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Frag

Frag is a slang term that originated in the U.S. military during the Vietnam War, denoting the deliberate killing or wounding of a superior officer, usually by means of a fragmentation grenade thrown into their quarters. This practice, known as fragging, arose from tensions including low morale, unpopular orders, and perceived incompetence among leaders, with documented cases peaking in 1970-1971 amid over 700 reported incidents and at least 82 deaths. The term derives from "fragmentation grenade," a common infantry weapon, and reflects causal factors like drug use, racial conflicts, and war fatigue rather than isolated mutinies, as evidenced by military records prioritizing empirical incident reports over narrative interpretations from biased institutional histories. In contemporary usage, particularly within first-person shooter video games, "frag" has evolved to signify a player kill in deathmatch or multiplayer modes, a direct adaptation emphasizing quick eliminations akin to grenade attacks, as implemented in early titles like Doom and persisting in modern esports scoring. This linguistic shift highlights how military vernacular influenced gaming culture, though without the original term's connotations of insubordination or lethal intent.

Military usage

Fragging in warfare

Fragging refers to the deliberate act by subordinates of killing or attempting to kill superior officers or non-commissioned officers (NCOs), typically using fragmentation grenades to mask the attack as accidental or enemy action. The term originated during the , deriving from the shorthand "frag" for fragmentation grenades, which were commonly thrown into officers' tents or bunkers at night. This method allowed perpetrators to avoid direct confrontation and reduce traceability, as the damage mimicked combat wounds. Although instances of subordinates assaulting superiors occurred in earlier conflicts—such as isolated cases during World War I and World War II—fragging became notably prevalent during the Vietnam War (1955–1975), where it reflected broader issues of unit cohesion, leadership failures, and war fatigue among U.S. forces. U.S. military records document approximately 730 possible fragging incidents across Army and Marine units through 1972, with estimates ranging from 600–850 in the Army and 100–150 in the Marines; these resulted in at least 86 confirmed deaths and over 700 injuries. The incidence rate escalated sharply, from one incident per 3,300 servicemen in 1969 to one per 572 in 1971, coinciding with peak U.S. troop levels and declining morale. In 1970 alone, the Pentagon reported 209 such events. Motivations for fraggings were multifaceted, often stemming from perceived incompetent or overly aggressive that endangered troops through reckless patrols or unpopular orders, rather than ideological opposition to the war itself. Factors included racial tensions within units, enforcement of anti-drug policies amid widespread , personal vendettas, and resentment over short-tour officers who prioritized career advancement over safety. Many attacks targeted unpopular "gung-ho" officers in rear areas rather than combat zones, underscoring disciplinary breakdowns in non-frontline units. Prosecutions were rare—fewer than 100 convictions overall—due to evidentiary challenges, witness reluctance from peers, and command reluctance to publicize incidents that could further erode . Post-Vietnam, fragging incidents declined dramatically in U.S. forces, with modern military culture emphasizing leadership training and all-volunteer professionalism to mitigate such risks; isolated cases have occurred in other conflicts, but none approached Vietnam-era scales. The phenomenon highlighted causal links between poor command decisions, troop alienation, and internal violence, informing subsequent reforms in officer evaluation and unit discipline.

Video gaming

Terminology for player kills

In (FPS) games, the term "frag" denotes the act of killing an opponent, typically in multiplayer modes such as where players respawn after death. This usage distinguishes it slightly from a general "kill," emphasizing quick elimination followed by immediate respawn, a mechanic prevalent since early multiplayer FPS titles. The word "frag" derives from military slang originating during the , where it referred to assassinating a superior using a fragmentation grenade, abbreviated as "frag." In , the term was adopted to describe player-versus-player eliminations, likely influenced by the prevalence of grenade-based kills in simulations of combat scenarios. It gained prominence with id Software's Doom (released December 10, 1993), which introduced mode and tracked "frags" as the score metric for kills, setting a standard replicated in subsequent titles like (June 22, 1996). "Fragging" remains standard slang in modern FPS games, including series entries since 2003 and (launched June 2, 2020), where it interchangeably signifies a kill or strategic elimination of an . Players may reference "entry fragging," the tactic of leading an to secure the first kill, or accumulate "frags" to dominate leaderboards. While some communities use synonyms like "" for context-specific kills (e.g., isolating a weakened foe), "frag" persists as the core term evoking explosive, decisive takedowns.

Media and entertainment

Frag videos and montages

Frag videos, also known as frag movies or frag montages, are edited compilations of highlight kills, or "frags," from () gameplay, typically featuring synchronized music, , slow-motion replays, and acrobatic maneuvers to emphasize player skill. These videos emerged in the late 1990s alongside the rise of multiplayer modes in games like (1996) and (1997), where the term "frag" originated as slang for a player elimination, derived from id Software's codebase and early multiplayer terminology. Early frag videos were often produced by players recording sessions or online matches using tools like demo playback in Quake engines, with simple edits to showcase precise aiming, rocket jumps, and multi-kills. The format gained prominence in competitive scenes for titles such as (1999) and (1999), where community creators compiled frags from professional players and duels, distributing them via file-sharing sites or early video platforms. Notable early examples include Quake III frag highlights like "" (2010 remaster of late-1990s footage), which captured precision and arena-style combat, and Unreal Tournament montages emphasizing vehicular and instagib modes. These productions served as skill demonstrations and recruitment tools for clans, fostering a subculture of montage editing that paralleled the growth of events like , starting in 1996. By the early 2000s, frag videos evolved with (2000), incorporating narrative elements, thematic music tracks, and higher production values, as seen in community favorites like those from ESL Play events where editors transitioned from amateur clips to professional highlights. In modern , such as (VCT) and : Global Offensive (CS:GO), official frag montages from tournaments compile playoff plays, with examples including VCT Pacific Stage 2 highlights from July 2024 featuring agent abilities and clutch rounds. This evolution reflects technological advances in recording (e.g., high-frame-rate demos) and editing software, shifting from raw skill showcases to cinematic storytelling that boosts viewer engagement and promotes pro players. Frag montages have influenced gaming culture by inspiring aspiring players to replicate techniques, contributing to the popularity of aim-training tools and competitive ladders, though their production has declined with the rise of streaming platforms like , where live highlights often supplant edited videos. Despite this, dedicated communities maintain archives on sites like , preserving over two decades of FPS history through playlists of , UT, and TF2 frags.

Computing and technology

File fragmentation

File fragmentation occurs when a file's data is stored in non-contiguous clusters or extents on a device, such as a (HDD), rather than in sequential blocks. This scattering happens due to repeated operations including creation, growth, deletion, and resizing, which allocate available free space in fragmented gaps left by prior changes. As a result, reading or writing the file requires the storage controller to access multiple dispersed locations, increasing compared to contiguous . Two primary forms of file fragmentation exist: external and internal. External fragmentation involves files split across non-adjacent disk areas, often because free is insufficiently contiguous for full allocation despite overall availability. Internal fragmentation arises within allocated s, where the file's size does not fully utilize the block, leaving unused "slack " that cannot be reallocated efficiently. External fragmentation predominates in file systems under heavy dynamic workloads, while internal fragmentation is inherent to fixed sizes, typically ranging from 4 KB to 64 KB in systems like or ext4. On mechanical HDDs, fragmentation degrades by necessitating additional head movements and rotational delays; for instance, heavily fragmented drives can exhibit up to 50% slower sequential read speeds in benchmarks. In contrast, solid-state drives (SSDs) experience negligible speed penalties from fragmentation owing to access without , though logical fragmentation at the level can still impose minor controller overhead. is thus recommended periodically for HDDs—via tools like Windows Disk Defragmenter, which rearranges data into contiguous blocks—but contraindicated for SSDs, as it induces unnecessary , accelerating NAND flash wear and reducing lifespan by thousands of program/erase cycles. File systems mitigate fragmentation through design features such as extent-based allocation, which groups related blocks into larger contiguous units rather than single clusters, and preallocation for growing files. For example, employs multibyte extents to reduce external fragmentation rates below 5% under typical workloads, per performance analyses. Online defragmenters operate incrementally during idle times to avoid disrupting system use, while third-party tools like those from Diskeeper claim up to 80% reduction in fragmentation without full scans. Despite these advances, fragmentation remains a concern in high-I/O environments like databases, where queries spanning fragmented indexes can incur measurable delays even on SSDs.

Fragment shaders in graphics

Fragment shaders, known as pixel shaders in terminology, constitute a programmable stage in the GPU graphics rendering pipeline that processes interpolated data for each fragment generated by rasterization to compute final per-fragment attributes such as , and stencil values. These shaders receive inputs including screen-space position, sample coverage (if multisampling is active), and varying attributes interpolated from preceding vertex or shader outputs, enabling operations like sampling, computations, and application. Outputs from the fragment feed into subsequent tests (e.g., depth, stencil, blending) before framebuffer writes, with absence of a fragment shader resulting in undefined colors but default depth and stencil handling. The evolution of fragment shaders marked a transition from fixed-function pipelines, where per-pixel operations were hardware-limited (e.g., basic ), to programmable models allowing custom algorithms for advanced effects. Hardware support began with NVIDIA's GeForce 3 GPU in October 2001, implementing Shader Model 1.0 shaders capable of simple arithmetic and lookups for effects like multi-texturing and basic environment mapping. Microsoft's 8, released in November 2000, introduced programmable shaders via Shader Model 1.x, supporting up to 4 stages and limited instructions for dot products and , as seen in ATI's 8500 implementation shortly after. OpenGL adopted fragment shaders with version 2.0 in 2004, alongside the (GLSL) 1.10, which provided C-like syntax for writing compiled at runtime and linked into programs. Subsequent iterations expanded capabilities: Model 2.0 (2003, e.g., FX) added branching and higher-precision floating-point operations for dynamic lighting; Model 3.0 (2004-2006) enabled unlimited instructions and multiple render targets for () rendering; and later models integrated with unified shader architectures post-2006, blurring distinctions between vertex and fragment processing on GPUs like 's G80. By 3.0 in 2008, GLSL enhancements supported and , further enriching fragment inputs for complex scenes. In practice, fragment shaders execute massively in parallel across GPU cores, with each invocation handling one fragment (typically 1-16 samples in multisampled rendering), making them ideal for compute-intensive tasks like per-pixel Phong or physically-based rendering () models, screen-space (SSAO), and pipelines where is decoupled from passes. Developers write them in API-specific languages—GLSL for and , HLSL for —often compiling variants for different hardware profiles to optimize instruction counts and register usage, as exceeding limits (e.g., 96 ALU operations in early models) triggers fallbacks. This programmability has enabled real-time ray tracing approximations and , as in modern engines like Unreal Engine 5, where fragment shaders integrate with and upscaling techniques such as DLSS.

Cybersecurity applications

In , fragmentation attacks exploit the Protocol's () mechanism for dividing oversized packets into smaller fragments for transmission across networks with varying (MTU) sizes. Attackers craft malformed or overlapping fragments that force receiving devices to allocate excessive resources for reassembly, leading to denial-of-service () conditions; for instance, tiny fragment attacks send numerous small fragments requiring significant CPU and to reconstruct, potentially exhausting resources on firewalls or intrusion detection systems (IDS). Overlapping fragment attacks manipulate sequence numbers to create ambiguities during reassembly, enabling evasion of signature-based defenses by hiding malicious payloads in later fragments that overwrite earlier benign ones. Such attacks have been documented since the early , with mitigation strategies including strict fragment reassembly limits in modern firewalls—such as dropping packets with offsets exceeding 8192 bytes—and enabling IP timeouts typically set to 30 seconds to prevent resource exhaustion. In distributed denial-of-service (DDoS) variants, bots targets with fragmented ICMP or packets, amplifying impact as victims buffer incomplete streams; real-world incidents, like those observed in 2023-2024 botnet campaigns, demonstrate volumetric rates exceeding 100 Gbps when combined with techniques. Defensive tools, such as stateful packet inspection in next-generation firewalls from vendors like and , reassemble fragments inline to detect exploits, though this introduces latency trade-offs in high-throughput environments. A distinct class emerged in wireless networks with FragAttacks, disclosed on May 11, 2021, by researcher Mathy Vanhoef, revealing 16 vulnerabilities (categorized into design flaws and implementation bugs) in protocols' handling of fragmentation and aggregation. These flaws allow nearby adversaries to inject malicious frames or exfiltrate data from encrypted sessions, affecting virtually all devices due to inherent protocol weaknesses in 802.11 standards from the ; for example, aggregation attacks misuse frame aggregation for efficiency, enabling cross-protocol leakage where HTTP credentials are tunneled via non-HTTP channels. Patches were issued by vendors like Apple, , and by mid-2021, often involving disabling certain aggregation modes or enhancing fragment checks, but unpatched legacy devices remain susceptible, with CVEs such as CVE-2021-27853 highlighting risks in mixing encrypted and unencrypted fragments. Cybersecurity applications include proactive scanning in tools like analyzers (e.g., with fragmentation filters) and enforcing WPA3 adoption, which mitigates some vectors through improved frame protection, though full resolution requires protocol-level redesigns debated in IEEE working groups. In ransomware contexts, the Frag group, active since early 2025, deploys encryptors targeting multi-platform environments (, , ESXi), leveraging fragmented payloads to evade endpoint detection; recovery involves isolating affected segments and leveraging backups, as seen in incidents handled by firms emphasizing offline to counter double-extortion tactics. Overall, fragmentation's dual-use nature—essential for yet exploitable—underpins cybersecurity practices like anomaly-based detection in systems, which flag irregular fragment patterns using thresholds trained on baseline traffic.

Cryptocurrency

Fragmetric protocol

Fragmetric is a liquid restaking developed on the Solana blockchain, recognized as the network's first native implementation of this mechanism, which has since expanded into the FRAG-22 asset management standard. It enables users to deposit tokens or liquid staking tokens (LSTs) such as JitoSOL, mSOL, or bbSOL, receiving in return fragSOL, a liquid restaking token (LRT) that maintains liquidity for DeFi applications while the underlying assets are restaked to bolster and yield generation. The addresses limitations in traditional staking by incorporating restaking to secure additional services, such as the HyperGrid through collaborations like , thereby enhancing Solana's overall economic security without requiring users to lock assets illiquidly. Operationally, Fragmetric leverages Solana's Token Extensions, including transfer hooks, to enable balance tracking and precise distribution of restaking rewards from consensus networks (NCNs). Users restake via dedicated vaults that delegate to operators on platforms like Jito Restaking, with fragSOL representing a normalized claim on these yields; the protocol's Normalized Token Program ensures flexible reward accrual and across DeFi protocols. Dedicated on the HyperGrid Shared prevent state conflicts, allowing seamless integration with Solana's high-throughput environment for operations like multi-asset deposits and yield sourcing. This supports scalability, with public SDKs available for developers to build compatible applications. Key features include transparent reward tracking via on-chain mechanisms, superior management that permits fragSOL usage in lending, trading, or other DeFi activities, and multi-asset support extending to assets like BTC or stablecoins for diversified restaking. The protocol emphasizes and , evolving from pure restaking to a broader standard for asset handling, including operator validation and fund management curation. Security audits, such as those by Quantstamp, have verified core components like the liquid restaking program, though full implementation of features like undelegation remains ongoing as of mid-2025. The native FRAG token serves as the governance instrument for the protocol, with a fixed total supply of 1 billion tokens allocated through mechanisms including community incentives and airdrops based on user contributions to protocol growth. Announced on June 25, 2025, FRAG empowers holders to influence decisions on fund managers, restaking operators, and supported NCNs, with protocol revenue potentially directed toward ecosystem initiatives like Solana staking allocations. This model aligns incentives for long-term participation, positioning Fragmetric as a foundational layer for Solana's DeFi maturation.

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