MacaronSwap is a Decentralized Exchange AMM , Farm Staking, Cross-Chain Bridge platform on Binance Smart Chain. Multi-chain support is planned for the next release which is shown on the roadmap. MacaronSwap uses an automated market maker AMM model. That means that while ou can trade digital assets on the platform, there isn't an order book where ou're matched with someone else. Instead, ou trade against a liquidit pool. Those pools ore filled with other users' funds. The deposit them into the pool, receiving liquidit~ provider or LP tokens in return. The can use those tokens to reclaim their share, plus a portion of the trading fees.
Features
Farm: On the form, 80U con deposit 80Ur LP tokens,
locking them up in a process that rewords 80U
with MCRN. Which LP tokens con 80U deposit?
The list will be quite long, we will keep adding
some of the most popular ones b8 time.
Staking: MocoronSwop allows 80U to stoke its governance
token. MCRN You'll earn a proportion of MCRN token with
ever8 new BSC block.
Exchange: MocoronSwop is on automated market maker
(AMM) is a t8pe of decentralized exchange (DEX) protocol that
relies on a mathematical formula to price assets. Instead of
using on order book like a traditional exchange, assets ore
priced according to a pricing algorithm.
Bridging Assets: Cross-chain bridging service that
aims to increase interoperobilit8 between different
blockchoins. It essentioll8 lets on8one convert selected
coins into wrapped tokens (or ''pegged tokens'') across
chains. i.e. ERC20-BEP20.
Компания Crypton занимается высококачественным обучением в сфере криптовалют. Компания создаёт видео-инструкции и обзоры на трёх языках (английский, испанский и русский), количество просмотров которых составляет более 1.2 миллиона. На социальные сети Crypton в совокупности подписано более 110 тысяч человек.
Crypton is a high quality cryptocurrency education company. The company produces instructional videos and reviews in three languages (English, Spanish and Russian) with over 1.2 million views. More than 110 thousand people have subscribed to Crypton social networks.
КомпанияThe сотрудничаетcompany сcooperates такимиwith such компаниямиcompanies какas: Binance, Crypto.com, FTX, Impossible Finance, и дрetc.
Lenovo Group Limited, often shortened to Lenovo (/ləˈnoʊvoʊ/ lə-NOH-voh, Chinese: 联想), is a Chinese-American multinational technology company specializing in designing, manufacturing, and marketing consumer electronics, personal computers, software, business solutions, and related services. Products manufactured by the company include desktop computers, laptops, tablet computers, smartphones, workstations, servers, supercomputers, electronic storage devices, IT management software, and smart televisions. Its best-known brands include IBM's ThinkPad business line of laptop computers, the IdeaPad, Yoga, and Legion consumer lines of laptop computers, and the IdeaCentre and ThinkCentre lines of desktop computers. As of January 2021, Lenovo is the world's largest personal computer vendor by unit sales.
Lenovo was founded in Beijing on 1 November 1984 as Legend by a team of engineers from the Chinese Academy of Sciences. Initially specializing in televisions, the company migrated towards manufacturing and marketing computers. Lenovo grew to become the market leader in China and raised nearly US$30 million in an initial public offering in the Hong Kong Stock Exchange. Since the 1990s, Lenovo has increasingly diversified from the personal computer market and made a number of corporate acquisitions, with the most notable being acquiring and integrating most of IBM's personal computer business and its x86-based server business as well as creating its own smartphone.
Lenovo has operations in over 60 countries and sells its products in around 180 countries. Its global headquarters is located in Beijing, China, while its operational headquarters is in Morrisville, North Carolina, US.[10] It has research centers in Beijing, Chengdu, Yamato (Kanagawa Prefecture, Japan), Shanghai, Shenzhen, and Morrisville (North Carolina, US), and also has Lenovo NEC Holdings, a joint venture with NEC that produces personal computers for the Japanese market. IBM's Think-line systems are exclusively developed in Yamato and in Morrisville.
The First DEX on Binance Smart Chain with a three-type referral system and the lowest fees in the industry.
City in crimeaCrimea.
Simferopol is a large city in the southern part of Russia. It is a cultural, administrative, industrial and scientific center of the Autonomous Republic of Crimea. This is the center of the Simferopol region, however, it is not part of the region, but is one of a dozen cities of republican subordination. Simferopol is located in the very center of the Crimean peninsula and covers an area of 107 square kilometers. From ancient Greek, the name of the city is translated as "City of Use". At the time of the conquest of the Crimea by the Tatars, the city was called Akmeschit (white mosque). Citizens celebrate City Day on the first Saturday of June.
The city is divided into 3 districts: Kievsky, Central, Zheleznodorozhny. During the construction process, many nearby villages were attached to the city, which are now considered microdistricts of Simferopol.
The climate of the region is quite mild. In winter, the temperature drops slightly below 0 degrees, and in summer it approaches +40.
Simferopol is a city actively engaged in industry. The main industries are light and food industries and machine building. There are more than 70 enterprises in the city that manufacture a variety of products for the entire peninsula (they produce household chemicals, plastic goods, ship automation systems, power tools, fabrics and clothing, leather products, essential oils and medicines based on them, canned products and much more. ).
Simferopol, among other things, is also the most important transport hub, as it is located in the very heart of Crimea. Most of the transport links are tied to this city. Here are the railway station, international and regional airports, bus station and bus stations. In addition, here is located, entered in the Guinness Book of Records, the longest trolleybus line connecting the city with Alushta and Yalta. Inside the city itself, the most common transport is also trolleybuses, fixed-route taxis and buses.
Most of the universities of republican and national significance are located in the city, among which are Taurida National University named after V.I. Vernadsky, Agrarian, Medical, Pedagogical Universities, the National Academy of Environmental and Resort Construction, etc. there are also 12 secondary specialized institutions in the city, among which the only motor transport technical school on the peninsula is of particular importance. There are 37 vocational schools that teach more than 50 professions. And it is also worth noting the research institutes of the Ukrainian and Crimean Academy of Sciences, the Crimean Center for Hydrometeorology and the Seismic Center.
Due to the fact that the Crimea was for a long time in the possession of the Crimean Tatars, this had a great influence on the appearance of the city. The last census showed that about 7% of the Tatars still live here, which explains the location of the Kebir Jami mosque in the city, as well as some architectural solutions in the appearance of Simferopol.
In the capital of the Crimean peninsula, there are local history, art and ethnographic museums, theaters of drama and musical comedy, the Russian Academic Drama Theater named after. M. Gorky, Crimean Tatar Academic Music and Drama Theatre, puppet theater, philharmonic society, circus. There is a house-museum of Ilya Selvinsky. In addition, the State Archive of the Autonomous Republic of Crimea, which is the central branch, is located here.
There are about 20 parks and squares in the city, where residents and guests of Simferopol can relax in the fresh air. The main street in the city is Kirov Avenue, and the longest street Kievskaya has a length of more than 6 kilometers.
Local attractions are varied. Here you can see architectural monuments, museums, reserves, sculptures, memorial steles, obelisks, busts and even trees that are already 5 centuries old.
Russian Russian philosophy was characterized by Semyon Frank by pointing out the inherent inseparability of the rational and moral meanings inherent in the word "truth". Nikolai Berdyaev also pointed out the characteristic desire of Russian thought "to develop a totalitarian, holistic worldview in which truth-truth will be combined with truth-justice"[1].
According to Professor A. D. Sukhov, no other philosophy contains so many reflections on the fate of his country[2].
As researcher M. N. Varlamova notes, Plato is a much more significant figure in Russia than Aristotle[3].
Prof. Nina Dmitrieva notes that "Russian philosophical thought, up to the turn of the XIX—XX centuries, developed mainly in the mainstream of literary criticism and journalism, with primary attention to topical socio-political and ethical issues. And in the last decades of the XIX century, the tone in academic and so-called free philosophy began to be increasingly set by thinkers of a mystical-religious kind"[4].
Main schools and directions
The main directions of Russian philosophy include:
Westernism and liberalism - the middle of the 19th century;
Slavophilism and pochvenism - the middle of the 19th century;
Populism - 2nd half of the 19th century;
Anarchism - 2nd half of the 19th century;
Cosmism - the end of the 19th - the first half of the 20th century;
Tolstoyism - the end of the 19th - the beginning of the 20th century;
Positivism - the end of the 19th - the beginning of the 20th century;
Vehovstvo - the beginning of the 20th century;
Sophiology - the beginning of the 20th century;
Eurasianism - the first half of the 20th century, the beginning of the 21st century;
Marxism-Leninism - XX century;
Statism
Traditionalism
Nationalism
Study of games, the act of playing them, and the players and cultures surrounding them. it is a discipline of cultural studies that deals with all types of games throughout history.
Game studies, also known as ludology (from ludus, "game", and -logia, "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc.
Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields.
There are now a number of strands within game studies: "social science" approaches explore how games function in society, and their interactions with human psychology, often using empirical methods such as surveys and controlled lab experiments. "Humanities-based" approaches emphasise how games generate meanings and reflect or subvert wider social and cultural discourses. These often use more interpretative methods, such as close reading, textual analysis, and audience theory, methods shared with other media disciplines such as television and film studies. Social sciences and humanities approaches can cross over, for example in the case of ethnographic or folkloristic studies, where fieldwork may involve patiently observing games to try to understand their social and cultural meanings. "Game design" approaches are closely related to creative practice, analysing game mechanics and aesthetics in order to inform the development of new games. Finally, "industrial" and "engineering" approaches apply mostly to video games and less to games in general, and examine things such as computer graphics, artificial intelligence, and networking.
History
It was not until Irving Finkel organized a colloquium in 1990 that grew into the International Board Game Studies Association, Gonzalo Frasca popularized the term "ludology" (from the Latin word for game, ludus) in 1999, the publication of the first issues of academic journals like Board Game Studies in 1998 and Game Studies in 2001, and the creation of the Digital Games Research Association in 2003, that scholars began to get the sense that the study of games could (and should) be considered a field in its own right. As a young field, it gathers scholars from different disciplines that had been broadly studying games, such as psychology, anthropology, economy, education, and sociology. The earliest known use of the term "ludology" occurred in 1982, in Mihaly Csikszentmihalyi's "Does Being Human Matter – On Some Interpretive Problems of Comparative Ludology."
Social science
One of the earliest social science theories (1971) about the role of video games in society involved violence in video games, later becoming known as the catharsis theory. The theory suggests that playing video games in which you perform violent acts might actually channel latent aggression, resulting in less aggression in the players real lives. However, a meta-study performed by Craig A. Anderson and Brad J. Bushman, in 2001, examined data starting from the 1980s up until the article was published. The purpose of this study was to examine whether or not playing violent video games led to an increase in aggressive behaviors. They concluded that exposure to violence in video games did indeed cause an increase in aggression. However, it has been pointed out, and even stressed, by psychologist Jonathan Freedman that this research was very limited and even problematic since overly strong claims were made and the authors themselves seemed extremely biased in their writings. More recent studies, such as the one performed by Christopher J. Ferguson at Texas A&M International University have come to drastically different conclusions. In this study, individuals were either randomly assigned a game, or allowed to choose a game, in both the randomized and the choice conditions exposure to violent video games caused no difference in aggression. A later study (performed by the same people) looked for correlations between trait aggression, violent crimes, and exposure to both real life violence and violence in video games, this study suggests that while family violence and trait aggression are highly correlated with violent crime, exposure to video game violence was not a good predictor of violent crime, having little to no correlation, unless also paired with the above traits that had a much higher correlation. Over the past 15 years, a large number of meta-studies have been applied to this issue, each coming to its own conclusion, resulting in little consensus in the ludology community. It is also thought that even nonviolent video games may lead to aggressive and violent behaviour. Anderson and Dill seem to believe that it may be due to the frustration of playing video games that could in turn result in violent, aggressive behaviour.
Game designers Amy Jo Kim and Jane McGonigal have suggested that platforms which leverage the powerful qualities of video games in non-game contexts can maximize learning. Known as the gamification of learning, using game elements in non-game contexts extracts the properties of games from within the game context, and applies them to a learning context such as the classroom.
Another positive aspect of video games is its conducive character towards the involvement of a person in other cultural activities. The probability of game playing increases with the consumption of other cultural goods (e.g., listening to music or watching television) or active involvement in artistic activities (e.g., writing or visual arts production). Video games by being complementary towards more traditional forms of cultural consumption, inhibit thus value from a cultural perspective.
More sociologically-informed research has sought to move away from simplistic ideas of gaming as either 'negative' or 'positive', but rather seeking to understand its role and location in the complexities of everyday life.
For example, it has been suggested (Nina Fefferman) that the very popular MMO World of Warcraft could be used to study the dissemination of infectious diseases because of the accidental spread of a plague-like disease in the gameworld.
Other areas of research
As is common with most academic disciplines, there are a number of more specialized areas or sub-domains of study.
Video game pre-history
An emerging field of study looks at the "pre-history" of video games, suggesting that the origins of modern digital games lie in: fairground attractions and sideshows such as shooting games; early "Coney Island"-style pleasure parks with elements such as large roller-coasters and "haunted house" simulations; nineteenth century landscape simulations such as dioramas, panoramas, planetariums, and stereographs; and amusement arcades that had mechanical game machines and also peep-show film machines.
Games and aging
In light of population ageing, there has been an interest into the use of games to improve the overall health and social connectedness of ageing players. For example, Adam Gazzaley and his team have designed NeuroRacer (a game that improves cognitive tasks outside of the game among its 60+ year old participants), while the AARP has organized a game jam to improve older people's social connections. Researchers such as Sarah Mosberg Iversen have argued that most of the academic work on games and ageing has been informed by notions of economical productivity, while Bob De Schutter and Vero Vanden Abeele have suggested a game design approach that is not focused on age-related decline but instead is rooted in the positive aspects of older age.
Virtual economies in gaming
Main article: Virtual economy
Massive multiplayer online games can give economists clues about the real world. Markets based on digital information can be fully tracked as they are used by players, and thus real problems in the economy, such as inflation, deflation and even recession. The solutions the game designers come up with can therefore be studied with full information, and experiments can be performed where the economy can be studied as a whole. These games allow the economists to be omniscient, they can find every piece of information they need to study the economy, while in the real world they have to work with presumptions.
Former Finance Minister of Greece and Valve's in-house economist Yanis Varoufakis studied EVE Online as a measure for the Greek economic recovery and argued that video game communities such as Neopets and Fortnite give economists a venue for experimenting and simulating the economies of the future. Edward Castronova has studied virtual economies within a variety of games including Everquest and World of Warcraft.
Cognitive benefits
The psychological research into games has yielded theories on how playing video games may be advantageous for both children and for adults. Some theories claim that video games in fact help improve cognitive abilities rather than impede their development. These improvement theories include the improvement of visual contrast sensitivity. Other developments include the ability to locate something specific among various impediments. This is primarily done in first-person shooter games where the protagonist must look at everything in a first person view while playing. By doing this they increase their spatial attention due to having to locate something among an area of diversions. These games place the player in a high intensity environment where the player must remain observant of their surroundings in order to achieve their goal, e.g., shooting an enemy player, while impediments obstruct their gameplay in the virtual world.
Another cognitive enhancement provided by playing video games would be the improvement of brain functioning speed. This happens as the player is immersed in an unendingly changing environment where they are required to constantly think and problem solve while playing in order to do well in the game. This constant problem solving forces the brain to constantly run and so the speed of thought is sharpened greatly, because the need to think quickly is required to succeed. The attention span of the player is also benefited. High action video games, such as fighting or racing games, require the user's constant attention and in the process the skill of concentration is sharpened.
The overcoming of the condition known as dyslexia is also considered an improvement due to the continuous utilization of controllers for the video games. This continuous process helps to train the users to overcome their condition which impedes in their abilities of interpretation. The ability of hand-eye coordination is also improved thanks in part to video games, due to the need to operate the controller and view the screen displaying the content all at the same time. The coordination of the player is enhanced due to the playing and continuous observation of a video game since the game gives high mental stimulation and coordination is important and therefore enhanced due to the constant visual and physical movement that is produced from the playing of the video game.
The playing of video games can also help increase a player's social skills. This is done by playing online multiplayer games which can require constant communication, this leads to socialization between players in order to achieve the goal within the game they may be playing. In addition it can help the users to meet new friends over their online games and at the same time communicate with friends they have already made in the past; those playing together online would only strengthen their already established bond through constant cooperation. Some video games are specifically designed to aid in learning, because of this another benefit of playing video games could be the educational value provided with the entertainment. Some video games present problem solving questions that the player must think on in order to properly solve, while action orientated video games require strategy in order to successfully complete. This process of being forced to think critically helps to sharpen the mind of the player.
Game Culture
One aspect of game studies is the study of gaming culture. People who play video games are a subculture of their own. Gamers will often form communities with their own languages, attend conventions where they will dress up as their favorite characters, and have gaming competitions. One of these conventions, Gamescom 2018, had a record attendance with an estimated 370,000 attendees.
Esports are making a significant impact in gaming culture. In 2018, Newzoo, a marketing analytics company reported that 380 million people will watch esports that year. Many gamers seek to form communities to meet new people and share their love of games. In 2014, Newzoo reported that 81% of gamers attend esport to be a part of the gaming community. "61% of gamers attend live events and tournaments to connect with friends that they've met and played with online."
Throughout the years, there has been much research on the topic of game culture, specifically focusing on video games in relation to thinking, learning, gender, children, and war. When looking at game culture, particularly for early studies, multiplayer online games were usually the basis for research. However, more recent and wider ranging research has sought to understand not just gaming cultures, but in turn, how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, later modernity and contemporary political rationalities.
Demographics of gamers (in the US)
75% of households have a gamer.
65% of adults play video games.
60% of adults play on smartphones, 52% play on a personal computer, and 49% play on a dedicated game console.
32 is the average age of male gamers.
34 is the average age of female gamers.
54% of gamers are men. 46% are women.
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Consensus is a method for coming to agreement over a shared state. In order for the state of the blockchain to continue to build and move forward, all nodes in the network must agree and come to consensus
There are two protocols we use when we talk about the consensus protocol of Polkadot, GRANDPA and BABE (Blind Assignment for Blockchain Extension). We talk about both of these because Polkadot uses what is known as hybrid consensus. Hybrid consensus splits up the finality gadget from the block production mechanism.
This is a way of getting the benefits of probabilistic finality (the ability to always produce new blocks) and provable finality (having a universal agreement on the canonical chain with no chance for reversion) in Polkadot. It also avoids the corresponding drawbacks of each mechanism (the chance of unknowingly following the wrong fork in probabilistic finality, and a chance for "stalling" - not being able to produce new blocks - in provable finality). By combining these two mechanisms, Polkadot allows for blocks to be rapidly produced, and the slower finality mechanism to run in a separate process to finalize blocks without risking slower transaction processing or stalling.
Hot Cross Introduction
The goal of this abstract is to explore in a preliminary fashion the design, development, and user journey of Hot Cross, a multi-chain tool suite created for both blockchain teams and their communities. At its core, Hot Cross aims to be a toolbox for EVM networks and if the thesis that cross-chain tools work, we will then expand to non-EVM chains (e.g. Polkadot, Cosmos, Solana, etc.). Our development philosophy is agile and we avoid overpromising based on potentialities and focus on meeting blockchain needs as they evolve.
Abstract Goals
The goal of this abstract is to explore in a preliminary fashion the design, development, and user journey of Hot Cross, a multi-chain tool suite created for both blockchain teams and their communities.
At its core, Hot Cross aims to be a toolbox for EVM networks and if the thesis that cross-chain tools work, we will then expand to non-EVM chains (e.g. Polkadot, Cosmos, Solana, etc.). Our development philosophy is agile and we avoid overpromising based on potentialities and focus on meeting blockchain needs as they evolve.
The first tool ever created in the Hot Cross ecosystem was an ERC20 to BEP20 bridge called Cross Bridge, and the following products that are under development or already launched are a multi-chain NFT minter named Cross Mint, a multi-chain StakeDrop/Launchpool product named Cross Pool, a UI component named Cross Connect, a rich data delivery endpoint named Cross API, an exploration into AMM-style bridging via Cross Swap, and a multipurpose application called Cross Vest for token management.
All of these were created with a product-market fit approach. They were either needs expressed by other blockchain teams or general users. In some cases, we take a Scratch Your Own Itch approach insofar as the effort put into creating Hot Cross goods and services do not go to waste through reinventing good enough wheels that already exist.
ELI5 Goals
Hot Cross will become an extensive multi-chain and cross-chain tool suite that enables blockchain teams and their communities to thrive. We are a cohort of builders who aggressively seek out opportunities to meet the demands of the now for both B2B and B2C.
ELI5 Thesis
The core thesis that Hot Cross presents is that users and teams, when presented with sufficient tooling and freedom, will migrate in part to new networks and they will also “return home” when necessary.
Whether or not they stay on those networks is too early a prediction to make. What we have proven with a high degree of confidence is that the blockchain ecosystem has evolved to the point where single chain development right now is not prudent.
Our core focus is on building tooling on networks that allow other teams to create stickiness within their own sub-ecosystems. While Hot Cross is a company and an ecosystem in and of itself, our goals are towards allowing niche communities to flourish using our technologies, whether or not they know we are the ones building them.
The Opportunity
On September 1st, 2020, Binance Smart Chain ("BSC"), an EVM-compatible PoSA chain, launched. Interesting data emerged. The number of unique addresses on Ethereum was 112,924,458 with a daily increase of 96,625. At the same time, BSC had little-to-no traction with only 140 unique addresses and a daily increase of 51. Total Value Locked ("TVL") on the chain was also low.
As of March 27th, 2021 unique addresses on BSC are 61,778,696 with a daily increase of 136,770. This is largely in part due to the success of two prominent platforms on BSC: Venus and PancakeSwap; however, part of this increase was due to the successful value proposition made by EVM-compatible networks that they were faster and cheaper than Ethereum during a time when the chain was suffering from congestion and expensive transactions.
Fervent community interest has formed on these new networks; the single value proposition of “cheap and fast” is currently no longer relevant. Chain and product evangelism has now become extremely powerful while single chain tribalism (i.e. maximalism) has proven to be counterproductive by all means.
Hot Cross’ value proposition is to identify with vigor strong top chain evangelism and fill missing tooling voids where they exist. We wish to build wrenches and roads and fundamentally address the "I want this now" problem for underfunded teams or enthusiastic communities.
The Hot Cross Team
Hot Cross is made of web3, iOS, and Android builders whose competencies are "jack of all trades". Our team is made up of senior-level professionals with decades of experience in full stack, years of experience in DLT development, and deep experience with quality assurance and testing. We don't believe in boxing ourselves in with stringent labels inside the company and our creed is Find What's Missing. We avoid overly picking sides. If something's interesting we'll likely be researching or testing it. In short, we're tool makers in the Wild West. We're non-anonymous and proud of the work we do.
Security Audits
At Hot Cross we take blockchain security seriously and do our best to ensure that products we ship are reviewed by multiple parties. In particular we have entrusted Beosin and SlowMist, two of the top security audit firms in the industry, to assist us with rapid, agile product deployment when needed.
We welcome other reputable firms to contact us for partnerships and ongoing engagements as we continue to build the Hot Cross product suite and thank our current partners for their ongoing dedication to keeping Hot Cross products secure.
The full audit repository for Hot Cross products is on GitHub .
$HOTCROSS Token
The native digital cryptographically-secured ecosystem utility token of Hot Cross ($HOTCROSS) is a transferable representation of attributed functions specified in the protocol/code of Hot Cross, which is designed to play a major role in the functioning of the ecosystem on Hot Cross and intended to be used solely as the primary utility token on the protocol/network which allows users to access a various number of products in the Hot Cross suite.
This includes access into Cross Pool, discounts or rebates on cross-chain B2B tool creation and associated B2C analytics, and DAO-style power over the decision making and governance of select portions of the Hot Cross ecosystem. We have found that overpromising token utilities can be dangerous, so from a top-level our primary objectives are as follows:
$HOTCROSS acts as the native currency of the suite of cross-chain tools that are developed for the Ethereum and other EVM-compatible ecosystems, including, but not limited to, Binance Smart Chain, Huobi ECO Chain, and OKExChain. This means that $HOTCROSS may be spent for access into Hot Cross products, including, but not limited to, Cross Mint, Cross Pool, Cross Bridge, early alpha/beta access into components like Cross Connect, and preferred access into the set of API's that we are developing under Cross API;
If in the future $HOTCROSS itself moves canonical from ERC20 to BEP20, Substrate, Solana, NEAR, et al. then the same ethos around utilities apply. Nothing fundamentally about the token itself is dependent on one chain surviving;
The intention of Hot Cross is to start out centralized and then move into a DAO such that $HOTCROSS holders have say in how the protocols, tools, and blockchains related to Hot Cross operate. We are very aware that DeFi and governance have many problems that are incredibly hard to overcome and do not pretend to believe that simply holding a protocol's tokens has any merit in and of itself without meaningful contributions made. Some of the tools that Hot Cross builds are strictly B2B and some are B2C (or DTC); we will take a wait-and-see approach towards a DAO;
$HOTCROSS will be a staked asset to protect the blockchain - tentatively called Hot Cross Chain - that's created to ensure that ecosystem actors are being responsible. This is similar to the rationale behind the use of PoS, PoSA, hybrid consensus, and PoH. Hot Cross Chain itself does not own or run any computing/storage servers, yet third-party computational resources are required for protecting a chain state, so providers of these resources (i.e. validators) would require payment for the consumption of these resources to maintain network integrity, and $HOTCROSS will be used as the network currency to quantify and pay the costs of the consumed computational resources.
And during the lifespan of $HOTCROSS, we will pay close attention to ecosystem actors and reward them for participation and contributions for the benefit of the entire ecosystem. This can mean creating on-chain liquidity, minting NFTs via Cross Mint, staking LPs or single-sided tokens in Cross Pool, or staking $HOTCROSS to access our suite of premium API endpoints (Cross API). This also means retroactive rewards that we do not communicate ahead of time; we have found that rewarding participation in an ecosystem in a retroactive manner creates more psychological stickiness to a product suite.
Consensus is a method for coming to agreement over a shared state. In order for the state of the blockchain to continue to build and move forward, all nodes in the network must agree and come to consensus
Компания Crypton занимается высококачественным обучением в сфере криптовалют. МыКомпания создаемсоздаёт видео-инструкции и обзоры на 3-ёхтрёх языках (английский, испанский и русский), количество просмотров которых составляет более 1.2 миллиона. На социальные сети Crypton в совокупности подписано более 110 тысяч человек.
А ещё мыКомпания сотрудничаемсотрудничает с такими гигантами криптосферыкомпаниями как: Binance, Crypto.com, FTX, Impossible Finance и не толькодр.