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Monday 24 February 2020

Pledge Update - I Need A 12 Step Program...

   Well, it's about a third of the way through the year and I am not doing too badly on the Pledge for this year.

   What the heck is "The Pledge" you ask? It's a promise to do my best to paint more minis than I actually receive in a year. I usually don't do very well at it. This year has been pretty good so far, especially in the matter of terrain pieces.

   But that is about to take a MAJOR hit. You see, about 18 months ago I backed this little Kickstarter for Reaper Bones. And, um, well... I have a couple of hundred or so minis that are going to arrive any time now. Those pieces are not yet figured into the Pledge Count - I only count things that I actually receive in to my hands in a year.

This will be arriving:

CORE SET

  • Infantry: 113
  • Monsters: 15
  • Vehicles: 1
  • Terrain: 34

LOST VALLEY EXPANSION

  • Infantry: 24
  • Monsters: 10
  • Vehicles: 0
  • Terrain: 2

EXTRAS:

  • Snake Cultists (Infantry): 6
  • Ape Attack (Infantry?): 3
  • Hill Giants (Monsters): 2
  • King of the Jungle (Monster): 1
  • Frost Giant Raiders (Monsters): 3

   That's a total haul of 146 "Infantry," 31 Monsters, 36 pieces of Terrain, and one Vehicle (a pig-drawn pumpkin cart). Some I will probably try to resell, as I am not interested in all of it. But even so, that's a LOT of minis. And they really don't work much for most of my wargaming needs. THey do help with a lot of RPG needs though.

   And I really wish I had bought more, honestly. The Fire Giant Huntsman, Hill Giant Hunter and Dire Lion, Blacktooth Terror, Mossbeard Treeman, and the Darkreach Expansion...

   I may have a problem. Is there a 12 Step Program for this?

Sunday 23 February 2020

Tech Book Face Off: Seven Concurrency Models In Seven Weeks Vs. CUDA By Example

Concurrency and parallelism are becoming more important by the day, as processor cores are becoming more numerous per CPU and more widespread in every type of computing device, while single core performance is stagnating. Something that used to be barely accessible to the average programmer is now becoming ubiquitous, which makes it even more pertinent to learn how to utilize all of these supercomputers effectively. Besides, parallel processing is a fascinating topic, and I think it's great that it is now so easy to experiment at home with things that used to be reserved for huge companies and university research departments. In order to become more proficient at programming in this way, I started with the book Seven Concurrency Models in Seven Weeks: When Threads Unravel by Paul Butcher for an overview of the current state of affairs in concurrent and parallel programming. Then I went for an introduction to CUDA programming for GPUs with CUDA by Example by Jason Sanders and Edward Kandrot. I've been looking forward to digging into these fascinating books for a while now, so let's see how they stack up.

Seven Concurrency Models in Seven Weeks front coverVS.CUDA By Example front cover

Seven Concurrency Models in Seven Weeks

I had previously enjoyed reading three other Seven in Seven Weeks books so I figured this one was an obvious choice for a solid book on concurrency, and that hunch held true. Butcher gives an excellent tour of the current state of concurrency and parallelism in the software development world, and he does it with a compelling story that builds up from the foundations of concurrency to the modern state-of-the-art services available for Big Data processing, at least circa 2014.

The main rationale for paying more attention to concurrency and parallelism is that that is where the hardware is taking us. As Butcher argues in the introduction:
The primary driver behind this resurgence of interest is what's become known as the "multicore crisis." Moore's law continues to deliver more transistors per chip, but instead of those transistors being used to make a single CPU faster, we're seeing computers with more and more cores.
As Herb Sutter said, "The free lunch is over." You can no longer make your code run faster by simply waiting for faster hardware. These days if you need more performance, you need to exploit multiple cores, and that means exploiting parallelism.
So if we're going to take advantage of all of these multiplying cores, we'd better figure out how to handle doing multiple things at once in our programs.

Our concurrency story begins with the little things. The first week focuses on the fundamentals of concurrency: threads and locks. Each week is split into three days, each day building on the day before, with the intention of being able to learn and experiment with the chapter's contents over a weekend. This first week on threads and locks is not meant to show the reader how to do modern parallel programming with threads, but to give a foundation of understanding for the higher-level concepts that come later. Threads are notoriously difficult to use without corrupting program state and crashing programs, and locks are a necessary evil that can help solve those corruption problems but have problems of their own, like deadlocks and livelocks. These problems are especially insidious because they're most often invisible, as Butcher warns:
To my mind, what makes multithreaded programming difficult is not that writing it is hard, but that testing it is hard. It's not the pitfalls that you can fall into; it's the fact that you don't necessarily know whether you've fallen into one of them. 
The first concurrency model gives us a view into that abyss, but then pulls back and moves on to better alternatives right away. The first better model turns out to be an old programming paradigm that has recently become more and more popular: functional programming. One of the biggest problems with programming languages like C or Java is that they have mutable state. That means most of their data structures and variables can and do change by default. Functional languages, on the other hand, default to immutable data structures that don't have the same problems when sharing state across threads.

The next model goes into detail about how one functional language, Clojure, uses the basic advantages of immutable state by separating identity and state. The identity of a data structure is what that data structure is inherently, like a list of names. It doesn't change. The state, which specific names are in the list, can change over time, and a persistent data structure in Clojure will guarantee that if the state changes for one thread, it will not change for other threads unless that state is explicitly passed from one thread to another. This separation of identity and state is accomplished by atoms and agents, but we don't have time to get into the specifics here. It's in the book.

After Clojure, we move on to Elixir, another functional language that takes a different approach to parallelism. Instead of threads, Elixir has extremely lightweight processes that can be used to make highly reliable applications out of unreliable components. The perspective to take when programming in Elixir is to design the application so that individual processes are not critical and can fail. Then instead of trying to do thorough error checking, we can just let them crash and depend on the system to recover and restart them. This approach makes for incredibly reliable systems, and with Elixir running on the Erlang VM, it has a solid foundation for bulletproof systems.

With the next model, we come back to Clojure to explore communicating sequential processes (CSP). Instead of making the endpoints in a message the important thing, CSP concentrates on the communication channel between the endpoints. In Clojure this is implemented with Go Blocks, and it's an intriguing change to the normal way of thinking about message passing between threads or processes.

What are we at now, the sixth model? This model steps outside of the CPU and takes a look at the other supercomputer in your PC, the massively parallel GPU. This chapter was a little too short for the subject to get a great understanding of what was going on, but it does use OpenCL for some simple word-counting applications that run on the GPU. It was neat to see how it works, but it was a lot of boilerplate code that was pretty opaque to me. I'm hoping the other book in this face-off will shed much more light on how to do GPU programming.

The final model takes us into the stratosphere with serious Big Data processing using Hadoop and Storm, frameworks that enable massively parallel data processing on large compute clusters. It was surprising to see how little code was needed to get a program up and running on such an industrial strength framework. Granted, the program was a simple one, but thinking about what the framework accomplishes is pretty intense.

That brings us to the end of the tour of concurrency models. The breadth of topics covered was exceptional, and the book flowed quite nicely. Butcher's explanations were clear, and he did an excellent job covering a wide-ranging, complex topic in a concise 300 pages. If you're looking for an overview of what's out there today in the way of concurrent and parallel programming, this is definitely the book to start you on that journey.

CUDA by Example

CUDA used to be an acronym that stood for Compute Unified Device Architecture, but Nvidia, it's creator, rightly decided that such a definition was silly and stopped using it. Now CUDA is just CUDA, and it refers to a programming platform used to turn your Nvidia graphics card into a massively parallel supercomputer. This book takes the reader through how to write this code using the CUDA libraries for your very own graphics card. It does a fairly decent job at this task.

The first chapter starts out with a bit of history on the graphics processing unit (GPU) and why we would need a general-purpose platform such as CUDA for doing computations on it. The short answer is that the prior situation was dire. The longer answer is as follows:
The general approach in the early days of GPU computing was extraordinarily convoluted. Because standard graphics APIs such as OpenGL and DirectX were still the only way to interact with a GPU, any attempt to perform arbitrary computations on a GPU would still be subject to the constraints of programming within a graphics API. Because of this, researchers explored general-purpose computation through graphics APIs by trying to make their problems appear to the GPU to be traditional rendering.
Suffice it to say, people were not particularly satisfied shoehorning  their algorithms into the GPU through graphics programming, so CUDA and OpenCL were a welcome development.

The next chapter goes through how to get everything ready on your computer in order to start writing and running CUDA code, and the chapter after that finally unveils the first program to run on the GPU. It's not exciting, just the standard "Hello, World!" program, but this example does introduce some of the special syntax and keywords that are used in CUDA programming.

Chapter 4 is where the real fun begins. We get to run an honest-to-goodness parallel program on the GPU. It's still simple in that it's only summing two vectors together element by element, but it's doing the calculation with each pair of elements in its own thread. Each thread gets assigned to its own resource on the GPU, so theoretically, if the GPU had at least as many compute resources as there are pairs of elements, all of the additions would happen simultaneously. It may not seem quite right to use compute resources in this way since we're so used to programming on much more serial CPUs, but the GPU hardware is designed specifically to do thousands of small calculations in parallel in a highly efficient manner. It's definitely a programming paradigm shift.

After another more interesting example of calculating and displaying the Julia Set, a kind of fractal set of numbers, the next chapter follows up with how to synchronize these thousands of threads in calculations that aren't completely parallel. The example here is the dot product calculation, and this example ends up getting used multiple times throughout the rest of the book. So far the examples have been unique, but they'll start to get reused from here on, partly in order to not need to keep introducing more new algorithms for each example.

The next couple chapters discuss the different types of memory available in a GPU. A small amount of constant memory is there to hold values that are, well, constant, for fast access instead of needing to keep fetching those unchanging values from main memory or having them fill up the cache unnecessarily. Then there's texture memory available for optimized 2-D memory accesses, which are common in certain algorithms that operate on neighboring memory locations in two dimensions instead of the normal one dimension of vector calculations.

Chapter 8 discusses how to combine the use of the GPU as both a CUDA processor and a graphics processor without needing to copy buffers back and forth to the host memory. Actually, a lot of CUDA programming is optimized by thinking about how best to use the memory resources available. There are now at least three more memories to consider: the GPU main memory, constant memory, and texture memory, in addition to the normal system memory attached to the CPU we're used to thinking about. The options have multiplied, and it's important to use both the CPU and GPU efficiently to get the best performance.

We're nearing the end now, with chapters on using atomics to maintain memory consistency when multiple threads are accessing the same locations, using streams to more fully utilize a GPU's resources, and using multiple GPUs to their full potential, if your system is blessed with more than one GPU. By this point much of the content is starting to feel redundant, with incremental features being added to the mix and most of the examples and explanations of the code being copies of previous examples with minor tweaks for the new features.

The last chapter is a review of what was covered in the book, some recommendations of more resources to learn from, and a quick tour of the debugging tools available for CUDA. While overall this book was fairly good for learning how to do massively parallel programming with CUDA, and I certainly enjoyed coming up to speed with this exciting and powerful technology, the second half of the book especially felt drawn out and repetitive. The explanations got to be too verbose, and frankly, the cringe-worthy sense of humor couldn't carry the redundancy through. The book could have easily been half as long without losing much, although the pace was certainly easy to keep up with. I never struggled to understand anything, and that's always a plus. I've got a couple other CUDA books that may be better, but CUDA by Example is sufficient to learn the ropes in a pinch.


Of these two books, Seven Concurrency Models in Seven Weeks was the more wide-ranging and enlightening book. It gave a wonderful overview of the landscape for concurrent and parallel programming, even though it couldn't go into enough depth on any one topic to do it justice or allow the reader to competently start working in that area. Like all of the Seven in Seven books, its purpose is not to make the reader an expert, but to provide enough information to give the reader a fighting chance at making their own decision on a path. Then, the reader can follow that path further with a more specialized book. CUDA by Example is one such specialized book, although it was somewhat light on the real details of GPU programming. As an introductory book, it was adequate, but I'm hoping the next couple of books I read on GPU programming will have more substance. In any case parallel programming is growing in importance, and it's exciting to be able to play around with it on consumer-grade hardware today.

Thursday 20 February 2020

AWS Certified Advanced Networking – Specialty Exam Guide - Fox eBook

AWS Certified Advanced Networking – Specialty Exam Guide

Download IGI 2 Covert Strike Highly Compressed For Pc

Download IGI 2 Covert Strike Highly Compressed For Pc

IGI 2 Covert Strike Full Review

Welcome to IGI 2 Covert Strike is one of the best Shooting game especially for shooting lovers that has been developed by Innerloop published by Codemasters.This game was released on March 3,2003.


Screenshot



IGI 2 Covert Strike System Requirements

Following are the minimum system requirements of IGI 2.
  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 1.4GHz
  • RAM: 512 MB
  • Hard Disk Space: 2 GB




Sekiro Only From Software Game I'm Not Pre-Ordering (Monday Musings 73)

In general, it's always best to wait until the about to be released game comes out much later with a complete bundled package, including all the DLCs, because at that time, the price comes down from $60 to the more affordable $20 or $30. Further, patches would have been out by now that will fix the glitches. 

Therefore, not only will the game be cheaper in price, but you get more content for less money, and a more polished experience! Additional benefit is, during that period of time, you can watch others play the game, to make sure you really want it.

However, there are some games that I have to pre-order and play right away, and those are the From software games. I played and fell in love with Demon's and Dark Souls years after release, Dark Souls being my favorite game. Therefore, I had to pre-order Dark Souls 2, Bloodborne and Dark Souls 3, as I played them on day of release. It was worth the full price, even as Bloodborne eventually became free for Playstation Plus (PS+) subscribers.

The only other thing I can think of in terms of pre-ordering is to get the preordered bonus content, but usually the bonus content doesn't justify buying the game now, rather than waiting for the complete and more affordable game to come out.

Sekiro just didn't appeal to me, as it won't have the RPG elements and character building that I've come to love in video games. This has gotten to the point where it was hard for me to play games other than RPGs.

I know I've been whinging about Sekiro since it was introduced back in E3 2018, but I hope that I'm 100% wrong about this game. If my friends really love the game, I'll be sure to wait until the complete bundled package arrives - usually From Software comes out with future DLCs.

What are your thoughts about pre-ordering and will you pre-order Sekiro?

The How of Happiness Review

Wednesday 19 February 2020

Oceanhorn Is Coming To Android - Steam Mac Version Out Now!

Oceanhorn – Classic Adventure Game for you favorite platform




Android has been one of the most requested platforms from us and we are happy to announce that Oceanhorn's world domination continues and Oceanhorn is coming to Android! Same team that works on console versions are behind the quality Android port. We'll get back to you with a release date later on!

In other news, we have just released an update for Steam version. It will add a support for Steam Controller and Steam link, but most importantly you can now play Steam version on your Mac! Save games in Steam are cross platform compatible.

So, in 2016 you will be able to play Oceanhorn not just on iOS, Apple TV or PC – but on Mac, PS4, Xbox One and even on your Android devices and Android TV!

Oceanhorn is the classic adventure game for your favorite gaming platform!



I am eager to tell you all what we have been working on for the past year – but it will have to wait just a little bit longer. ^_^

The Game Awards 2018 Nominations Announced.



There have been numerous incredible games released in 2018, and now the nominations for The Game Awards 2018 have been announced across 30 categories. Marvel's Spider-Man, God of War, and Red Dead Redemption 2 are all up for Game of The Year, alongside being nominated for other categories, including Best Narrative, Best Game Direction, and Best Action/Adventure Game. 

God of War and Red Dead Redemption 2 are tied for the most nominations for 2018, standing at a sum of seven. Assassin's Creed Odyssey, Monster Hunter: World and the indie Celeste are also up for Game of the Year.

The Game Awards celebrates individual games and game developers alike through an extensive variety of categories ranging from Best Role Playing Game and Best Art Direction to Best Mobile Game and Content Creator of the Year. The most desired distinction, however, is the Game of the Year award, honoring the overall best accomplishment within the universe of gaming.

The full nominations and their respective categories can be seen below:


Game Of The Year:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Assassin's Creed Odyssey
  • God of War
  • Monster Hunter: World
  • Celeste

Previous Year Winner: The Legend of Zelda: Breath of the Wild





Best Action/Adventure Game:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Assassin's Creed: Odyssey
  • God of War
  • Shadow of the Tomb Raider

Previous Year Winner: The Legend of Zelda: Breath of the Wild



Best Action Game:

  • Call of Duty: Black Ops 4
  • Destiny 2: Forsaken
  • Far Cry 5
  • Dead Cells
  • Mega Man 11

Previous Year Winner: Wolfenstein II: The New Colossus



Best Game Direction:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • God of War
  • Detroit: Become Human
  • A Way Out

Previous Year Winner: The Legend of Zelda: Breath of the Wild



Best Role Playing Game:

  • Ni no Kuni II
  • Monster Hunter: World
  • Dragon Quest XI
  • Octopath Traveler
  • Pillars of Eternity II: Deadfire

Previous Year Winner: Persona 5 



Best Ongoing Game:

  • Destiny 2: Forsaken
  • No Man's Sky
  • Overwatch
  • Tom Clancy's Rainbow Six Siege
  • Fortnite

Previous Year Winner: Overwatch



Best Art Direction:

  • Red Dead Redemption 2
  • Assassin's Creed Odyssey
  • God of War
  • Octopath Traveler
  • Return of the Obra Dinn

Previous Year Winner: Cuphead



Best Narrative:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Life is Strange 2: Episode 1
  • God of War
  • Detroit: Become Human

Previous Year Winner: What Remains of Edith Finch





Best Score/Music:

  • Red Dead Redemption 2
  • Ni no Kuni II: Revenant Kingdom
  • Marvel's Spider-Man
  • God of War
  • Celeste
  • Octopath Traveler

Previous Year Winner: Nier: Automata



Best Independent Game:

  • Dead Cells
  • Celeste
  • The Messenger
  • Return of the Obra Dinn
  • Intro the Breach

Previous Year Winner: Cuphead



Best Audio Design:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Call of Duty: Black Ops 4
  • Forza Horizon 4
  • God of War

Previous Year Winner: Hellblade: Senua's Sacrifice



Best Performance:

  • Roger Clark as Arthur Morgan, Red Dead Redemption 2
  • Christopher Judge as Kratos, God of War
  • Yuri Lowenthal as Peter Parker, Marvel's Spider-Man
  • Melissanthi Mahut as Kassandra, Assassin's Creed Odyssey
  • Bryan Dechart as Connor, Detroit: Become Human

Previous Year Winner: Melina Juergens as Senua



Best Fighting Game:

  • Street Fighter V Arcade
  • Dragon Ball FighterZ
  • Soul Caliber VI
  • BlazBlue: Cross Tag Battle

Previous Year Winner: Injustice 2




Best VR/AR Game:

  • Firewall Zero Hour
  • Tetris Effect
  • Moss
  • Beat Saber
  • ASTRO BOT Rescue Mission

Previous Year Winner: Resident Evil 7: Biohazard



Games for Impact:

  • Life is Strange 2
  • 11-11 Memories Retold
  • Celeste
  • Florence
  • The Missing: JJ Macfield and the Island of Memories

Previous Year Winner: Hellblade: Senua's Sacrifice



Best Mobile Game:

  • PUBG MOBILE
  • Reigns: Game of Thrones
  • Fortnite
  • Donut County
  • Florence

Previous Year Winner: Monument Valley 2



Best Family Game:

  • Super Mario Party
  • Overcooked 2
  • Nintendo Labo
  • Mario Tennis Aces
  • Starlink: Battle for Atlas

Previous Year Winner: Super Mario Odyssey



Best Sports/Racing Game:

  • FIFA 19
  • Pro Evolution Soccer 2019
  • NBA 2K19
  • Forza Horizon 4
  • Mario Tennis Aces

Previous Year Winner: Forza Motorsport 7




Best Multiplayer Game:

  • Call of Duty: Black Ops 4
  • Fortnite
  • Destiny 2: Forsaken
  • Monster Hunter: World
  • Sea of Thieves

Previous Year Winner: PlayerUnknown's Battlegrounds



Best Debut Indie Game:

  • Donut County
  • Florence
  • Moss
  • The Messenger
  • Yoku's Island Express

Previous Year Winner: Cuphead



Best Student Game:

  • RE: Charge
  • Combat 2018
  • Dash Quasar
  • JERA
  • LIFF

Previous Year Winner: Level Squared



Best eSports Game:

  • DOTA2
  • Fortnite
  • CSGO
  • League of Legends
  • Overwatch

Previous Year Winner: Overwatch



Best eSports Player:

  • Dominique "SonicFox" McLean
  • Hajime "Tokido" Taniguchi
  • Jian "Uzi" Zi-Hao
  • Oleksandr "s1mple" Kostyliev
  • Sung-hygeon "JJoNak" Bang

Previous Year Winner: Lee Sang-hyeok "Faker"



Best eSports Team:

  • London Spitfire
  • Cloud9
  • Astralis
  • Fnatic
  • OG

Previous Year Winner: Cloud 9


Best eSports Coach:

  • Bok "Reapered" Han-gyu
  • Christian "ppasarel" Banaseanu
  • Danny "zonic" Sorensen
  • Dylan Falco
  • Jakob "YamatoCannon" Mebdi
  • Janko "YNk" Paunovic


Best eSports Event:

  • ELAGUE Major: Boston 2018
  • EVO 2018
  • League of Legends World Championship
  • Overwatch League Grand Finals
  • The International 2018


Best eSports Host:

  • Alex "Goldenboy" Mendez
  • Alex "Machine" Richardson
  • Anders Blume
  • Eefje "Sjokz" Depoortere
  • Paul "RedEye" Chaloner


Content Creator of the Year:

  • Dr. Lupo
  • Myth
  • Ninja
  • Pokimane
  • Willyrex



Best eSports Moment:

  • SonicFox side switch against Go1 in DBZ
  • KT vs IG Base Race
  • C9 comeback win in triple OT vs FAZE
  • G2 beating RNG
  • OG's massive upset of LGD



Favorite Moment of 2017:

  • The Legend Of Zelda: Breath of the Wild 
  • Carol Shaw
  • The Game Awards Orchestra 
  • Josef Fares 
  • Hideo Kojima and Guillermo del Toro

The Game Awards will air on Dec. 6 2018 at 8 p.m. EST. Fans can vote for their favorite categories at The Game Awards Website.

Thursday 13 February 2020

Brave Browser the Best privacy-focused Browser of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

Get $5 in free BAT to donate to the websites of your choice.