borne illnesses, including Listeria monocytogenes[90] and Clostridium botulinum. The latter toxin has been traced to pre-made, packaged coleslaw mixes, while the spores were found on whole cabbages that were otherwise acceptable in appearance. Shigella species are able to survive in shredded cabbage.[91] Two outbreaks of E. coli in the United States have been linked to cabbage consumption. Biological risk assessments have concluded that there is the potential for further outbreaks linked to uncooked cabbage, due to contamination at many stages of the growing, harvesting and packaging processes. Contaminants from water, humans, animals and soil have the potential to be transferred to cabbage, and from there to the end consumer.[92] Cabbage and other cruciferous vegetables contain small amounts of thiocyanate, a compound associated with goiter formation when iodine intake is deficient.[93] Survival Emergency Camping Hiking Knife Shovel Axe Saw Gear Kit Tools

Progression-free survival

Summer is for picnics, hikes, outdoor concerts, barbeques ... and enjoying the wilderness.Camping with family or friends can be a great way to spend a weekend or a week. But unlike picnics, outdoor concerts or barbeques, camping or hiking in wilderness areas can turn from a fun outing into a very scary experience in just a few hours or even minutes.As long as you stay within a recognized campground, you have very little to worry about. You can get rained or hailed on or wake up and find the temperature has dropped 20 degrees, but none of these is a life-threatening issue. Sure, you might get cold or wet but there's always a fresh change of clothes waiting in your camper or tent.When in the wilderness, the most important thing to remember is that nature is not always a kind, gentle mother. The morning can be warm and sunshiny with not a cloud in the sky. But that doesn't mean that by early afternoon, conditions won't have changed dramatically.How can you forecast bad weather? Wind is always a good indicator. You can determine wind direction by dropping a few leaves or blades of grass or by watching the tops of trees. Once you determine wind direction, you can predict the type of weather that is on its way. Rapidly shifting winds indicate an unsettled atmosphere and a likely change in the weather. Also, birds and insects fly lower to the ground than normal in heavy, moisture-laden air. This indicates that rain is likely. Most insect activity increases before a storm.The first thing you need to do if bad weather strikes is size up your surroundings. Is there any shelter nearby - a cave or rock overhang -- where you could take refuge from rain or lightning? Probably you already know this, but never use a tree as a lightning shelter. If you can't find decent shelter, it's better to be out in the open than under a tree. Just make as small a target of yourself as possible and wait for the lightning to go away.Next, remember that haste makes waste. Don't do anything quickly and without first thinking it out. The most tempting thing might be to hurry back to your campsite as fast as you can. But that might not be the best alternative.Consider all aspects of your situation before taking action. Is it snowing or hailing? How hard is the wind blowing? Do you have streams you must cross to get back to camp? Were there gullies along the way that rain could have turned into roaring little streams? If you move too quickly, you might become disoriented and not know which way to go. Plan what you intend to do before you do it. In some cases, the best answer might be to wait for the weather to clear, especially if you can find good shelter. If it looks as if you will have to spend the night where you are, start working on a fire and campsite well before it gets dark.What should you take with you? First, make sure you have a good supply of water. If you're in severe conditions such as very hot weather or are at a high elevation, increase your fluids intake. Dehydration can occur very quickly under these conditions. To treat dehydration, you need to replace the body fluids that are lost. You can do this with water, juice, soft drinks, tea and so forth.Second, make sure you take a waterproof jacket with a hood. I like the kind made of a breathable fabric as it can both keep you dry and wick moisture away from your body.Another good investment is a daypack. You can use one of these small, lightweight backpacks to carry your waterproof jacket, if necessary, and to hold the contents of a survival kit.Even though you think you may be hiking for just a few hours, it's also a good idea to carry a couple of energy bars and some other food packets. A good alternative to energy bars is a product usually called trail gorp. Gorp, which tastes much better than it sounds, consists of a mixture of nuts, raisins, and some other protein-rich ingredients such as those chocolate bits that don't melt in your hands.It's always good to have a pocketknife and some wooden matches in a waterproof matchbox. If by some unfortunate turn of events, you end up having to spend the night in the wilderness, matches can be a real life saver, literally.Taking a compass is also a good idea. Watch your directions as you follow a trail into the wilderness. That way, you'll always be able to find you way back to camp simply by reversing directions. I also suggest sun block, sunglasses and by all means, a hat to protect you from the sun and to keep your head dry in the event of rain or hail.Surviving bad weather doesn't have to be a panic-inducing experience - if you just think and plan ahead.

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Will Ark Survival Evolved Be Free To Play

Survival skills in Santa Ana are techniques that a person may use in order to sustain life in any type of natural environment or built environment. These techniques are meant to provide basic necessities for human life which include water, food, and shelter. The skills also support proper knowledge and interactions with animals and plants to promote the sustaining of life over a period of time. Practicing with a survival suit An immersion suit, or survival suit is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean.

The Best Survival Of The Fit Test In Orange

Survival skills are often associated with the need to survive in a disaster situation in Santa Ana .

[1] Survival skills are often basic ideas and abilities that ancients invented and used themselves for thousands of years.

[2] Outdoor activities such as hiking, backpacking, horseback riding, fishing, and hunting all require basic wilderness survival skills, especially in handling emergency situations. Bush-craft and primitive living are most often self-implemented, but require many of the same skills.

Survival

Will Ark Survival Evolved Be Free To Play This is the latest accepted revision, reviewed on 16 August 2018. Jump to navigation Jump to search Herbert Spencer coined the phrase "survival of the fittest". "Survival of the fittest" is a phrase that originated from Darwinian evolutionary theory as a way of describing the mechanism of natural selection. The biological concept of fitness is defined as reproductive success. In Darwinian terms the phrase is best understood as "Survival of the form that will leave the most copies of itself in successive generations." Herbert Spencer first used the phrase, after reading Charles Darwin's On the Origin of Species, in his Principles of Biology (1864), in which he drew parallels between his own economic theories and Darwin's biological ones: "This survival of the fittest, which I have here sought to express in mechanical terms, is that which Mr. Darwin has called 'natural selection', or the preservation of favoured races in the struggle for life."[1] Darwin responded positively to Alfred Russel Wallace's suggestion of using Spencer's new phrase "survival of the fittest" as an alternative to "natural selection", and adopted the phrase in The Variation of Animals and Plants under Domestication published in 1868.[1][2] In On the Origin of Species, he introduced the phrase in the fifth edition published in 1869,[3][4] intending it to mean "better designed for an immediate, local environment".[5][6] Herbert Spencer first used the phrase – after reading Charles Darwin's On the Origin of Species – in his Principles of Biology of 1864[7] in which he drew parallels between his economic theories and Darwin's biological, evolutionary ones, writing, "This survival of the fittest, which I have here sought to express in mechanical terms, is that which Mr. Darwin has called 'natural selection', or the preservation of favored races in the struggle for life."[1] In July 1866 Alfred Russel Wallace wrote to Darwin about readers thinking that the phrase "natural selection" personified nature as "selecting", and said this misconception could be avoided "by adopting Spencer's term" Survival of the fittest. Darwin promptly replied that Wallace's letter was "as clear as daylight. I fully agree with all that you say on the advantages of H. Spencer's excellent expression of 'the survival of the fittest'. This however had not occurred to me till reading your letter. It is, however, a great objection to this term that it cannot be used as a substantive governing a verb". Had he received the letter two months earlier, he would have worked the phrase into the fourth edition of the Origin which was then being printed, and he would use it in his "next book on Domestic Animals etc.".[1] Darwin wrote on page 6 of The Variation of Animals and Plants under Domestication published in 1868, "This preservation, during the battle for life, of varieties which possess any advantage in structure, constitution, or instinct, I have called Natural Selection; and Mr. Herbert Spencer has well expressed the same idea by the Survival of the Fittest. The term "natural selection" is in some respects a bad one, as it seems to imply conscious choice; but this will be disregarded after a little familiarity". He defended his analogy as similar to language used in chemistry, and to astronomers depicting the "attraction of gravity as ruling the movements of the planets", or the way in which "agriculturists speak of man making domestic races by his power of selection". He had "often personified the word Nature; for I have found it difficult to avoid this ambiguity; but I mean by nature only the aggregate action and product of many natural laws,—and by laws only the ascertained sequence of events."[2] In the first four editions of On the Origin of Species, Darwin had used the phrase "natural selection".[8] In Chapter 4 of the 5th edition of The Origin published in 1869,[3] Darwin implies again the synonym: "Natural Selection, or the Survival of the Fittest".[4] By "fittest" Darwin meant "better adapted for the immediate, local environment", not the common modern meaning of "in the best physical shape" (think of a puzzle piece, not an athlete).[5] In the introduction he gave full credit to Spencer, writing "I have called this principle, by which each slight variation, if useful, is preserved, by the term Natural Selection, in order to mark its relation to man's power of selection. But the expression often used by Mr. Herbert Spencer of the Survival of the Fittest is more accurate, and is sometimes equally convenient."[9] In The Man Versus The State, Spencer used the phrase in a postscript to justify a plausible explanation of how his theories would not be adopted by "societies of militant type". He uses the term in the context of societies at war, and the form of his reference suggests that he is applying a general principle.[10] "Thus by survival of the fittest, the militant type of society becomes characterized by profound confidence in the governing power, joined with a loyalty causing submission to it in all matters whatever".[11] Though Spencer’s conception of organic evolution is commonly interpreted as a form of Lamarckism,[a] Herbert Spencer is sometimes credited with inaugurating Social Darwinism. The phrase "survival of the fittest" has become widely used in popular literature as a catchphrase for any topic related or analogous to evolution and natural selection. It has thus been applied to principles of unrestrained competition, and it has been used extensively by both proponents and opponents of Social Darwinism.[citation needed] Evolutionary biologists criticise the manner in which the term is used by non-scientists and the connotations that have grown around the term in popular culture. The phrase also does not help in conveying the complex nature of natural selection, so modern biologists prefer and almost exclusively use the term natural selection. The biological concept of fitness refers to reproductive success, as opposed to survival, and is not explicit in the specific ways in which organisms can be more "fit" (increase reproductive success) as having phenotypic characteristics that enhance survival and reproduction (which was the meaning that Spencer had in mind).[citation needed] While the phrase "survival of the fittest” is often used to refer to “natural selection”, it is avoided by modern biologists, because the phrase can be misleading. For example, “survival” is only one aspect of selection, and not always the most important. Another problem is that the word “fit” is frequently confused with a state of physical fitness. In the evolutionary meaning “fitness” is the rate of reproductive output among a class of genetic variants.[13] The phrase can also be interpreted to express a theory or hypothesis: that "fit" as opposed to "unfit" individuals or species, in some sense of "fit", will survive some test. Interpretations of the phrase as expressing a theory are in danger of being tautological, meaning roughly "those with a propensity to survive have a propensity to survive"; to have content the theory must use a concept of fitness that is independent of that of survival.[5][14] Interpreted as a theory of species survival, the theory that the fittest species survive is undermined by evidence that while direct competition is observed between individuals, populations and species, there is little evidence that competition has been the driving force in the evolution of large groups such as, for example, amphibians, reptiles, and mammals. Instead, these groups have evolved by expanding into empty ecological niches.[15] In the punctuated equilibrium model of environmental and biological change, the factor determining survival is often not superiority over another in competition but ability to survive dramatic changes in environmental conditions, such as after a meteor impact energetic enough to greatly change the environment globally. The main land dwelling animals to survive the K-Pg impact 66 million years ago had the ability to live in underground tunnels, for example. In 2010 Sahney et al. argued that there is little evidence that intrinsic, biological factors such as competition have been the driving force in the evolution of large groups. Instead, they cited extrinsic, abiotic factors such as expansion as the driving factor on a large evolutionary scale. The rise of dominant groups such as amphibians, reptiles, mammals and birds occurred by opportunistic expansion into empty ecological niches and the extinction of groups happened due to large shifts in the abiotic environment.[15] It has been claimed that "the survival of the fittest" theory in biology was interpreted by late 19th century capitalists as "an ethical precept that sanctioned cut-throat economic competition" and led to the advent of the theory of "social Darwinism" which was used to justify laissez-faire economics, war and racism. However, these ideas predate and commonly contradict Darwin's ideas, and indeed their proponents rarely invoked Darwin in support.[citation needed] The term "social Darwinism" referring to capitalist ideologies was introduced as a term of abuse by Richard Hofstadter's Social Darwinism in American Thought published in 1944.[16][17] Critics of theories of evolution have argued that "survival of the fittest" provides a justification for behaviour that undermines moral standards by letting the strong set standards of justice to the detriment of the weak.[18] However, any use of evolutionary descriptions to set moral standards would be a naturalistic fallacy (or more specifically the is–ought problem), as prescriptive moral statements cannot be derived from purely descriptive premises. Describing how things are does not imply that things ought to be that way. It is also suggested that "survival of the fittest" implies treating the weak badly, even though in some cases of good social behaviour – co-operating with others and treating them well – might improve evolutionary fitness.[16][19] Russian anarchist Peter Kropotkin viewed the concept of "survival of the fittest" as supporting co-operation rather than competition. In his book Mutual Aid: A Factor of Evolution he set out his analysis leading to the conclusion that the fittest was not necessarily the best at competing individually, but often the community made up of those best at working together. He concluded that In the animal world we have seen that the vast majority of species live in societies, and that they find in association the best arms for the struggle for life: understood, of course, in its wide Darwinian sense — not as a struggle for the sheer means of existence, but as a struggle against all natural conditions unfavourable to the species. The animal species, in which individual struggle has been reduced to its narrowest limits, and the practice of mutual aid has attained the greatest development, are invariably the most numerous, the most prosperous, and the most open to further progress. Applying this concept to human society, Kropotkin presented mutual aid as one of the dominant factors of evolution, the other being self-assertion, and concluded that In the practice of mutual aid, which we can retrace to the earliest beginnings of evolution, we thus find the positive and undoubted origin of our ethical conceptions; and we can affirm that in the ethical progress of man, mutual support not mutual struggle – has had the leading part. In its wide extension, even at the present time, we also see the best guarantee of a still loftier evolution of our race. "Survival of the fittest" is sometimes claimed to be a tautology.[20] The reasoning is that if one takes the term "fit" to mean "endowed with phenotypic characteristics which improve chances of survival and reproduction" (which is roughly how Spencer understood it), then "survival of the fittest" can simply be rewritten as "survival of those who are better equipped for surviving". Furthermore, the expression does become a tautology if one uses the most widely accepted definition of "fitness" in modern biology, namely reproductive success itself (rather than any set of characters conducive to this reproductive success). This reasoning is sometimes used to claim that Darwin's entire theory of evolution by natural selection is fundamentally tautological, and therefore devoid of any explanatory power.[20] However, the expression "survival of the fittest" (taken on its own and out of context) gives a very incomplete account of the mechanism of natural selection. The reason is that it does not mention a key requirement for natural selection, namely the requirement of heritability. It is true that the phrase "survival of the fittest", in and by itself, is a tautology if fitness is defined by survival and reproduction. Natural selection is the portion of variation in reproductive success that is caused by heritable characters (see the article on natural selection).[20] If certain heritable characters increase or decrease the chances of survival and reproduction of their bearers, then it follows mechanically (by definition of "heritable") that those characters that improve survival and reproduction will increase in frequency over generations. This is precisely what is called "evolution by natural selection." On the other hand, if the characters which lead to differential reproductive success are not heritable, then no meaningful evolution will occur, "survival of the fittest" or not: if improvement in reproductive success is caused by traits that are not heritable, then there is no reason why these traits should increase in frequency over generations. In other words, natural selection does not simply state that "survivors survive" or "reproducers reproduce"; rather, it states that "survivors survive, reproduce and therefore propagate any heritable characters which have affected their survival and reproductive success". This statement is not tautological: it hinges on the testable hypothesis that such fitness-impacting heritable variations actually exist (a hypothesis that has been amply confirmed.)[20] Momme von Sydow suggested further definitions of 'survival of the fittest' that may yield a testable meaning in biology and also in other areas where Darwinian processes have been influential. However, much care would be needed to disentangle tautological from testable aspects. Moreover, an "implicit shifting between a testable and an untestable interpretation can be an illicit tactic to immunize natural selection [...] while conveying the impression that one is concerned with testable hypotheses."[14][21] Skeptic Society founder and Skeptic magazine publisher Michael Shermer addresses the tautology problem in his 1997 book, Why People Believe Weird Things, in which he points out that although tautologies are sometimes the beginning of science, they are never the end, and that scientific principles like natural selection are testable and falsifiable by virtue of their predictive power. Shermer points out, as an example, that population genetics accurately demonstrate when natural selection will and will not effect change on a population. Shermer hypothesizes that if hominid fossils were found in the same geological strata as trilobites, it would be evidence against natural selection.[22] ^ a b c d "Letter 5140 – Wallace, A. R. to Darwin, C. R., 2 July 1866". Darwin Correspondence Project. Retrieved 12 January 2010. "Letter 5145 – Darwin, C. R. to Wallace, A. R., 5 July (1866)". Darwin Correspondence Project. Retrieved 12 January 2010.  ^ "Herbert Spencer in his Principles of Biology of 1864, vol. 1, p. 444, wrote: 'This survival of the fittest, which I have here sought to express in mechanical terms, is that which Mr. Darwin has called "natural selection", or the preservation of favoured races in the struggle for life.'" Maurice E. Stucke, Better Competition Advocacy, retrieved 29 August 2007 , citing HERBERT SPENCER, THE PRINCIPLES OF BIOLOGY 444 (Univ. Press of the Pac. 2002.) ^ a b "This preservation, during the battle for life, of varieties which possess any advantage in structure, constitution, or instinct, I have called Natural Selection; and Mr. Herbert Spencer has well expressed the same idea by the Survival of the Fittest. The term "natural selection" is in some respects a bad one, as it seems to imply conscious choice; but this will be disregarded after a little familiarity." Darwin, Charles (1868), The Variation of Animals and Plants under Domestication, 1 (1st ed.), London: John Murray, p. 6, retrieved 10 August 2015  ^ a b Freeman, R. B. (1977), "On the Origin of Species", The Works of Charles Darwin: An Annotated Bibliographical Handlist (2nd ed.), Cannon House, Folkestone, Kent, England: Wm Dawson & Sons Ltd  ^ a b "This preservation of favourable variations, and the destruction of injurious variations, I call Natural Selection, or the Survival of the Fittest." – Darwin, Charles (1869), On the Origin of Species by Means of Natural Selection, or the Preservation of Favoured Races in the Struggle for Life (5th ed.), London: John Murray, pp. 91–92, retrieved 22 February 2009  ^ a b c "Stephen Jay Gould, Darwin's Untimely Burial", 1976; from Philosophy of Biology:An Anthology, Alex Rosenberg, Robert Arp ed., John Wiley & Sons, May 2009, pp. 99–102. ^ "Evolutionary biologists customarily employ the metaphor 'survival of the fittest,' which has a precise meaning in the context of mathematical population genetics, as a shorthand expression when describing evolutionary processes." Chew, Matthew K.; Laubichler, Manfred D. (4 July 2003), "PERCEPTIONS OF SCIENCE: Natural Enemies — Metaphor or Misconception?", Science, 301 (5629): 52–53, doi:10.1126/science.1085274, PMID 12846231, retrieved 20 March 2008  ^ Vol. 1, p. 444 ^ U. Kutschera (14 March 2003), A Comparative Analysis of the Darwin-Wallace Papers and the Development of the Concept of Natural Selection (PDF), Institut für Biologie, Universität Kassel, Germany, archived from the original (PDF) on 14 April 2008, retrieved 20 March 2008  ^ Darwin, Charles (1869), On the Origin of Species by Means of Natural Selection, or the Preservation of Favoured Races in the Struggle for Life (5th ed.), London: John Murray, p. 72  ^ The principle of natural selection applied to groups of individual is known as Group selection. ^ Herbert Spencer; Truxton Beale (1916), The Man Versus the State: A Collection of Essays, M. Kennerley  (snippet) ^ Federico Morganti (May 26, 2013). "Adaptation and Progress: Spencer's Criticism of Lamarck". Evolution & Cognition.  External link in |publisher= (help) ^ Colby, Chris (1996–1997), Introduction to Evolutionary Biology, TalkOrigins Archive, retrieved 22 February 2009  ^ a b von Sydow, M. (2014). ‘Survival of the Fittest’ in Darwinian Metaphysics – Tautology or Testable Theory? Archived 3 March 2016 at the Wayback Machine. (pp. 199–222) In E. Voigts, B. Schaff & M. Pietrzak-Franger (Eds.). Reflecting on Darwin. Farnham, London: Ashgate. ^ a b Sahney, S., Benton, M.J. and Ferry, P.A. (2010), "Links between global taxonomic diversity, ecological diversity and the expansion of vertebrates on land" (PDF), Biology Letters, 6 (4): 544–547, doi:10.1098/rsbl.2009.1024, PMC 2936204 , PMID 20106856. CS1 maint: Multiple names: authors list (link) ^ a b John S. Wilkins (1997), Evolution and Philosophy: Social Darwinism – Does evolution make might right?, TalkOrigins Archive, retrieved 21 November 2007  ^ Leonard, Thomas C. (2005), "Mistaking Eugenics for Social Darwinism: Why Eugenics is Missing from the History of American Economics" (PDF), History of Political Economy, 37 (supplement:): 200–233, doi:10.1215/00182702-37-Suppl_1-200  ^ Alan Keyes (7 July 2001), WorldNetDaily: Survival of the fittest?, WorldNetDaily, retrieved 19 November 2007  ^ Mark Isaak (2004), CA002: Survival of the fittest implies might makes right, TalkOrigins Archive, retrieved 19 November 2007  ^ a b c d Corey, Michael Anthony (1994), "Chapter 5. Natural Selection", Back to Darwin: the scientific case for Deistic evolution, Rowman and Littlefield, p. 147, ISBN 978-0-8191-9307-0  ^ Cf. von Sydow, M. (2012). From Darwinian Metaphysics towards Understanding the Evolution of Evolutionary Mechanisms. A Historical and Philosophical Analysis of Gene-Darwinism and Universal Darwinism. Universitätsverlag Göttingen. ^ Shermer, Michael; Why People Believe Weird Things; 1997; Pages 143–144 Grocery Store Survival Foods With Long Shelf Life

Planning an Outdoor Survival Trip

This is the latest accepted revision, reviewed on 16 August 2018. Jump to navigation Jump to search Herbert Spencer coined the phrase "survival of the fittest". "Survival of the fittest" is a phrase that originated from Darwinian evolutionary theory as a way of describing the mechanism of natural selection. The biological concept of fitness is defined as reproductive success. In Darwinian terms the phrase is best understood as "Survival of the form that will leave the most copies of itself in successive generations." Herbert Spencer first used the phrase, after reading Charles Darwin's On the Origin of Species, in his Principles of Biology (1864), in which he drew parallels between his own economic theories and Darwin's biological ones: "This survival of the fittest, which I have here sought to express in mechanical terms, is that which Mr. Darwin has called 'natural selection', or the preservation of favoured races in the struggle for life."[1] Darwin responded positively to Alfred Russel Wallace's suggestion of using Spencer's new phrase "survival of the fittest" as an alternative to "natural selection", and adopted the phrase in The Variation of Animals and Plants under Domestication published in 1868.[1][2] In On the Origin of Species, he introduced the phrase in the fifth edition published in 1869,[3][4] intending it to mean "better designed for an immediate, local environment".[5][6] Herbert Spencer first used the phrase – after reading Charles Darwin's On the Origin of Species – in his Principles of Biology of 1864[7] in which he drew parallels between his economic theories and Darwin's biological, evolutionary ones, writing, "This survival of the fittest, which I have here sought to express in mechanical terms, is that which Mr. Darwin has called 'natural selection', or the preservation of favored races in the struggle for life."[1] In July 1866 Alfred Russel Wallace wrote to Darwin about readers thinking that the phrase "natural selection" personified nature as "selecting", and said this misconception could be avoided "by adopting Spencer's term" Survival of the fittest. Darwin promptly replied that Wallace's letter was "as clear as daylight. I fully agree with all that you say on the advantages of H. Spencer's excellent expression of 'the survival of the fittest'. This however had not occurred to me till reading your letter. It is, however, a great objection to this term that it cannot be used as a substantive governing a verb". Had he received the letter two months earlier, he would have worked the phrase into the fourth edition of the Origin which was then being printed, and he would use it in his "next book on Domestic Animals etc.".[1] Darwin wrote on page 6 of The Variation of Animals and Plants under Domestication published in 1868, "This preservation, during the battle for life, of varieties which possess any advantage in structure, constitution, or instinct, I have called Natural Selection; and Mr. Herbert Spencer has well expressed the same idea by the Survival of the Fittest. The term "natural selection" is in some respects a bad one, as it seems to imply conscious choice; but this will be disregarded after a little familiarity". He defended his analogy as similar to language used in chemistry, and to astronomers depicting the "attraction of gravity as ruling the movements of the planets", or the way in which "agriculturists speak of man making domestic races by his power of selection". He had "often personified the word Nature; for I have found it difficult to avoid this ambiguity; but I mean by nature only the aggregate action and product of many natural laws,—and by laws only the ascertained sequence of events."[2] In the first four editions of On the Origin of Species, Darwin had used the phrase "natural selection".[8] In Chapter 4 of the 5th edition of The Origin published in 1869,[3] Darwin implies again the synonym: "Natural Selection, or the Survival of the Fittest".[4] By "fittest" Darwin meant "better adapted for the immediate, local environment", not the common modern meaning of "in the best physical shape" (think of a puzzle piece, not an athlete).[5] In the introduction he gave full credit to Spencer, writing "I have called this principle, by which each slight variation, if useful, is preserved, by the term Natural Selection, in order to mark its relation to man's power of selection. But the expression often used by Mr. Herbert Spencer of the Survival of the Fittest is more accurate, and is sometimes equally convenient."[9] In The Man Versus The State, Spencer used the phrase in a postscript to justify a plausible explanation of how his theories would not be adopted by "societies of militant type". He uses the term in the context of societies at war, and the form of his reference suggests that he is applying a general principle.[10] "Thus by survival of the fittest, the militant type of society becomes characterized by profound confidence in the governing power, joined with a loyalty causing submission to it in all matters whatever".[11] Though Spencer’s conception of organic evolution is commonly interpreted as a form of Lamarckism,[a] Herbert Spencer is sometimes credited with inaugurating Social Darwinism. The phrase "survival of the fittest" has become widely used in popular literature as a catchphrase for any topic related or analogous to evolution and natural selection. It has thus been applied to principles of unrestrained competition, and it has been used extensively by both proponents and opponents of Social Darwinism.[citation needed] Evolutionary biologists criticise the manner in which the term is used by non-scientists and the connotations that have grown around the term in popular culture. The phrase also does not help in conveying the complex nature of natural selection, so modern biologists prefer and almost exclusively use the term natural selection. The biological concept of fitness refers to reproductive success, as opposed to survival, and is not explicit in the specific ways in which organisms can be more "fit" (increase reproductive success) as having phenotypic characteristics that enhance survival and reproduction (which was the meaning that Spencer had in mind).[citation needed] While the phrase "survival of the fittest” is often used to refer to “natural selection”, it is avoided by modern biologists, because the phrase can be misleading. For example, “survival” is only one aspect of selection, and not always the most important. Another problem is that the word “fit” is frequently confused with a state of physical fitness. In the evolutionary meaning “fitness” is the rate of reproductive output among a class of genetic variants.[13] The phrase can also be interpreted to express a theory or hypothesis: that "fit" as opposed to "unfit" individuals or species, in some sense of "fit", will survive some test. Interpretations of the phrase as expressing a theory are in danger of being tautological, meaning roughly "those with a propensity to survive have a propensity to survive"; to have content the theory must use a concept of fitness that is independent of that of survival.[5][14] Interpreted as a theory of species survival, the theory that the fittest species survive is undermined by evidence that while direct competition is observed between individuals, populations and species, there is little evidence that competition has been the driving force in the evolution of large groups such as, for example, amphibians, reptiles, and mammals. Instead, these groups have evolved by expanding into empty ecological niches.[15] In the punctuated equilibrium model of environmental and biological change, the factor determining survival is often not superiority over another in competition but ability to survive dramatic changes in environmental conditions, such as after a meteor impact energetic enough to greatly change the environment globally. The main land dwelling animals to survive the K-Pg impact 66 million years ago had the ability to live in underground tunnels, for example. In 2010 Sahney et al. argued that there is little evidence that intrinsic, biological factors such as competition have been the driving force in the evolution of large groups. Instead, they cited extrinsic, abiotic factors such as expansion as the driving factor on a large evolutionary scale. The rise of dominant groups such as amphibians, reptiles, mammals and birds occurred by opportunistic expansion into empty ecological niches and the extinction of groups happened due to large shifts in the abiotic environment.[15] It has been claimed that "the survival of the fittest" theory in biology was interpreted by late 19th century capitalists as "an ethical precept that sanctioned cut-throat economic competition" and led to the advent of the theory of "social Darwinism" which was used to justify laissez-faire economics, war and racism. However, these ideas predate and commonly contradict Darwin's ideas, and indeed their proponents rarely invoked Darwin in support.[citation needed] The term "social Darwinism" referring to capitalist ideologies was introduced as a term of abuse by Richard Hofstadter's Social Darwinism in American Thought published in 1944.[16][17] Critics of theories of evolution have argued that "survival of the fittest" provides a justification for behaviour that undermines moral standards by letting the strong set standards of justice to the detriment of the weak.[18] However, any use of evolutionary descriptions to set moral standards would be a naturalistic fallacy (or more specifically the is–ought problem), as prescriptive moral statements cannot be derived from purely descriptive premises. Describing how things are does not imply that things ought to be that way. It is also suggested that "survival of the fittest" implies treating the weak badly, even though in some cases of good social behaviour – co-operating with others and treating them well – might improve evolutionary fitness.[16][19] Russian anarchist Peter Kropotkin viewed the concept of "survival of the fittest" as supporting co-operation rather than competition. In his book Mutual Aid: A Factor of Evolution he set out his analysis leading to the conclusion that the fittest was not necessarily the best at competing individually, but often the community made up of those best at working together. He concluded that In the animal world we have seen that the vast majority of species live in societies, and that they find in association the best arms for the struggle for life: understood, of course, in its wide Darwinian sense — not as a struggle for the sheer means of existence, but as a struggle against all natural conditions unfavourable to the species. The animal species, in which individual struggle has been reduced to its narrowest limits, and the practice of mutual aid has attained the greatest development, are invariably the most numerous, the most prosperous, and the most open to further progress. Applying this concept to human society, Kropotkin presented mutual aid as one of the dominant factors of evolution, the other being self-assertion, and concluded that In the practice of mutual aid, which we can retrace to the earliest beginnings of evolution, we thus find the positive and undoubted origin of our ethical conceptions; and we can affirm that in the ethical progress of man, mutual support not mutual struggle – has had the leading part. In its wide extension, even at the present time, we also see the best guarantee of a still loftier evolution of our race. "Survival of the fittest" is sometimes claimed to be a tautology.[20] The reasoning is that if one takes the term "fit" to mean "endowed with phenotypic characteristics which improve chances of survival and reproduction" (which is roughly how Spencer understood it), then "survival of the fittest" can simply be rewritten as "survival of those who are better equipped for surviving". Furthermore, the expression does become a tautology if one uses the most widely accepted definition of "fitness" in modern biology, namely reproductive success itself (rather than any set of characters conducive to this reproductive success). This reasoning is sometimes used to claim that Darwin's entire theory of evolution by natural selection is fundamentally tautological, and therefore devoid of any explanatory power.[20] However, the expression "survival of the fittest" (taken on its own and out of context) gives a very incomplete account of the mechanism of natural selection. The reason is that it does not mention a key requirement for natural selection, namely the requirement of heritability. It is true that the phrase "survival of the fittest", in and by itself, is a tautology if fitness is defined by survival and reproduction. Natural selection is the portion of variation in reproductive success that is caused by heritable characters (see the article on natural selection).[20] If certain heritable characters increase or decrease the chances of survival and reproduction of their bearers, then it follows mechanically (by definition of "heritable") that those characters that improve survival and reproduction will increase in frequency over generations. This is precisely what is called "evolution by natural selection." On the other hand, if the characters which lead to differential reproductive success are not heritable, then no meaningful evolution will occur, "survival of the fittest" or not: if improvement in reproductive success is caused by traits that are not heritable, then there is no reason why these traits should increase in frequency over generations. In other words, natural selection does not simply state that "survivors survive" or "reproducers reproduce"; rather, it states that "survivors survive, reproduce and therefore propagate any heritable characters which have affected their survival and reproductive success". This statement is not tautological: it hinges on the testable hypothesis that such fitness-impacting heritable variations actually exist (a hypothesis that has been amply confirmed.)[20] Momme von Sydow suggested further definitions of 'survival of the fittest' that may yield a testable meaning in biology and also in other areas where Darwinian processes have been influential. However, much care would be needed to disentangle tautological from testable aspects. Moreover, an "implicit shifting between a testable and an untestable interpretation can be an illicit tactic to immunize natural selection [...] while conveying the impression that one is concerned with testable hypotheses."[14][21] Skeptic Society founder and Skeptic magazine publisher Michael Shermer addresses the tautology problem in his 1997 book, Why People Believe Weird Things, in which he points out that although tautologies are sometimes the beginning of science, they are never the end, and that scientific principles like natural selection are testable and falsifiable by virtue of their predictive power. Shermer points out, as an example, that population genetics accurately demonstrate when natural selection will and will not effect change on a population. Shermer hypothesizes that if hominid fossils were found in the same geological strata as trilobites, it would be evidence against natural selection.[22] ^ a b c d "Letter 5140 – Wallace, A. R. to Darwin, C. R., 2 July 1866". Darwin Correspondence Project. Retrieved 12 January 2010. "Letter 5145 – Darwin, C. R. to Wallace, A. R., 5 July (1866)". Darwin Correspondence Project. Retrieved 12 January 2010.  ^ "Herbert Spencer in his Principles of Biology of 1864, vol. 1, p. 444, wrote: 'This survival of the fittest, which I have here sought to express in mechanical terms, is that which Mr. Darwin has called "natural selection", or the preservation of favoured races in the struggle for life.'" Maurice E. Stucke, Better Competition Advocacy, retrieved 29 August 2007 , citing HERBERT SPENCER, THE PRINCIPLES OF BIOLOGY 444 (Univ. Press of the Pac. 2002.) ^ a b "This preservation, during the battle for life, of varieties which possess any advantage in structure, constitution, or instinct, I have called Natural Selection; and Mr. Herbert Spencer has well expressed the same idea by the Survival of the Fittest. The term "natural selection" is in some respects a bad one, as it seems to imply conscious choice; but this will be disregarded after a little familiarity." Darwin, Charles (1868), The Variation of Animals and Plants under Domestication, 1 (1st ed.), London: John Murray, p. 6, retrieved 10 August 2015  ^ a b Freeman, R. B. (1977), "On the Origin of Species", The Works of Charles Darwin: An Annotated Bibliographical Handlist (2nd ed.), Cannon House, Folkestone, Kent, England: Wm Dawson & Sons Ltd  ^ a b "This preservation of favourable variations, and the destruction of injurious variations, I call Natural Selection, or the Survival of the Fittest." – Darwin, Charles (1869), On the Origin of Species by Means of Natural Selection, or the Preservation of Favoured Races in the Struggle for Life (5th ed.), London: John Murray, pp. 91–92, retrieved 22 February 2009  ^ a b c "Stephen Jay Gould, Darwin's Untimely Burial", 1976; from Philosophy of Biology:An Anthology, Alex Rosenberg, Robert Arp ed., John Wiley & Sons, May 2009, pp. 99–102. ^ "Evolutionary biologists customarily employ the metaphor 'survival of the fittest,' which has a precise meaning in the context of mathematical population genetics, as a shorthand expression when describing evolutionary processes." Chew, Matthew K.; Laubichler, Manfred D. (4 July 2003), "PERCEPTIONS OF SCIENCE: Natural Enemies — Metaphor or Misconception?", Science, 301 (5629): 52–53, doi:10.1126/science.1085274, PMID 12846231, retrieved 20 March 2008  ^ Vol. 1, p. 444 ^ U. Kutschera (14 March 2003), A Comparative Analysis of the Darwin-Wallace Papers and the Development of the Concept of Natural Selection (PDF), Institut für Biologie, Universität Kassel, Germany, archived from the original (PDF) on 14 April 2008, retrieved 20 March 2008  ^ Darwin, Charles (1869), On the Origin of Species by Means of Natural Selection, or the Preservation of Favoured Races in the Struggle for Life (5th ed.), London: John Murray, p. 72  ^ The principle of natural selection applied to groups of individual is known as Group selection. ^ Herbert Spencer; Truxton Beale (1916), The Man Versus the State: A Collection of Essays, M. Kennerley  (snippet) ^ Federico Morganti (May 26, 2013). "Adaptation and Progress: Spencer's Criticism of Lamarck". 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(2005), "Mistaking Eugenics for Social Darwinism: Why Eugenics is Missing from the History of American Economics" (PDF), History of Political Economy, 37 (supplement:): 200–233, doi:10.1215/00182702-37-Suppl_1-200  ^ Alan Keyes (7 July 2001), WorldNetDaily: Survival of the fittest?, WorldNetDaily, retrieved 19 November 2007  ^ Mark Isaak (2004), CA002: Survival of the fittest implies might makes right, TalkOrigins Archive, retrieved 19 November 2007  ^ a b c d Corey, Michael Anthony (1994), "Chapter 5. Natural Selection", Back to Darwin: the scientific case for Deistic evolution, Rowman and Littlefield, p. 147, ISBN 978-0-8191-9307-0  ^ Cf. von Sydow, M. (2012). From Darwinian Metaphysics towards Understanding the Evolution of Evolutionary Mechanisms. A Historical and Philosophical Analysis of Gene-Darwinism and Universal Darwinism. Universitätsverlag Göttingen. ^ Shermer, Michael; Why People Believe Weird Things; 1997; Pages 143–144

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