#implement nonvolatile
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catboybiologist · 1 year ago
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Y'all ready for a certified neurodivergent moment?
I had to sit through a thing I absolutely did not need any info from, and typed up a massive outline of the soulsborne pokemon game I just talked about. Massively cringe, yes, but hey it's not just living in my head anymore.
I've had this idea brewing in my head for a while now, pretty much ever since PLA came out (and I found it kinda disappointing tbh). Even though Hoenn has lots of love, it still feels like the most "grand" region in terms of the scale and themes of its lore, so I liked the idea of using it for a legends game that focused on the initial clash of Kyogre and Groudon. I had so many ideas brew in my head, and I guess now I sloppily typed them out.
Obviously this isn't actual game design. This is just me being cringey and detailing my dream pokemon game. At 26 years old. Anyways.
Pokemon Legends: Jirachi
In the times when Hoenn was young, the earth and seas shook. Titans roam the land- powerful individual pokemon that shape their environment to their liking. Humans and pokemon work together to keep them under control, but the earth and sea themselves shake, and Titans only grow more numerous. One day, a human wishes on a shooting star to become a hero and save their land, and something from up there answered.
In this game, Jirachi would be a kind of invisible "questmaster", giving an in-game reason for path markers, quest markers, and points of interest marked in stardust and sparkles. Once the main plot is completed, Jirachi would be able to join your party.
Core combat
The gameplay would be souls-like or Monster Hunter like, but with direct parallels to mainline pokemon mechanics. The six stats would be the same, and the four moves your pokemon can learn would be equivalent to the attack interface of a soulslike game- four trigger buttons. You would take direct control of one "primary" pokemon at a time, and use it as a souls-like character.
HP, Def, and SpDef would be largely the same, with the added benefit that less damage taken means more resistance to trips and staggers.
Atk and SpAtk are also pretty clear cut, scales your damage output per move.
Speed would be analogous to stamina or endurance. Dodging would work as in soulsborne games, and consume stamina. Most pokemon walking, running, attack speed, and dodging speed would be largely equivalent, but high speed pokemon would be able to sustain rapidfire attacking, frequent dodging, and continuous sprinting for longer.
Accuracy would be reworked into lock-on or charge up time- eg, a low accuracy move requires you to stay in one place for a longer amount of time before releasing, to charge up or lock on (imagine how swag ass this would look with focus blast).
PP would correspond to cooldown time. Each move would be infinite use, but have a cool-down after its used. So a move with high accuracy, but low PP, could be used instantly, but not spammed. High PP, weaker moves would then see an increased niche as a "default" light attack that can be spammed.
Attacks could also be ranged, up close, AoE, and have other features that would need to be tweaked and balanced in implementation. They wouldn't one to one map onto their in game counterparts, but this would at least provide a vague guide for how these moves work that builds on players assumed existing knowledge of pokemon games.
Special attributes, like never-miss moves and priority moves, would have features that play into this- eg, priority moves could be spammed with no cooldown, and never-miss moves would be immune to inhibiting effects.
Stat changes could be temporary effects applied to yourself when using the move, like a buffing spell in soulsborne games.
Nonvolatile status effects (paralysis, burn, sleep, etc) would work similar to monster hunter- invisibly accumulating triggers that occur as a side effect to to moves, or in the case of moves that directly trigger status like Spore or Thunder Wave, they would not do direct damage, but instead add massive amounts to the accumulated status trigger.
Field effects (weather, terrain, and special effects like wind, gravity, etc) could be set by regular pokemon moves in small areas, but would also be frequently encountered in the overworld.
Examples: the vibes of potential starter pokemon.
This is all just for the purpose of giving examples of how I envision some of this stuff working. Assume each pokemon would have regional variants that scaled their stats appropriately. This is just to show how different playstyles from the mainline games would translate to this format.
Lucario: example mixed offensive pokemon
Moves like aura sphere could be used with no lock on time, and little to no cooldown, forming the basis of a normal, light, ranged attack.
Moves like Close Combat would have no lock on, but give a temporary debuff and have a long cooldown time before they could be initiated again, making for a quick to use but infrequent heavy attack.
Swords dance and/or nasty plot could be used to provide a temporary buff for a period of time.
Focus blast would take a long time to charge and lock on, making you a sitting duck.
Reuniclus: example tanky pokemon
Light Screen and Barrier could lay down static areas on the ground. When an ally pokemon is located within them, they provide their corresponding defensive buffs. Cooldown for reusing them starts when these floor areas disappear.
Recover could be used to heal, but would have a long cooldown.
Liepard: example technical pokemon
Yawn would inflict direct sleep "buildup", but over time as opposed to instantly.
Fake out would instantly proc a stagger from the enemy, but could only be used in a certain time range upon being sent out.
Moves like taunt and torment function as usual.
The trainer and overworld traversal
Even though the player has direct control over pokemon, the MC is still a trainer, and pokemon are still capture in balls.
The trainer would be on the sidelines, with idle animations ordering the pokemon to do stuff.
Only one "controllable" pokemon could be outside of a pokeball at a time, or all of them could be stowed in pokeballs to directly control the trainer. The trainer can interact with NPCs, gather items, etc.
The trainer would also order "helper" pokemon. One or two "helpers" could be added independent of the party that would follow the trainer around constantly. Each pokemon has a list of field "helper" abilities they're capable of doing, independent of what moves they know. By targeting something that a helper pokemon can interact with in the world, the trainer would order that pokemon to zip out and interact with it. Think Republic commando. This takes the role of HMs and other field moves. For areas that require things like Surf of dive, the helper pokemon would exert a field of influence that essentially allowed the primary pokemon to act normally- eg, a surf helper would cause an area of surging upwards surface chop that lets the primary pokemon walk on water, or a dive helper would create small air bubbles centered around wherever the primary pokemon breathes from.
The trainer can also provide small support in the form of items, but this would be limited to encourage sensible use of stat boosting moves.
Pokemon would still be captured in pokeballs, but after they are fainted by the primary pokemon. Fainted pokemon could either be captured in a pokeball, or "relieved" of unique held items and resources before releasing them.
Pokemon would not gain experience by defeating opponents. Instead, each one would have material requirements to both level up and "customize" them. Like upgrading a weapon in Monster Hunter, every pokemon would have unique material requirements to level up, change nature, upgrade IVs, allocate EVs, or learn and relearn certain moves. This incentivizes a postgame loop, but could be curved to make the main game give you adequate materials to avoid excessive grinding.
The gameplay and story structure
The gameplay loop is basically monster hunter.
There would be a large number of normal-sized pokemon out in the world, that could be easily defeated and either captured and looted. But, frequently, a "Titan" would appear- a large, boss variant of a particular pokemon. Some pokemon can only be captured from their defeated titan forms, even if they appear in their regular forms.
These titan forms would appear semi-randomly, and requests to "quiet" them by defeating them would take the form of quests posted in the hub regions. These quests would then essentially be a monster hunter hunt- going out and fighting a particular titan.
Titan forms could be unique, or vaguely modeled after existing megas.
The world is divided into 8 main regions, and at least one "bonus" region. There would be 4 ocean regions, and 4 land regions. Each region would be seperate, but open to explore within that region (damn you can really see how much I've played MH:W)
Each region would have a drop table of pokemon that could potentially appear as titans.
Each region would also have one, single titan pokemon that gives the region its character. These 9 titans would be new, unique regional variants.
Each region, and by extension, each boss titan, would be directly associated with a different regional effect. So essentially, the boss titan and the field effect of a region would be reflective of its character.
The plot, like monster hunter, would be a gameplay loop of increasingly powerful titans within a region, building to the boss titans of each region. Once the 8 primary titans are defeated, it triggers the endgame main plotline.
The world
As mentioned previously, the bulk of the gameplay loop and storyline would be defeating increasingly more powerful "titan" pokemon, until you encounter a particular individual pokemon that is actively shaping that region and has ultimately caused the other titans along the way to be empowered.
Each region would have a dominant type, several field effects that come and go within certain parts of the area, and a unique boss titan. Each boss titan is about equivalent difficulty, and the player is encouraged to spread their efforts around to proceed through the "tiers" of titans evenly across the world before making it to the boss.
Hubs: Slateport, Lilycove.
Self explanatory, these would be the hub towns. Like in PLA, no other cities would be founded yet. Mt. Pyre would be integrated as part of Lilycove, and important characters and exposition could happen there. It would be an active cathedral. Kyogre and Groudon wouldn't be "known", but vague, amorphous titans of earth, sea, and sky would be referenced.
Land Regions
Meteor Cliffs and the Tranquil Plain
A gentle, grassy plain south of Mt. Chimney gives way to its southern slope. The slope, pockmarked with craters, has not been extensively explored, but is thought to hold deep caverns.
Regional effect: Pyschic Terrain
Regional Titan boss: Metagross (Steel/Pyschic)
Main game route equivalents: Meteor Falls, Rustboro City, Petalburg Woods, Petalburg City, Oldale Town, Littleroot town, 101, 102, 103, 104, 116, 115
Towering Forest
A deep, lush forest, sometimes so dense that you can't see the sky, fed by the crystal clear river cutting through it. The tangle of the canopy shudders under the weight of unseen pokemon above.
Regional effect: Grassy Terrain
Regional Titan boss: Tropius (Grass/Steel)
Main game route equivalents: Fortree city, Safari Zone, 119, 120, 121, 123
Jagged Stones
Deep, rugged canyons hide a basin-like desert, where a raging sandstorm elicits mirage-like visions.
Regional effect: sandstorm
Regional Titan boss: Tyranitar (Rock/Dragon)
Main game route equivalents: Verdanturf town, 117, 111, 112, all desert subregions
Volcanic Slopes
The peaks, caverns, and North slope of Mt. Chimney know no peace from the continuous onslaught of lava.
Regional effect: harsh sunlight
Regional Titan boss: Camerupt (Fire/Ground)
Main game route equivalents: Mt. Chimney, Jagged Pass, Fiery Path, Lavaridge, Fallarbor, 113, 114
Oceanic regions
Thunder Bay
An unrelenting, static haze hovers over the inlets of of Thunder Bay, impeding exploration of its deep subterranean caverns.
Regional effect: electric terrain
Regional Titan boss: Manectric (Electric/Dark)
Main game route equivalents: Mauville, New Mauville (replaced by a cave entrance), Cycling Road, 118, 110, 134, 133
Shifting Floes
A chill falls over the NorthEast seas of Hoenn, a climatic anomaly. Scattered islands and shifting ice platforms are continually coated with a snowstorm.
Regional effect: snowstorm
Regional Titan boss: Froslass (ice/ghost)
Main game region equivalents: Mossdeep, Shoal cave, 124, 125, parts of 126 and 127
Misted islands
A mysterious area of the ocean in which islands seem to shift locations as they phase in and out of sight.
Primary Area effect: Misty Terrain
Regional Titan Boss: Altaria (Dragon/fairy)
Main game route equivalents: Dewford Town, Granite Cave, Southern Island, Mirage Island (location changed), 105, 106, 107, 108, 109
Deep Blue
The open expanse of the ocean, and the islands within it, hold secrets beyond comprehension in their depths and constant storms. It is said that there is as much below as there is above.
Primary Area effect: rain/underwater (same effects as rain)
Regional Titan Boss: Wailord (water)
Main game route equivalents: Sootopolis city, Cave of Origin, Sky Pillar, Ever Grande City, Pacifidlog, Seafloor cavern, 128, 129, 130, 131, 132, parts of 126 and 127
Special Area: the Delta Stream
Ripping across Hoenn's skies is an air current known as the Delta Stream, which powerful pokemon use as a causeway between regions and across the world.
Only accessible in the postgame, and with a "helper" pokemon that can fly. This entire region is above the clouds, and the only points that poke up are the peak of Mt. Chimney, Sky Pillar, and an updraft over Mt. Pyre.
Primary area effect: tailwind
Regional Titan Boss: Salamence (Flying/Dragon)
The Endgame Plot: after the titans are quieted
Once every boss has been defeated, the endgame storyline starts. Despite every titan being quieted, the land still quakes, and the seas still swell. The elders of Mt. Pyre urge you to investigate these at their source: the inner lava chamber of Mt. Chimney (subregion of Volcanic Slopes), and the depths of the seafloor (subregion of Deep Blue).
As you can probably guess, this is the introduction to Kyogre and Groudon.
The first fight with each of them uses your own pokemon, and gives you a "false" win- after you "faint" them in a suspiciously easy battle, they each revive into their primal forms, and head to the mountain island that would become Sootopolis. Hear, they battle on a kaiju-like scale. The MC watches the destruction from Mt. Pyre.
For the second time in the game's story, the MC makes a wish: this is beyond me. I wish a savior would come. Jirachi directly unveils itself for the first time to answer the call, touches the MC, and speeds off into the distance. A cutscene follows Jirachi to Sky Pillar (only a raw, uncarved spike of rock at this point), where Rayquaza is seen coiled around the top. Jirachi leads Rayquaza into the upper atmosphere, where it undergoes a primal/mega evolution. It pivots, shooting down towards earth, building speed.
The player takes control of M-Rayquaza as it slams down to earth, staggering Kyogre and Groudon away from each other, and engages in a special fight where they have to defeat both of them.
After this, Kyogre, Groudon, and Rayquaza may each be found at Seafloor cavern, Mt. Chimney, and sky pillar respectively, and may be defeated and captured. But its highly implied that they only go along with this willingly, and will freely resume their duties as the lords of the land once the MC passes on.
After the plot is completed, steps and murals start being carved into Sky Pillar, allowing access to the Delta Stream.
The post game would allow for infinitely generating Titans, rematches with previously captured Boss Titans as "enrichment" for them, and general gameplay loop grinding for items to train pokemon.
Yay, okay, no ones gonna read this far but uh. Yeah. That's the general idea I had. Hope it made at least some sense LOL
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now, critically; the curation of a game and it's difficulty by it's own creators is a developing science!
Since at least the 3rd generation of home video game consoles, the question of "how deep does a player need to engage with a game's mechanics to get a 'full experience' out of it" has been a point of folk study, typically inspired by developers designing the same content to be played through multiple times to stretch the playtime-per-dollar on a =< 1 megabyte medium, like Kirby's extra playthrough or Metroid's light speedrunning incentives; and while the modern gamer likely balks at these primitive implementations, later developers have built entire genres off this idea of scaling resistance with player mastery.
(And, to hedge my bets here- I'm not just talking about the obvious ones and my thesis does have a strong relation to the modern CRPG (the modern visual novel, even). Baldur's Gate 3 did not have it's vaunted Tactician Mode at launch, and actively recommends saving it's "Dark Urge" Create-a-Character for loop 2; Fallout New Vegas implicitly suggests a second playthrough as early as you see the stats ("Speech" in particular), hints at it through all the battle of Goodsprings, and is veritably teasing you from the moment you're offered a 3-way route split between Caesar, the NCR, and Mr. House. Replayability is intrinsic to the medium- just about the only game I've seen people describe as actively and totally ruined by foreknowledge is Outer Wilds, which I'd argue is a VN with eyecatching platforming physics and correspondingly carries the exact or slightly more replay value as a detective novel.)
Recent developers seem to have found a couple profound innovations in "ludomasochistic conveyance"- to return to this topic's advertised whipping horse for round 1; Dark Souls. To paraphrase Noah Caldwell Gervais, the difficulty selector is in there, and it is rich.
The trick, as he explains roundaboutly, is that it's presented backwards from the orthodoxy and framed as investment.
(Specifically, the Traditional Souls Combat System makes one major concession towards accessibility- massively slowing down combat and simplifying player movesets from it's genetic precursors in the 3D-beat-'em-up and arena fighter- frames that as a challenge imposed on the player; through the abnormally high commitment of having every action be reactably slow, resource costing, and uncancellable; and then does this next thing)-
Miyazaki presents the difficulty first, drip-feeds the player with diegetically justified mitigation tools that opaquely-but-measurably decrease that difficulty when applied intelligently, and scales the power of those mitigation tools to the player's investment of an infinitely-renewable but hard-won and volatile resource.
It's difficulty modulation, player expression, and power progression rolled up into the single idea of "The Build",
and the fact that it demands a decently steep quota of investment from the player (but is uniquely flexible about what form that investment takes- an SL1 Deprived of exceptional bossing skill will link the same flame as an SL 200 Greatshield GiantDad will link the same flame as a dex/int sorcellous zoner will link the same flame as a co-op healing cleric)
keeps a lot of players from realizing it's NOT the memetically stern 1:1 Violin Simulator & Grit Tester it's fans like to insist it is!
(not that it's immune to tonal ruination or flawless in implementation. Multiplayer is a notoriously overwhelming variable and is only worsened by an unfilterable global network pool- Noah from above reflected on his first O&S kill getting more-or-less poached by a particularly zealous co-op bosser that he invited in to do exactly that; and Elden Ring's lack of a tight, considered local power curve combined with scale creep mandated content recycling led to a lot of complaints about the game's levelling systems finally causing the kind of tension-deflating power creep that RPGs with nonvolatile EXP are subject to-)
The point, right, at least for this branch of the comment chain; is that anyone growing the right amount of disdainful at the journalistic churn of whether or not games 'should' be difficult wipl be intrigued and delighted by studying how games actually use difficulty as a deliberate pillar of ludonarrative engagement.
The New Vegas grenade launcher post feels like a good example in favor of one of my more controversial video game takes.
That is, while I don't think easier difficulty modes are a bad thing I do think you can kind of ruin the intended experience more than you think by using them.
The gameplay of a game is not a separate thing from its story or atmosphere. In many games, the gameplay is supposed to reinforce the aesthetic elements of the game to create a specific type of emotional experience, and this experience can be dramatically changed if the gameplay does not resonate with what the game is presenting.
If a game's setting is supposed to be dark and dangerous but the game is overly easy, you may never actually feel the danger. You may not make decisions based on it or immerse yourself.
Similarly, if an antagonist is supposed to be intimidating but defeating them is not particularly difficult then they are unlikely to actually feel as threatening as they're supposed to be.
Some games suffer from this much more than others (there's some games where it just doesn't matter) but playing easy mode can be like playing through a worse version of the game and getting a less engaging experience as a result.
It's not an elitism or gatekeeping thing to me. It's all about maintaining that connection to the setting and enabling immersion in ways that make the thing more interesting.
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prakashymtsdm · 1 year ago
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10 Fun and Easy Electronic Circuit Projects for Beginners
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Check out the interesting electronics journey via these beginner projects! Learn about potentiometers, LED blinkers and simple amplifiers. Get hands on how mechanics of electronics work. Novices would definitely love doing these projects as they are both fun and medium to learn about circuitry
1. Low Power 3-Bit Encoder Design using Memristor
The design of an encoder in three distinct configurations—CMOS, Memristor, and Pseudo NMOS—is presented in this work. Three bits are used in the design of the encoder. Compared to cmos and pseudo-nmos logic, the suggested 3-bit encoder that uses memristor logic uses less power. With LTspice, the complete encoder schematic in all three configurations is simulated.
2. A Reliable Low Standby Power 10T SRAM Cell with Expanded Static Noise Margins
The low standby power 10T (LP10T) SRAM cell with strong read stability and write-ability (RSNM/WSNM/WM) is investigated in this work. The Schmitt-trigger inverter with a double-length pull-up transistor and the regular inverter with a stacking transistor make up the robust cross-coupled construction of the suggested LP10T SRAM cell. The read-disturbance is eliminated by this with the read path being isolated from real internal storage nodes. Additionally, it uses a write-assist approach to write in pseudo differential form using a write bit line and control signal. H-Spice/tanner 16mm CMOS Technology was used to simulate this entire design.
3. A Unified NVRAM and TRNG in Standard CMOS Technology
The various keys needed for cryptography and device authentication are provided by the True Random Number Generator (TRNG). The TRNG is usually integrated into the systems as a stand-alone module, which expands the scope and intricacy of the implementation. Furthermore, in order to support various applications, the system must store the key produced by the TRNG in non-volatile memory. However, in order to build a Non-Volatile Random Access Memory (NVRAM), further technological capabilities are needed, which are either costly or unavailable.
4. High-Speed Grouping and Decomposition Multiplier for Binary Multiplication
The study introduces a high-speed grouping and decomposition multiplier as a revolutionary method of binary multiplication. To lower the number of partial products and critical path time, the suggested multiplier combines the Wallace tree and Dadda multiplier with an innovative grouping and decomposition method. This adder's whole design is built on GDI logic. The suggested design is tested against the most recent binary multipliers utilizing 180mm CMOS technology.
5. Novel Memristor-based Nonvolatile D Latch and Flip-flop Designs
The basic components of practically all digital electrical systems with memory are sequential devices. Recent research and practice in integrating nonvolatile memristors into CMOS devices is motivated by the necessity of sequential devices having the nonvolatile property due to the critical nature of instantaneous data recovery following unforeseen data loss, such as an unplanned power outage.
6. Ultra-Efficient Nonvolatile Approximate Full-Adder with Spin-Hall-Assisted MTJ Cells for In-Memory Computing Applications
With a reasonable error rate, approximate computing seeks to lower digital systems' power usage and design complexity. Two extremely effective magnetic approximation full adders for computing-in-memory applications are shown in this project. To enable non-volatility, the suggested ultra-efficient full adder blocks are connected to a memory cell based on Magnetic Tunnel Junction (MTJ).
7. Improved High Speed or Low Complexity Memristor-based Content Addressable Memory (MCAM) Cell
This study proposes a novel method for nonvolatile Memristor-based Content Addressable Memory MCAM cells that combine CMOS processing technology with Memristor to provide low power dissipation, high packing density, and fast read/write operations. The suggested cell has CMOS controlling circuitry that uses latching to reduce writing time, and it only has two memristors for the memory cell.
8. Data Retention based Low Leakage Power TCAM for Network Packet Routing
To lessen the leakage power squandered in the TCAM memory, a new state-preserved technique called Data Retention based TCAM (DR-TCAM) is proposed in this study. Because of its excellent lookup performance, the Ternary Content Addressable Memory (TCAM) is frequently employed in routing tables. On the other hand, a high number of transistors would result in a significant power consumption for TCAM. The DR-TCAM can dynamically adjust the mask cells' power supply to lower the TCAM leakage power based on the continuous characteristic of the mask data. In particular, the DR-TCAM would not erase the mask data. The outcomes of the simulation demonstrate that the DR-TCAM outperforms the most advanced systems. The DR-TCAM consumes less electricity than the conventional TCAM architecture.
9. One-Sided Schmitt-Trigger-Based 9T SRAM Cell for NearThreshold Operation
This study provides a bit-interleaving structure without write-back scheme for a one-sided Schmitt-trigger based 9T static random access memory cell with excellent read stability, write ability, and hold stability yields and low energy consumption. The suggested Schmitt-trigger-based 9T static random access memory cell uses a one-sided Schmitt-trigger inverter with a single bit-line topology to provide a high read stability yield. Furthermore, by utilizing selective power gating and a Schmitt-trigger inverter write aid technique that regulates the Schmitt-trigger inverter's trip voltage, the write ability yield is enhanced.
10. Effective Low Leakage 6T and 8T FinFET SRAMs: Using Cells With Reverse-Biased FinFETs, Near-Threshold Operation, and Power Gating In this project, power gating is frequently utilized to lower SRAM memory leakage current, which significantly affects SRAM energy usage. After reviewing power gating FinFET SRAMs, we assess three methods for lowering the energy-delay product (EDP) and leakage power of six- and eight-transistor (6T, 8T) FinFET SRAM cells. We examine the differences in EDP savings between (1) power gating FinFETs, (2) near threshold operation, and alternative SRAM cells with low power (LP) and shorted gate (SG) FinFET configurations; the LP configuration reverse-biases the back gate of a FinFET and can cut leakage current by as much as 97%. Higher leakage SRAM cells get the most from power gating since their leakage current is reduced to the greatest extent. Several SRAM cells can save more leakage current by sharing power gating transistors. MORE INFO
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ashwinigongale-blog · 5 years ago
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Know the Latest Study of the Global Nonvolatile Memory Market 2019 in the Industry with Prominent Players
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The research report mainly introduced the global nonvolatile memory market basics: a market overview, classifications, definitions, applications, and product specifications and so on. The global analytical report has been made by using significant data research methodologies such as primary and secondary research.
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Fujitsu Ltd
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Viking Technology
Microchip Technology
Micron Technology Inc.
Nantero
Inc
Crossbar Inc.
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The reports help to find the answers to the following questions:
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References
1. Global Pulmonary Artery Catheter Industry Market Research Report
2. Thin Heat Insulation Materials Market Is Responsible For Increasing Market Share
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bwdc · 4 years ago
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qualityhomeworkanswers · 5 years ago
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_______________________________________________________ Name Here TRUE/FALSE QUESTIONS: T F 1) A processor manages the computer operations and data processing functions. T F 2) Data is usually moved between the computer and its outside environment by means of a system bus. T F 3) Typically cache memory is out of view or not accessible to the OS. T F 4) A processor is blocked from executing other instructions if a previously-initiated I/O operation is underway regardless of interrupt capabilities. T F 5) Communications interrupts are blocked during interrupts for printer activity 6) The four main structural elements of a computer system are: A) Processor, Main Memory, I/O Modules and System Bus B) Processor, I/O Modules, System Bus and Secondary Memory C) Processor, Registers, Main Memory and System Bus D) Processor, Registers, I/O Modules and Main Memory 7) Storage place for the address of the instruction to be fetched that will execute next. A) Accumulator (AC) B) Instruction Register (IR) C) Instruction Counter (IC) D) Program Counter (PC) 8) The __________ contains the data to be written into memory and receives the data read from memory. A) I/O address register B) memory address register C) I/O buffer register D) memory buffer register 9) Instruction processing consists of two steps: A) fetch and execute B) instruction and execute C) instruction and halt D) fetch and instruction 10) The ___________ routine determines the nature of the interrupt and performs whatever actions are needed. A) interrupt handler B) instruction signal C) program handler D) interrupt signal Fill-in the blanks 11) The __________ is a device for staging the movement of data between main memory and processor registers to improve performance and is not usually visible to the programmer or processor. 12) External, nonvolatile memory is also referred to as __________________ or auxiliary memory. 13) In a _______________ multiprocessor all processors can perform the same functions so the failure of a single processor does not halt the machine. TRUE/FALSE QUESTIONS: T F 14) A process consists of three components: an executable program, the associated data needed by the program, and the execution context of the program. T F 15) Uniprogramming typically provides better utilization of system resources than multiprogramming. T F 16) A monolithic kernel is implemented as a single process with all elements sharing the same address space. T F 17) The user has direct access to the processor with a batch-processing type of OS. T F 18) Multiprogramming us used by batch processing and time-sharing. MULTIPLE CHOICE QUESTIONS: 19) The __________ is the interface that is the boundary between hardware and software. A) ABI B) ISA C) IAS D) API   20) A(n) __________ is a set of resources for the movement, storage, and processing of data and for the control of these functions. A) architecture B) program C) computer D) application 21) The operating system's __________ refers to its inherent flexibility in permitting functional modifications to the system without interfering with service. A) efficiency B) ability to evolve C) controlled access D) convenience 22) Operating systems must evolve over time because: A) new hardware is designed and implemented in the computer system B) hardware must be replaced when it fails C) hardware is hierarchical D) users will only purchase software that has a current copyright date 23) Hardware features desirable in a batch-processing operating system include memory protection, timer, privileged instructions, and __________ . A) clock cycles B) associated data C) interrupts D) kernels TRUE/FALSE QUESTIONS: T F 24) The OS may create a process on behalf of an application. T F 25) Swapping is not an I/O operation so it will not enhance performance. T F 26) If a system does not employ virtual memory each process to be executed must be fully loaded into main memory. T F 27) A process that is not in main memory is immediately available for execution, regardless of whether or not it is awaiting an event. T F 28) The OS may suspend a process if it detects or suspects a problem. 29) It is the principal responsibility of the __________ to control the execution of processes. A) OS B) process control block C) memory D) dispatcher 30) When one process spawns another, the spawned process is referred to as the __________ . A) trap process B) child process C) stack process D) parent process 31) __________ involves moving part or all of a process from main memory to disk. A) Swapping B) Relocating C) Suspending D) Blocking 32) When a process is in the _________ state it is in secondary memory but is available for execution as soon as it is loaded into main memory. A) Blocked B) Blocked/Suspend C) Ready D) Ready/Suspend 33) The _________ is the less-privileged mode. A) user mode B) kernel mode C) system mode D) control mode TRUE/FALSE QUESTIONS: T F 34) It takes less time to terminate a process than a thread. T F 35) An example of an application that could make use of threads is a file server. T F 36) Termination of a process does not terminate all threads within that process. T F 37) Any alteration of a resource by one thread affects the environment of the other threads in the same process. T F 38) Windows is an example of a kernel-level thread approach. 39) The traditional approach of a single thread of execution per process, in which the concept of a thread is not recognized, is referred to as a __________ . A) task B) resource C) single-threaded approach D) lightweight process 40) A _________ is a single execution path with an execution stack, processor state, and scheduling information. A) domain B) strand C) thread D) message 41) A __________ is a dispatchable unit of work that executes sequentially and is interruptible so that the processor can turn to another thread. A) port B) process C) token D) thread 42) A __________ is an entity corresponding to a user job or application that owns resources such as memory and open files. A) task B) process C) thread D) token 43) A Windows process must contain at least _________ thread(s) to execute. A) four B) three C) two D) one TRUE/FALSE QUESTIONS: T F 44) The central themes of operating system design are all concerned with the management of processes and threads. T F 45) It is possible in a single-processor system to not only interleave the execution of multiple processes but also to overlap them. T F 46) Concurrent processes do not come into conflict with each other when they are competing for the use of the same resource. T F 47) A process that is waiting for access to a critical section does not consume processor time. T F 48) It is possible for one process to lock the mutex and for another process to unlock it. 49) The management of multiple processes within a uniprocessor system is __________ . A) multiprogramming B) structured applications C) distributed processing D) multiprocessing 50) A situation in which a runnable process is overlooked indefinitely by the scheduler, although it is able to proceed, is _________ . A) mutual exclusion B) deadlock C) starvation D) livelock 51) A _________ is an integer value used for signaling among processes. A) semaphore B) message C) mutex D) atomic operation 52) A situation in which two or more processes are unable to proceed because each is waiting for one of the others to do something is a _____deadlock___ . TRUE/FALSE QUESTIONS: T F 53) All deadlocks involve conflicting needs for resources by two or more processes. T F 54) For deadlock to occur, there must not only be a fatal region, but also a sequence of resource requests that has led into the fatal region. T F 55) Deadlock avoidance requires knowledge of future process resource requests. T F 55) An atomic operation executes without interruption and without interference. T F 57) Deadlock avoidance is more restrictive than deadlock prevention. 58) A set of processes is _________ when each process in the set is blocked awaiting an event that can only be triggered by another blocked process in the set. A) spinlocked B) stagnant C) preempted D) deadlocked 59) Examples of __________ include processors, I/O channels, main and secondary memory, devices, and data structures such as files, databases, and semaphores. A) regional resources B) joint resources C) reusable resources D) consumable resources 60) The strategy of deadlock _________ is to design a system in such a way that the possibility of deadlock is excluded. A) prevention B) detection C) diversion D) avoidance TRUE/FALSE QUESTIONS: T F 61) In a uniprogramming system main memory is divided into two parts. T F 62) The use of unequal size partitions provides a degree of flexibility to fixed partitioning. T F 63) In a multiprogramming system the available main memory is not generally shared among a number of processes. T F 64) Programs in other processes should not be able to reference memory locations in a process for reading or writing purposes without permission. T F 65) Any protection mechanism must have the flexibility to allow several processes to access the same portion of main memory. MULTIPLE CHOICE QUESTIONS: 66) Main memory divided into a number of static partitions at system generation time is _______ . A) fixed partitioning B) simple segmentation C) dynamic partitioning D) simple paging 67) Main memory divided into a number of equal size frames is the __________ technique. A) simple paging B) dynamic partitioning C) fixed partitioning D) virtual memory segmentation 68) One technique for overcoming external fragmentation is __________ . A) loading B) compaction C) relocation D) partitioning 69) A ___________ is a particular example of logical address in which the address is expressed as a location relative to some known point, usually a value in a processor register. A) logical address B) relative address C) absolute address D) physical address 70) The chunks of a process are known as __________ . A) pages B) addresses C) frames D) segments TRUE/FALSE QUESTIONS: T F 72) The size of virtual storage is limited by the actual number of main storage locations. T F 73) Virtual memory allows for very effective multiprogramming and relieves the user of the unnecessarily tight constraints of main memory. T F 74) The smaller the page size, the greater the amount of internal fragmentation. T F 75) The page currently stored in a frame may still be replaced even when the page is locked. 76) The address of a storage location in main memory is the __________ . A) address space B) virtual address space C) real address D) virtual address 77) __________ is the range of memory addresses available to a process. A) Address space B) Real address C) Virtual address D) Virtual address space 78) The _________ states the process that owns the page. A) process identifier B) control bits C) page number D) chain pointer 79) A _________ is issued if a desired page is not in main memory. A) paging error B) page replacement policy C) page fault D) page placement policy 80) The _________ determines when a page should be brought into main memory. A) page fault B) fetch policy C) working set D) resident set management 81) Complete the table below by putting T or F in each box (No mistakes = 5 point. Each mistake = -1 points) A B A v B (A or B) A ^ B (A and B) NOR Not (A or B) NAND Not (A and B) Not B Not A A XOR B (Exclusive or) T T T F F T F F CONVERSIONS 82) 111011102 = ________________10 (binary to decimal) 83) 25510 = _____________2 (decimal to binary)   84) (5 points) Using this instruction set: Opcode Definition 0 Halt 1 ADD 2 SUBTRACT 3 STORE 5 LOAD 6 BRANCH UNCONDITIONALLY 7 BRANCH ON ZERO 8 BRANCH ON POSITIVE 901 INPUT 902 OUTPUT Then looking at this program: Instruction# code Description of each action (comment here) 0 901 ____________________________________ 01 399 ____________________________________ 02 901 ____________________________________ 03 199 ____________________________________ 04 902 ____________________________________ 05 000 99 DAT Question: What does the above program do?   85. (5 points) Here’s a sample of how the LRU Algorithm works: SAMPLE ONLY – THIS TABLE IS ONLY A SAMPLE FOR YOU TO LOOK AT Pages needed 2 3 2 1 5 2 4 5 3 2 5 2 frame 1 2 2 2 2 2 2 2 2 3 3 3 3 frame 2 3 3 3 5 5 5 5 5 5 5 5 frame 3 1 1 1 4 4 4 2 2 2 F F F F BUT - FILL-OUT THIS ONE BELOW Fill-in the page numbers in the chart below when they’re needed by the LRU algorithm if given The stream of Pages needed as shown and put an “F” for page fault below this chart where they would occur (as shown in the SAMPLE above) Pages needed 2 3 4 1 3 4 5 3 2 2 5 1 frame 1 frame 2 frame 3
_______________________________________________________ Name Here TRUE/FALSE QUESTIONS: T F 1) A processor manages the computer operations and data processing functions. T F 2) Data is usually moved between the computer and its outside environment by means of a system bus. T F 3) Typically cache memory is out of view or not accessible to the OS. T F 4) A processor is blocked from executing other instructions if a previously-initiated I/O operation is underway regardless of interrupt capabilities. T F 5) Communications interrupts are blocked during interrupts for printer activity 6) The four main structural elements of a computer system are: A) Processor, Main Memory, I/O Modules and System Bus B) Processor, I/O Modules, System Bus and Secondary Memory C) Processor, Registers, Main Memory and System Bus D) Processor, Registers, I/O Modules and Main Memory 7) Storage place for the address of the instruction to be fetched that will execute next. A) Accumulator (AC) B) Instruction Register (IR) C) Instruction Counter (IC) D) Program Counter (PC) 8) The __________ contains the data to be written into memory and receives the data read from memory. A) I/O address register B) memory address register C) I/O buffer register D) memory buffer register 9) Instruction processing consists of two steps: A) fetch and execute B) instruction and execute C) instruction and halt D) fetch and instruction 10) The ___________ routine determines the nature of the interrupt and performs whatever actions are needed. A) interrupt handler B) instruction signal C) program handler D) interrupt signal Fill-in the blanks 11) The __________ is a device for staging the movement of data between main memory and processor registers to improve performance and is not usually visible to the programmer or processor. 12) External, nonvolatile memory is also referred to as __________________ or auxiliary memory. 13) In a _______________ multiprocessor all processors can perform the same functions so the failure of a single processor does not halt the machine. TRUE/FALSE QUESTIONS: T F 14) A process consists of three components: an executable program, the associated data needed by the program, and the execution context of the program. T F 15) Uniprogramming typically provides better utilization of system resources than multiprogramming. T F 16) A monolithic kernel is implemented as a single process with all elements sharing the same address space. T F 17) The user has direct access to the processor with a batch-processing type of OS. T F 18) Multiprogramming us used by batch processing and time-sharing. MULTIPLE CHOICE QUESTIONS: 19) The __________ is the interface that is the boundary between hardware and software. A) ABI B) ISA C) IAS D) API   20) A(n) __________ is a set of resources for the movement, storage, and processing of data and for the control of these functions. A) architecture B) program C) computer D) application 21) The operating system’s __________ refers to its inherent flexibility in permitting functional modifications to the system without interfering with service. A) efficiency B) ability to evolve C) controlled access D) convenience 22) Operating systems must evolve over time because: A) new hardware is designed and implemented in the computer system B) hardware must be replaced when it fails C) hardware is hierarchical D) users will only purchase software that has a current copyright date 23) Hardware features desirable in a batch-processing operating system include memory protection, timer, privileged instructions, and __________ . A) clock cycles B) associated data C) interrupts D) kernels TRUE/FALSE QUESTIONS: T F 24) The OS may create a process on behalf of an application. T F 25) Swapping is not an I/O operation so it will not enhance performance. T F 26) If a system does not employ virtual memory each process to be executed must be fully loaded into main memory. T F 27) A process that is not in main memory is immediately available for execution, regardless of whether or not it is awaiting an event. T F 28) The OS may suspend a process if it detects or suspects a problem. 29) It is the principal responsibility of the __________ to control the execution of processes. A) OS B) process control block C) memory D) dispatcher 30) When one process spawns another, the spawned process is referred to as the __________ . A) trap process B) child process C) stack process D) parent process 31) __________ involves moving part or all of a process from main memory to disk. A) Swapping B) Relocating C) Suspending D) Blocking 32) When a process is in the _________ state it is in secondary memory but is available for execution as soon as it is loaded into main memory. A) Blocked B) Blocked/Suspend C) Ready D) Ready/Suspend 33) The _________ is the less-privileged mode. A) user mode B) kernel mode C) system mode D) control mode TRUE/FALSE QUESTIONS: T F 34) It takes less time to terminate a process than a thread. T F 35) An example of an application that could make use of threads is a file server. T F 36) Termination of a process does not terminate all threads within that process. T F 37) Any alteration of a resource by one thread affects the environment of the other threads in the same process. T F 38) Windows is an example of a kernel-level thread approach. 39) The traditional approach of a single thread of execution per process, in which the concept of a thread is not recognized, is referred to as a __________ . A) task B) resource C) single-threaded approach D) lightweight process 40) A _________ is a single execution path with an execution stack, processor state, and scheduling information. A) domain B) strand C) thread D) message 41) A __________ is a dispatchable unit of work that executes sequentially and is interruptible so that the processor can turn to another thread. A) port B) process C) token D) thread 42) A __________ is an entity corresponding to a user job or application that owns resources such as memory and open files. A) task B) process C) thread D) token 43) A Windows process must contain at least _________ thread(s) to execute. A) four B) three C) two D) one TRUE/FALSE QUESTIONS: T F 44) The central themes of operating system design are all concerned with the management of processes and threads. T F 45) It is possible in a single-processor system to not only interleave the execution of multiple processes but also to overlap them. T F 46) Concurrent processes do not come into conflict with each other when they are competing for the use of the same resource. T F 47) A process that is waiting for access to a critical section does not consume processor time. T F 48) It is possible for one process to lock the mutex and for another process to unlock it. 49) The management of multiple processes within a uniprocessor system is __________ . A) multiprogramming B) structured applications C) distributed processing D) multiprocessing 50) A situation in which a runnable process is overlooked indefinitely by the scheduler, although it is able to proceed, is _________ . A) mutual exclusion B) deadlock C) starvation D) livelock 51) A _________ is an integer value used for signaling among processes. A) semaphore B) message C) mutex D) atomic operation 52) A situation in which two or more processes are unable to proceed because each is waiting for one of the others to do something is a _____deadlock___ . TRUE/FALSE QUESTIONS: T F 53) All deadlocks involve conflicting needs for resources by two or more processes. T F 54) For deadlock to occur, there must not only be a fatal region, but also a sequence of resource requests that has led into the fatal region. T F 55) Deadlock avoidance requires knowledge of future process resource requests. T F 55) An atomic operation executes without interruption and without interference. T F 57) Deadlock avoidance is more restrictive than deadlock prevention. 58) A set of processes is _________ when each process in the set is blocked awaiting an event that can only be triggered by another blocked process in the set. A) spinlocked B) stagnant C) preempted D) deadlocked 59) Examples of __________ include processors, I/O channels, main and secondary memory, devices, and data structures such as files, databases, and semaphores. A) regional resources B) joint resources C) reusable resources D) consumable resources 60) The strategy of deadlock _________ is to design a system in such a way that the possibility of deadlock is excluded. A) prevention B) detection C) diversion D) avoidance TRUE/FALSE QUESTIONS: T F 61) In a uniprogramming system main memory is divided into two parts. T F 62) The use of unequal size partitions provides a degree of flexibility to fixed partitioning. T F 63) In a multiprogramming system the available main memory is not generally shared among a number of processes. T F 64) Programs in other processes should not be able to reference memory locations in a process for reading or writing purposes without permission. T F 65) Any protection mechanism must have the flexibility to allow several processes to access the same portion of main memory. MULTIPLE CHOICE QUESTIONS: 66) Main memory divided into a number of static partitions at system generation time is _______ . A) fixed partitioning B) simple segmentation C) dynamic partitioning D) simple paging 67) Main memory divided into a number of equal size frames is the __________ technique. A) simple paging B) dynamic partitioning C) fixed partitioning D) virtual memory segmentation 68) One technique for overcoming external fragmentation is __________ . A) loading B) compaction C) relocation D) partitioning 69) A ___________ is a particular example of logical address in which the address is expressed as a location relative to some known point, usually a value in a processor register. A) logical address B) relative address C) absolute address D) physical address 70) The chunks of a process are known as __________ . A) pages B) addresses C) frames D) segments TRUE/FALSE QUESTIONS: T F 72) The size of virtual storage is limited by the actual number of main storage locations. T F 73) Virtual memory allows for very effective multiprogramming and relieves the user of the unnecessarily tight constraints of main memory. T F 74) The smaller the page size, the greater the amount of internal fragmentation. T F 75) The page currently stored in a frame may still be replaced even when the page is locked. 76) The address of a storage location in main memory is the __________ . A) address space B) virtual address space C) real address D) virtual address 77) __________ is the range of memory addresses available to a process. A) Address space B) Real address C) Virtual address D) Virtual address space 78) The _________ states the process that owns the page. A) process identifier B) control bits C) page number D) chain pointer 79) A _________ is issued if a desired page is not in main memory. A) paging error B) page replacement policy C) page fault D) page placement policy 80) The _________ determines when a page should be brought into main memory. A) page fault B) fetch policy C) working set D) resident set management 81) Complete the table below by putting T or F in each box (No mistakes = 5 point. Each mistake = -1 points) A B A v B (A or B) A ^ B (A and B) NOR Not (A or B) NAND Not (A and B) Not B Not A A XOR B (Exclusive or) T T T F F T F F CONVERSIONS 82) 111011102 = ________________10 (binary to decimal) 83) 25510 = _____________2 (decimal to binary)   84) (5 points) Using this instruction set: Opcode Definition 0 Halt 1 ADD 2 SUBTRACT 3 STORE 5 LOAD 6 BRANCH UNCONDITIONALLY 7 BRANCH ON ZERO 8 BRANCH ON POSITIVE 901 INPUT 902 OUTPUT Then looking at this program: Instruction# code Description of each action (comment here) 0 901 ____________________________________ 01 399 ____________________________________ 02 901 ____________________________________ 03 199 ____________________________________ 04 902 ____________________________________ 05 000 99 DAT Question: What does the above program do?   85. (5 points) Here’s a sample of how the LRU Algorithm works: SAMPLE ONLY – THIS TABLE IS ONLY A SAMPLE FOR YOU TO LOOK AT Pages needed 2 3 2 1 5 2 4 5 3 2 5 2 frame 1 2 2 2 2 2 2 2 2 3 3 3 3 frame 2 3 3 3 5 5 5 5 5 5 5 5 frame 3 1 1 1 4 4 4 2 2 2 F F F F BUT – FILL-OUT THIS ONE BELOW Fill-in the page numbers in the chart below when they’re needed by the LRU algorithm if given The stream of Pages needed as shown and put an “F” for page fault below this chart where they would occur (as shown in the SAMPLE above) Pages needed 2 3 4 1 3 4 5 3 2 2 5 1 frame 1 frame 2 frame 3
_______________________________________________________
  Name Here
    TRUE/FALSE QUESTIONS:
    T             F              1) A processor manages the computer operations and data processing functions.
  T             F              2) Data is usually moved between the computer and its outside environment by means of a
system bus.
  T             F              3) Typically cache memory is out…
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componentplanet · 5 years ago
Text
Scientists May Have Discovered Universal Memory, DRAM Replacement
For decades, researchers have searched for a memory architecture that could match or exceed DRAM’s performance without requiring constant refreshing. There’ve been a number of proposed technologies, including MRAM (in some cases), FeRAM, and phase change memories like Intel’s Optane. We’ve seen both NAND flash and Optane used as system memory in some specific cases, but typically only for workloads where providing a great deal of slower memory is more useful than a smaller pool of RAM with better access latencies and read/write speeds. What scientists want is a type of RAM that can accomplish both of these goals, offering DRAM-like speed and NAND or Optane-level non-volatility.
A group of UK scientists is basically claiming to have found one. UK III-V (named for the elements of the periodic table used in its construction), would supposedly use ~1 percent the power of current DRAM. It could serve as a replacement for both current non-volatile storage and DRAM itself, though the authors suggest it would currently be better utilized as a DRAM replacement, due to density considerations. NAND flash density is increasing rapidly courtesy of 3D stacking, and UK III-V hasn’t been implemented in a 3D stacked configuration.
Image by the University of Lancaster
According to the team, they could implement a DRAM
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replacement by using a NOR flash configuration. Unlike NAND flash, NOR flash is bit-addressable. In DRAM, the memory read process is destructive and removes the charge on an entire row when data is accessed. This doesn’t happen with UK III-V; the device can be written or erased without disturbing the data held in surrounding devices. This design, they predict, would perform at least equivalently to DRAM at a fraction the power
What the authors claim, in aggregate, is that they’ve developed a model for a III-V non-volatile RAM that operates at lower voltages than NAND, with better endurance and retention results. At the same time, these III-V semiconductors are capable of operating “virtually disturb-free at 10ns pulse durations, a similar speed to the volatile alternative, DRAM.” The three major features of the technology? It’s low-power, offers nondestructive reads, and is nonvolatile.
Right, But Will You Ever Be Able to Buy It?
Honest answer: I have no idea. The actual device hasn’t been fabricated yet, only simulated. The next step, presumably, would be demonstrating that the device works in practice as well as it does on paper. Even then, there’s no guarantee of any path to commercialization. I’ve been writing about advances in phase change memory, FeRAM, MRAM, and ReRAM for nearly eight years. It’s easy to look at this kind of timeline and dismiss the idea that we’ll ever bring a DRAM-replacement technology to market. The evolutionary cadence of product advances can obscure the fact that it often takes 15-20 years to take a new idea from first paper to commercial volume. OLEDs, EUV lithography, and FinFETs are all good examples of this trend. And new memory technologies absolutely have come to market in the recent past, including both NAND and Optane. Granted, Optane hasn’t completely proven itself in-market the way NAND has, but it’s also not nearly as old.
There are similarities between the difficulty of replacing DRAM and the trouble with finding new battery chemistries. In order to serve as a DRAM replacement, a new technology has to be able to hit better targets in terms of density, power consumption, cost, and performance than a highly optimized technology we’ve used for decades. We already have alternatives for every single individual characteristic of DRAM. SRAM is faster, Optane is higher density, MRAM uses less power, and NAND costs far less per gigabyte.
Similarly, we need battery technologies that hold more energy than Li-ion, are rechargeable, sustain original capacity over more charge cycles, charge more quickly, remain stable in a wide range of temperatures and operating conditions, and don’t explosively combine when breached in ways that make a Li-ion fire look like a Bic lighter. There’s a long road between theory and product. I will say that this team appears to think it’s solved more of the issues preventing a non-volatile DRAM replacement — but that, in turn, requires that it be easy to manufacture and cheap enough to interest the industry.
Top image credit: Getty Images
Now Read:
Intel Confirms Its 22nm FinFET MRAM Is Production-Ready
Spin Memory, ARM, Applied Materials Ink Joint MRAM Agreement
Intel Releases Specs for Its Optane+QLC NAND H10 Memory
from ExtremeTechExtremeTech https://www.extremetech.com/computing/304980-scientists-may-have-discovered-universal-memory-dram-replacement from Blogger http://componentplanet.blogspot.com/2020/01/scientists-may-have-discovered.html
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sciencespies · 6 years ago
Text
Physicists create device for imitating biological memory
https://sciencespies.com/physics/physicists-create-device-for-imitating-biological-memory/
Physicists create device for imitating biological memory
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On-chip brain. Credit: Elena Khavina/MIPT
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Researchers from the Moscow Institute of Physics and Technology have created a device that acts like a synapse in the living brain, storing information and gradually forgetting it when not accessed for a long time. Known as a second-order memristor, the new device is based on hafnium oxide and offers prospects for designing analog neurocomputers imitating the way a biological brain learns. The findings are reported in ACS Applied Materials & Interfaces.
Neurocomputers, which enable artificial intelligence, emulate brain function. Brains store data in the form of synapses, a network of connections between neurons. Most neurocomputers have a conventional digital architecture and use mathematical models to invoke virtual neurons and synapses.
Alternatively, an actual on-chip electronic component could stand for each neuron and synapse in the network. This so-called analog approach has the potential to speed up computations drastically and reduce energy costs.
The core component of a hypothetical analog neurocomputer is the memristor. The word is a portmanteau of “memory” and “resistor,” which pretty much sums up what it is: a memory cell acting as a resistor. Loosely speaking, high resistance encodes a zero, and low resistance encodes a one. This is analogous to how a synapse conducts a signal between two neurons (one), while the absence of a synapse results in no signal, a zero.
But there is a catch: In an actual brain, the active synapses tend to strengthen over time, while the opposite is true for inactive ones. This phenomenon, known as synaptic plasticity, is one of the foundations of natural learning and memory. It explains the biology of cramming for an exam and why our seldom-accessed memories fade.
Proposed in 2015, the second-order memristor is an attempt to reproduce natural memory, complete with synaptic plasticity. The first mechanism for implementing this involves forming nanosized conductive bridges across the memristor. While initially decreasing resistance, they naturally decay with time, emulating forgetfulness.
“The problem with this solution is that the device tends to change its behavior over time and breaks down after prolonged operation,” said the study’s lead author, Anastasia Chouprik from MIPT’s Neurocomputing Systems Lab. “The mechanism we used to implement synaptic plasticity is more robust. In fact, after switching the state of the system 100 billion times, it was still operating normally, so my colleagues stopped the endurance test.”
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Fig. 1
The left image shows a synapse from a biological brain, the inspiration behind its artificial analogue (right). The latter is a memristor device implemented as a ferroelectric tunnel junction — that is, a thin hafnium oxide film (pink) interlaid between a titanium nitride electrode (blue cable) and a silicon substrate (marine blue), which doubles up as the second electrode. Electric pulses switch the memristor between its high and low resistance states by changing hafnium oxide polarization, and therefore its conductivity. Credit: Elena Khavina/MIPT
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Instead of nanobridges, the MIPT team relied on hafnium oxide to imitate natural memory. This material is ferroelectric: Its internal bound charge distribution, the electric polarization, changes in response to an external electric field. If the field is then removed, the material retains its acquired polarization, the way a ferromagnet remains magnetized.
The physicists implemented their second-order memristor as a ferroelectric tunnel junction—two electrodes interlaid with a thin hafnium oxide film (fig. 1). The device can be switched between its low and high resistance states by means of electric pulses, which change the ferroelectric film’s polarization and thus its resistance.
“The main challenge that we faced was figuring out the right ferroelectric layer thickness,” Chouprik added. “Four nanometers proved to be ideal. Make it just one nanometer thinner, and the ferroelectric properties are gone, while a thicker film is too wide a barrier for the electrons to tunnel through. And it is only the tunneling current that we can modulate by switching polarization.”
What gives hafnium oxide an edge over other ferroelectric materials, such as barium titanate, is that it is already used by current silicon technology. For example, Intel has been manufacturing microchips based on a hafnium compound since 2007. This makes introducing hafnium-based devices like the memristor reported in this story far easier and cheaper than those using a brand-new material.
In a feat of ingenuity, the researchers implemented “forgetfulness” by leveraging the defects at the interface between silicon and hafnium oxide. Those very imperfections used to be seen as a detriment to hafnium-based microprocessors, and engineers had to find a way around them by incorporating other elements into the compound. Instead, the MIPT team exploited the defects, which make memristor conductivity die down with time, just like natural memories.
Vitalii Mikheev, the first author of the paper, shared the team’s future plans: “We are going to look into the interplay between the various mechanisms switching the resistance in our memristor. It turns out that the ferroelectric effect may not be the only one involved. To further improve the devices, we will need to distinguish between the mechanisms and learn to combine them.”
According to the physicists, they will move on with the fundamental research on the properties of hafnium oxide to make the nonvolatile random access memory cells more reliable. The team is also investigating the possibility of transferring their devices onto a flexible substrate, for use in flexible electronics.
Last year, the researchers offered a detailed description of how applying an electric field to hafnium oxide films affects their polarization. It is this very process that enables reducing ferroelectric memristor resistance, which emulates synapse strengthening in a biological brain. The team also works on neuromorphic computing systems with a digital architecture.
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Scientists grow a material based on hafnium oxide for a new type of non-volatile memory
More information: Vitalii Mikheev et al, Ferroelectric Second-Order Memristor, ACS Applied Materials & Interfaces (2019). DOI: 10.1021/acsami.9b08189
Provided by Moscow Institute of Physics and Technology
Citation: Physicists create device for imitating biological memory (2019, August 29) retrieved 29 August 2019 from https://phys.org/news/2019-08-physicists-device-imitating-biological-memory.html
This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no part may be reproduced without the written permission. The content is provided for information purposes only.
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techiexpert · 6 years ago
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Things You Should Consider While Buying a High-speed Camera
You have always shared a fondness for good high-speed cameras and now, when you can really afford buying one, you have started exploring the Internet and found a number of ventures that profess to be among the world’s top-end providers of high-speed cameras. Now, the question remains, which one to opt for? How would you know, you are investing your money for the right model? This post is going to discuss few important factors you should consider while purchasing a high-speed camera.
Light sensitivity
Well, when it comes to buying a good high-speed camera, light sensitivity is one of the most important considerations.  When it sways your ability to use a short coverage time so that you can efficiently remove motion blur while capturing a very high-speed event, it impacts the quality of your video too.  The fact that sufficient light sensitivity is critical for your images to be perfect and precise increases its importance yet more.  Also, when you are using telescope or microscope lenses, light sensitivity would impact your ability to focus in more than one way.
Bit depth
Now, when it is about the ability to apply image processing to the images to heighten their usability, bit depth has a significant role to play. Also, the quality of the image is directly reliant on this particular feature. The higher the bit depth, the greater the amount of information that is captured by the camera. Most of the high-speed cameras take image data that is either 8-bit, 10-bit or 12-bit.  Images that contain larger bit depths happen to have more information which, in turn, allows the viewer to perceive greater details within the images.  They also provide suppleness and tractability for image processing functions that can be utilized to perk up the poorly illumined areas, making them get brightened for easier exploration.
However, there is a little snag to images with greater bit depths that anyone buying high-speed cameras should be aware of.  12-bit images are larger than 10-bit or 8-bit images, and thus, need more space within the camera.  And, that’s how the camera’s record time get minimized to a significant extent. Then, quite naturally, they take longer time to get transferred from the camera memory to the PC.
Internal memory
Internal memory is again one of the most important things to consider while purchasing a high-speed camera. The size of the internal memory is a vital facet for consideration as a good quality, high-speed camera can generate a huge amount of data within a short span of time.  As for example, a top-end camera can create 128GB of 12-bit image data just within 5 seconds when run at 20,000fps at 1-megapixel resolution.  The pictures captured in high-speed cameras are initially stored in the internal memory and once the recording is done, the data can be offloaded to a more permanent storage.
And to figure out, how much internal memory is required by a camera to record a high-speed event, you need to have an exact idea about the frame rate that the camera will be running at, the resolution that the camera will make a record at, the time duration the event will last and the bit depth of the pictures that are brought to pass. Once you know every bit of the information, determining the amount of internal memory that is needed for the event won’t be a herculean task.
Minimum exposure time
A camera’s minimum exposure time is often a critical factor in choosing a high-speed camera.  Some very fast high-speed events require extremely short exposure times – sometimes even less than 1 microsecond – to stop the motion of those high-speed events.  A camera’s ability to achieve a sub-microsecond exposure is dependent on two things.  First, the camera’s sensor must be capable of performing such a short exposure.  Second, the camera’s sensor must be sensitive enough that when it does utilize a sub-microsecond exposure it can capture enough photons of light during the exposure to be able to generate video that is of sufficient quality for analysis.  A short exposure does no good if the end result is a sequence of images that are so dark that you cannot see what happened within the high-speed event.
Camera size
High-speed cameras tend to come with different sizes and shapes.  And, size of a high-speed camera is an important consideration indeed! The device should always be handy enough to be carried along everywhere.  But, at the same time, you should also understand there are certain drawbacks in buying a smaller size camera.  Small cameras tend to be less sensitive than bigger cameras, small sensors with small pixels are instigated in the applications.  Usually, they also have less memory because they comprise less internal space which, in turn, impacts the overall performance of the camera.
There are some manufacturers who happen to implement a tethered head methodology to camera design where a considerable amount of the chips that are usually found within the camera itself are placed within a separate processor that can back up multiple camera heads, each attached to the processor through a tow.  This advanced approach makes way for extremely small and lightweight camera heads. An additional benefit of this design is that the memory components are perfectly placed in the processor and are safely kept hold of even if a camera head is damaged during an event.
Data offload speed
Well, capturing exclusive videos doesn’t end it all.  Once you are done with it, you need to transfer the same from the internal memory on the camera to a permanent storage.  But then, it’s really important that there is an expedient mechanism to aid this.
The fact that almost all PCs are already configured with Gigabit Ethernet has made most of the camera suppliers choose the same interface for transfer of image data from high-speed cameras.  Here, you need to be aware of the fact that not all Gigabit Ethernet enactments are the same.  As for example, Gigabit Ethernet with TCP/IP protocol are quite incompetent for downloading large video arrangements. This is due to the abundant overhead involved with that protocol.  On the other hand, Gigabit Ethernet with UDP protocol, is pretty effective and can bring about image data transfer speeds of up to 4-5 GB per minute. But, not every camera manufacturer use UDP protocol.  Further, some camera manufacturers come up with two Gigabit Ethernet connectors so that data transfer speeds can be multiplied to a considerable extent.
As a replacement to downloading pictures over a standard network, some cameras have the potential to download images to detachable nonvolatile memory.  Such download approaches can be very beneficial, but when you gauge the overall transfer time needed to get your image data from the internal camera memory to your laptop, you have to consider both the time required to pass on pictures from the camera to the nonvolatile memory and the time needed to transmit images from the nonvolatile memory to your PC.
According to Allied market research, the global market of high-speed camera registered a considerable CAGR from 2018 to 2025. Increasing usage of high-speed camera in sports, growing adoption of high-speed cameras in automotive as well as transportation, and rising demand for thermal imaging applications have fueled the growth. On the other hand, high cost associated with the device has happened to curb the growth to some extent. However, soaring application of high-speed cameras in intelligent transportation system has almost nulled the cause and created multiple opportunities in the segment.
The post Things You Should Consider While Buying a High-speed Camera appeared first on Techiexpert.com.
source https://www.techiexpert.com/things-you-should-consider-while-buying-a-high-speed-camera/
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Introduction to Digital Stethoscopes and Electrical Component Selection Criteria
abstract: This software notice provides an outline of the simple operation and design issues for a virtual stethoscope. The similarities between a digital stethoscope and an acoustic stethoscope, which is the older technology of the tool, are explained. the article then outlines the greater state-of-the-art features of the more moderen virtual designs, along with audio recording and playback. while discussing layout considerations for a virtual stethoscope, it information the importance of the audio signal direction, provides considerations for audio codec electronics, and descriptions the audio frequency requirements for cardiac and pulmonary sound. the article additionally addresses the device's subfunctions which encompass records garage and transfer, show and backlighting, electricity control, and battery control.
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assessment
A stethoscope, whether acoustic or virtual, is used particularly to pay attention to coronary heart and lung sounds inside the frame as an useful resource to analysis. Listening, or auscultation, has been completed with acoustic stethoscopes for nearly two hundred years; currently, electronic digital stethoscopes have been advanced.
The intention of a fundamental digital stethoscope is to have it keep the look and feel of an acoustic stethoscope but to improve listening performance. further, high-give up digital stethoscopes offer state-of-the-art abilities such as audio recording and playback. they also provide data to visually chart results through connecting to an off-device display together with a laptop monitor. This advanced functionality increases the medical doctor's diagnostic functionality. maintaining the prevailing acoustic stethoscope shape (i.e., that "look and sense") even as improving the overall performance digitally requires using small, low-electricity answers.
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Audio sign path
The crucial factors of a virtual stethoscope are the sound transducer, the audio codec electronics, and the speakers. The sound transducer, which converts sound into an analog voltage, is the most crucial piece within the chain. It determines the diagnostic exceptional of the digital stethoscope and ensures a acquainted consumer experience to the ones familiar with acoustic stethoscopes.
The analog voltage desires to be conditioned and then transformed right into a digital signal using an audio analog-to-virtual converter (ADC) or audio codec. some digital stethoscopes have noise cancellation that requires a secondary sound transducer or microphone to record the ambient noise so that it can be removed digitally. in this approach,  audio ADCs are required.
once in the virtual domain, a microcontroller unit (MCU) or virtual signal processor (DSP) performs sign processing, including ambient noise discount and filtering, to limit the bandwidth to the range for cardiac or pulmonary listening. The processed virtual sign is then transformed again to analog by means of an audio digital-to-analog converter (DAC) or audio codec.
A headphone or speaker amplifier conditions the audio sign earlier than outputting to a speaker. A unmarried speaker can be used underneath in which the stethoscope tube bifurcates, with the amplified sound travelling through the binaural tubes to the ears. rather,  audio system may be used, with one speaker at the cease of each earpiece. The frequency response of the speaker is just like that of a bass speaker because of the low-frequency sound production wanted. depending at the implementation, one or two speaker amplifiers are used.
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A stethoscope need to be most touchy to cardiac sound in the 20Hz to 400Hz variety and to pulmonary sound in the 100Hz to 1200Hz range. note that the frequency levels vary by manufacturer, and the DSP algorithms filter out sound past those most advantageous degrees.
information storage and transfer
once the captured sound is transformed to an analog voltage, it can be sent out thru an audio jack and played returned on either a pc or through the virtual stethoscope. The captured sound also can be manipulated digitally. it can be saved in the stethoscope the use of internal or detachable nonvolatile (NV) reminiscence like EEPROM or flash, after which played again via the stethoscope's audio system; or it can be transferred to a computer for similarly evaluation. adding a real-time clock (RTC) enables tagging the recording with time and date. The sound is typically transferred with a stressed out interface, which include USB, or with a wi-fi interface like Bluetooth® or every other proprietary wi-fi interface.
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show and Backlighting
some virtual stethoscopes have a small, simple show because of the restrained space to be had; others have only buttons and LED signs. Backlighting for the display is needed because the ambient lighting in the course of the procedure is regularly at a low degree. The small show requires simply one or two white mild-emitting diodes (WLEDs) managed by using an LED motive force or an electroluminescent (EL) panel controlled through an EL driving force. most of the consumer-interface buttons may be eliminated via adding a hint-display screen show and controller.
strength control
most virtual stethoscopes use both one or two AAA 1.5V primary batteries. This layout calls for a step-up, or increase, switching regulator to boom the voltage to a few.0V or five.0V, depending at the circuitry utilized.
If a single 1.5V battery is hooked up, the switching regulator will in all likelihood be on all of the time, making low quiescent modern a critical thing for long battery lifestyles. The longer the battery existence, the greater convenient the digital stethoscope is to use and the closer the experience may be to an acoustic stethoscope.
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when the usage of two 1.5V batteries in series, the switching regulator may be left on all the time or close down when no longer in use. If the circuit operates from three.6V all the way down to 1.8V, then a switching regulator may not be wanted. cost could be reduced and space saved. A low-battery warning is required in order that a patient's examination need now not be interrupted to replace the battery.
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netmetic · 7 years ago
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Intel at SAP SAPPHIRE NOW 2018: Plan Your Schedule Now
Here it comes: SAP SAPPHIRE NOW and ASUG (America’s SAP Users’ Group) Annual Conference arrives in Orlando on June 5–7.
SAP SAPPHIRE is SAP’s premier annual event: An estimated 25,000 people will attend and an additional 80,000 will tune in online. Per usual, the agenda is packed with keynotes, presentations, technical sessions, and demos. It’s a chance for SAP customers to meet with SAP experts and industry partners to learn the latest developments in cloud and in-memory computing, and catch the newest business applications for the Internet of Things, artificial intelligence, and machine learning.
As one of SAP’s leading development partners, Intel will be there too, showcasing some of its recent advances in persistent memory and other technologies in booth presentations and demos.
Learn more about Intel® Optane™ DC Persistent Memory
The long, dynamic history of co-engineering between Intel and SAP on the SAP HANA* in-memory database is about to enter an exciting new chapter. Intel® Optane™ DC persistent memory is a revolutionary new product in an emerging new data tier. It combines features of both traditional main memory and storage to dramatically increase processing performance and service uptime for in-memory databases such as SAP HANA. This translates into better, faster insights to drive business transformation, at a more affordable cost.
For an excellent introduction for how Intel Optane DC persistent memory can transform your digital enterprise, be sure to attend the breakout session Intel IT Transforms Supply Chain Management (SCM) at Scale with SAP HANA and Intel Optane Persistent Memory (1:30pm-2pm, Tues. June 5; room SE201). Craig Chvatal, Intel IT’s Chief ERP and BI Architect, reveals how Intel IT is improving TCO and driving strategic business outcomes through its implementation of SAP SCM* via a modern data warehouse on SAP HANA. Learn how Intel Optane DC persistent memory has the potential to revolutionize SAP HANA data tiers and help your IT org shape a roadmap for more effective SCM.
What makes Intel Optane DC persistent memory revolutionary? In traditional computing architectures, memory was small, expensive, and volatile, but Intel Optane DC persistent memory is a game-changer, offering a big, affordable, and persistent memory tier that places more data closer to the processor on Intel® 3D XPoint™ media for faster processing at a lower TCO. Because this new memory tier is nonvolatile, data persists in memory through power cycles, eliminating the lengthy delays usually associated with scheduled maintenance restarts.
During my previous life as a database admin, I used to dread when the power went out because you would lose some of the data volume in the volatile DRAM. Today, in this scenario, it could take an hour or two to reload a typical 2TB database and get the system up and running again—which is a long time to go black when real-time information delivery is mission critical. Now, with persistent memory, you don’t lose columnar main memory data stores when the power fails, and restart times will be nearly instantaneous. Intel Optane DC persistent memory minimizes system downtime, leading to greater data processing reliability, increased availability, and improved KPIs, all to drive greater business velocity.
Stop by Our Booth at SAP SAPPHIRE for More Activities
The Intel booth #140 will be a hub for discovery and innovation throughout the show. Join us for these live demos featuring the latest advances from Intel and its technology partners.
Intel Optane DC Persistent Memory for SAP HANA: This interactive, touch-screen demo introduces Intel Optane DC persistent memory and shows how it offers faster restart times for more reliable in-memory processing than traditional DRAM memory.
SAP HANA Machine Learning Automates Intel® Drone Image Data: Intel drones provide the best resolution and cost effectiveness for acquiring aerial images for the purposes of public registrars and local water management agencies.
IBM Cloud*—SAP HANA Update: Learn about bare-metal Intel® Xeon® Scalable processor cloud offerings for SAP HANA.
SAP Leonardo* Factory Predictive Analytics: How Intel uses vibration analysis and machine learning to reduce manufacturing defects.
Also in booth, we will feature over 30 tech talks presented by industry experts from Intel and our partners, including HPE, Lenovo, Dell, Cisco, Google Cloud, IBM Cloud, AWS, Azure, Accenture, and other partners.
Intel experts will also give presentations in partner booths as part of our Intel Passport program. Pick up your passport and make the rounds of our demos in the Intel booth and presentations in partner booths to learn how Intel is working with industry partners to help gain top performance, scalability, and security for a range of partner solutions. Present your completed passport in the Intel booth to win prizes!
See You in Orlando!
Stop by the Intel booth #140 to say hello, connect with me at @TimIntel and visit intel.com/sap & blogs.saphana.com for the latest news on Intel and SAP.
The post Intel at SAP SAPPHIRE NOW 2018: Plan Your Schedule Now appeared first on IT Peer Network.
Intel at SAP SAPPHIRE NOW 2018: Plan Your Schedule Now published first on https://jiohow.tumblr.com/
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environmentguru · 7 years ago
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Design and Implementation of the ad hoc File System Ada-FS
Abstract: High-performance computing clusters are often equipped with node-local nonvolatile memories (NVMs), which provide an accumulated peak bandwidth greater than the bandwidth of the backend parallel file systems. Latencies of small accesses to https://www.environmentguru.com/pages/elements/element.aspx?utm_source=dlvr.it&amp%3Butm_medium=rss&amp%3Bid=6123877&utm_medium=tumblr
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avantseating-blog · 7 years ago
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Programming options for PLC include industrial panel pc and computer
Program memory is the capacity for control software storage. Available inputs for programmable logic controllers include DC, AC, analog, thermocouple, RTD, frequency or pulse, transistor, and interrupt inputs. Outputs for PLC include DC, AC, relay, analog, frequency or pulse, transistor, and triac. Programming options for PLC include front panel, hand held, and computer.Programmable logic controllers can also be specifi ed with a number of computer interface options, network specifi cations, and features. PLC power options, mounting options, and environmental operating conditions are all also important to be considered.
PLCs are usually available in these three general types:
(1) Embedded.
The embedded controllers expand their fi eld bus terminals and transform them into a modular PLC. All embedded controllers support the same communication standards such as Ethernet TCP/IP. The industrial embedded pc and compact operating units belonging to PLC product spectrum are also identical for all controllers.
(2) PC-based.
This type of PLCs is of slide-in card for the PC that extends every PC or IPC and transforms it into a fully fledged PLC. In the PC, the slide-in card needs only one PCI bus slot and runs fully independently of the operating system. PC system crashes leave the machine control completely cold.
(3)Compact.
The compact PLC controller unites the functions of an operating unit and a PLC. To some extent, the compact controller already features integrated digital and analog inputs and outputs. Further fi eld bus terminals in the compact PLCs can be connected via an electrically isolated interface such as CANopen.
Memory considerations
The two main factors to consider when choosing memory are the type and the amount. An application may require two types of memory: nonvolatile memory and volatile memory with a battery backup. A non volatile memory, such as EPROM, can provide a reliable, permanent storage medium once the program has been created and debugged. If the application will require on-line changes, then it should probably be stored in read/write memory supported by a battery. Some controllers offer both of these options, which can be used individually or in con junction with each other. The amount of memory required for a given application is a function of the total number of inputs and outputs to be controlled and the complexity of the control program. The complexity refers to the amount and type of arithmetic and data manipulation functions that the PLC will perform. For each of their products, manufacturers have a rule-of-thumb formula that helps to approximate the memory requirement. This formula involves multiplying the total number of I/O by a constant (usually a number between 3 and 8). If the program involves arithmetic or data manipulation, this memory approximation should be increased by 25–50%.
(c) Software considerations.
During system implementation, the user must program the PLC. Because the programming is so important, the user should be aware of the software capabilities of the product they choose. Generally, the software capability of a system is tailored to handle the control hardware that is available with the controller. However, some applications require special software functions that are beyond the control of the hardware components. For instance, an application may involve special control or data acquisition functions that require complex numerical calculations and data-handling manipulations. The instruction set selected will determine the ease with which these software tasks can be implemented. It will also directly affect the time required to implement and execute the control program. More details at http://www.szjawest.cn/index.php/Content/Pagedis/shows_pro/catid/42/id/27.html
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jodieshazel · 8 years ago
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BREAKING: California Releases Its Emergency MAUCRSA Regulations
Today, the Bureau of Cannabis Control (along with the Departments of Public Health and Food and Agriculture) dropped their much anticipated emergency rules (see here, here, and here) to fully implement the Medicinal and Adult-Use Cannabis Regulation and Safety Act in California. The agencies kept a lot of what we saw from the withdrawn rules under the Medical Cannabis Regulation and Safety Act (MCRSA). (see here, here, here, and here), but there are also some new, notable additions and some interesting gap-fillers that now give us the foundation for operational standards across license types. While we can’t cover every single change or topic from these rules in one post (and because we’ll be covering the license types and application details in other posts in the coming days and weeks), here are some of the highlights of the emergency rules:
We now have a definition of “canopy,” which is “the designated area(s) at a licensed premise that will contain mature plants at any point in time.” In addition, Canopy shall be calculated in square feet and measured using clearly identifiable boundaries of all area(s) that will contain mature plants at any point in time, including all of the space(s) within the boundaries; Canopy may be noncontiguous but each unique area included in the total canopy calculation shall be separated by an identifiable boundary which include, but are not limited to: interior walls, shelves, greenhouse walls, hoop house walls, garden benches, hedgerows, fencing, garden beds, or garden plots; and
If mature plants are being cultivated using a shelving system, the surface area of each level shall be included in the total canopy calculation.
“Nonvolatile solvent” has been further defined to mean “any solvent used in the extraction process that is not a volatile solvent,” which “includes carbon dioxide (CO2) used for extraction and ethanol used for extraction or post-extraction processing.”
Temporary licensing has now been fully detailed to include online applications, the personal information for each owner that must be disclosed, contact information for the applicant’s designated point of contact, physical address of the premises, evidence that the applicant has the legal right to occupy the premises for the desired license type, proof of local approval, and the fact that the temporary license (which is good for 120 days) may be renewed and extended by the state for additional 90 day periods so long as a “complete application for an annual license” has been submitted to the state. No temporary license will become effective until January 1, 2018.
For the full blown “annual license,” the application requirements are pretty much the  same as under the MCRSA rules except that now you have to disclose whether you’re applying for an “M license” or an “A license” and you have to list out all of your financing and financiers which include: “A list of funds belonging to the applicant held  in savings, checking, or other accounts maintained by a financial institution, a list of loans (with all attendant loan information and documentation, including the list of security provided for the loan), all investment funds and names of the investors, a list of all gifts, and a list with certain identifying information of anyone with a “financial interest” in the business. “Financial interest” means “an investment into a commercial cannabis business, a loan provided to a commercial cannabis business, or any other equity interest in a commercial cannabis business.” The only exempt “financial interests” are bank or financial institution lenders, individuals whose only financial interest is through an interest in a diversified mutual fund, blind trust,  or “similar instrument”, and those shareholders in a publicly traded company  who hold less than 5% of the total shares.
As part of your application, among other requirements, you’ll still need to submit a premises diagram drawn to scale along with all of your security procedures and inventory procedures (and pretty much all corresponding operational SOPs), and  a $5,000 bond is still required for all licensees (as well as mandatory  insurance). And all owners will still need to submit their felony conviction criminal histories as specifically enumerated in the regulations and that’s substantially related to running the business as  well as rehabilitation
Several new licenses have been created (and/or brought back from dead from the MCRSA): the cannabis event organizer license (to enable people to take advantage of the temporary cannabis event license), the distribution transporter only license (which allows this licensee to only move product between licensees, but not to retailers  unless what’s being transported is  immature plants and seeds from a Type 4 nursery), the processor license (a cultivation site that conducts only trimming, drying, curing, grading, packaging, or labeling of cannabis and nonmanufactured cannabis products), the Type N and P manufacturing licenses are back, and there’s  now a Type 9 delivery only Non-Storefront Retailer license.
We also now have the non-refundable licensing fee schedules per license that vary from license type to license type and they’re mostly nominal though some increase with gross receipts and small and medium sized growers will have to pay robust fees.
If you want any changes after-the-fact to your premises or ownership structure, you have to ask the state first and get its approval.
All growers are again limited to 1 Type 3 license each, whether it’s an M License or an A license.
A retailer can sell non-cannabis goods on the premises so long as their city or county allows it (this excludes alcohol, tobacco, and tobacco products). Retailers can  also sell  non-flowering, immature plants (no more than 6 in  a single day to a single customer). M-licensed retailers and microbusinesses an also give cannabis away free of charge to qualified patients or  their caregivers.
Notably, until July 1, 2018, licensees may conduct commercial cannabis activities with any other licensee, regardless of the A or M designation of the license.
The renewable energy requirements for cultivators have been re-vamped hopefully to the content of growers.
Again, the licenses are NOT transferable, so we’re looking at folks only being able to purchase the bsuinesses that hold them.
Distributors will be able to re-package and re-label only flower, but not infused cannabis products unless they hold a manufacturing Type P license. Distributors also cannot store any non-cannabis goods at their premises. The state has also laid out what must take place during a distributor’s quality assurance review and the chain of custody protocol with third party labs for testing.
We have a detailed list of all permissible extraction types, including that any CO2 extractions must be done within a closed loop system.
The prohibited products list is the same as it was under the  MCRSA rules (so, no nicotine or caffeine infused cannabis products).
In regards to “premises,” the Bureau’s regulations mandate that a licensee may have up to two licenses at a given premises that are for the same license type so long as they’re owned by the same company and one is an A-license and  the other is an  M-license.
In addition to other relatively onerous advertising requirements, licensees must “Prior to any advertising or marketing from the licensee involving direct, individualized communication or dialog, the licensee shall use age affirmation to verify that the recipient is 21 years of age or older.” Direct, individualized communication or dialog, may occur through any form of communication including: in person, telephone, physical mail, or electronic. And a method of age verification is not necessary for a communication if the licensee can verify that “the licensee has previously had the intended recipient undergo a method of age affirmation and the licensee is reasonably certain that the communication will only be received by the intended recipient.”
Retailers and microbusinesses are now required to hire third party security to protect and watch the premises.
In order to hold a microbusiness license, a licensee must engage in at least three (3) of the following commercial cannabis activities: cultivation, manufacturing, distribution, and retail sale. There are also now a slew of regulations surrounding each activity a microbusiness can undertake.
Live entertainment is now allowed at a licensed premises so long as it follows the bevy of regulations regarding content and presentation.
Overall, we have a close-ish copy of the withdrawn MCRSA rules that will lead us into 2018. Be sure to read the rules again and again before pursuit of a license—applicants will have their work cut out for them on both the state and local levels.
  from Canna Law Blog™ https://www.cannalawblog.com/breaking-california-releases-its-emergency-maucrsa-regulations/
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thenewsrabbit-blog · 8 years ago
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Innovators Under 40 to Be Recognized at the 55th Design Automation Conference
Check out the latest post http://thenewsrabbit.com/innovators-under-40-to-be-recognized-at-the-55th-design-automation-conference/
LOUISVILLE, Colo.–(BUSINESS WIRE)–The Design Automation Conference (DAC), the premier conference devoted to the design and design automation of electronic systems, is now accepting nominations for the Under 40 Innovators Award at the 55th DAC. The Under 40 Innovators Award is sponsored by Association for Computing Machinery (ACM), the Electronic Systems Design Alliance (ESDA), and the Institute of Electrical and Electronics Engineers (IEEE). The award will recognize up to five of the top young innovators (nominees should be 40 years or younger in age as of June 1, 2018) who are movers and shakers in the field of design and automation of electronics. The 55th DAC will be held at the Moscone Center West in San Francisco, CA from June 24 – 28, 2018. Nominations must be received no later than Wednesday, March 15, 2018.
From beyond the traditional automation around chip implementation, design automation is rapidly expanding to new areas such as neuromorphic computing, biological systems, cyber-security and cyber- physical systems. Within the electronics industry, the advent of new technologies and alternate scaling approaches using new integration approaches are emerging as traditional CMOS technology scaling slows down. Young innovators are redefining and shaping the future of the design automation field in industry, research labs, start-ups and academia, and DAC wants to recognize the best and brightest.
Nomination criteria:
The Under 40 Innovators Award is open to people in industry or academia with technical contributions of notable impact in the field of design and automation of electronics. Nominees are individuals who have made their contributions through work within an individual organization, to the design automation community and to the broader society. The award is intended for specific contributions such as commercial products, software or hardware systems, or specific algorithms or tools incorporated into other systems widely used by industry and academia. Nominations that emphasize only metrics such as number of publications, patents, and citations will not be sufficient. The impact as measured by commercialization and/or wide adoption of the nominee’s contributions is required.
The nomination for this award should include a one-page summary (fewer than 500 words) of the nominee’s technical work with specific emphasis on the impact of the work, a cover page with the email address, daytime telephone number and date of birth of the nominee. All nominations should be supported by at least three letters of recommendation. One of those letters of recommendation needs to be from a leader inside the nominee’s organization. Self-nominations are not allowed.
Up to five awards will be given each year at DAC, sponsored by ACM, IEEE, and ESDA. The winners will be recognized at the opening session at the 55th DAC. Nominations must be received by March 15, 2018, as a single PDF file and sent to: [email protected]
DAC 2017 Under 40 Innovator Award recipients are: John Arthur, Research Staff Member and Hardware Manager, IBM Research – Almaden Arthur, working in the Brain Inspired Computing Group at IBM Research, designs large-scale neuromorphic chips and systems as well as algorithms to train them. His work includes Stanford’s Neurogrid and most recently IBM’s TrueNorth project.
Paul Cunningham, Vice President of R&D, Cadence Design Systems, Inc. Cunningham is responsible for front-end digital design tools. Paul joined Cadence in 2011 through the acquisition of Azuro, a clock concurrent optimization company where he was a co-founder and CEO.
Douglas Densmore, Associate Professor, Boston Univ. Densmore, who works in the Electrical and Computer Engineering department at Boston University, creates EDA-inspired software tools for synthetic biology. He is a founding member of the BU Biological Design Center (BDC), head of the NSF’s “Living Computing Project” and a Senior Member of the IEEE and ACM.
Yongpan Liu, Associate Professor, Tsinghua Univ. Dr. Liu’s research interests include design automation and emerging circuits and systems for the Internet of Things (IoT). He designed the first nonvolatile processor used in both academia and industry. He received IEEE Micro Top Pick16 and best paper awards of HPCA15 and ASPDAC17.
Sasikanth Manipatruni, Physicist/Engineer, Intel Corp. Manipatruni’s work merges hard physics-based design with the experimental demonstration of spin/optical/MEMS devices. He has contributed more than 50 scientific articles and about 80 patents spanning nanophotonics, medical sensing, beyond CMOS computing. He also coaches middle/high schoolers for Physics Olympiad.
For additional information on the award, and the Design Automation Conference visit www.dac.com
About DAC
The Design Automation Conference (DAC) is recognized as the premier event for the design of electronic circuits and systems, and for electronic design automation (EDA) and silicon solutions. A diverse worldwide community representing more than 1,000 organizations attends each year, represented by system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities. Close to 60 technical sessions selected by a committee of electronic design experts offer information on recent developments and trends, management practices and new products, methodologies and technologies. A highlight of DAC is its exhibition and suite area with approximately 200 of the leading and emerging EDA, silicon, intellectual property (IP) and design services providers. The conference is sponsored by the Association for Computing Machinery (ACM), the Electronic Systems Design Alliance (ESDA), and the Institute of Electrical and Electronics Engineers (IEEE), and is supported by ACM’s Special Interest Group on Design Automation (ACM SIGDA) and IEEE’s Council on Electronic Design Automation (CEDA).
Design Automation Conference acknowledges trademarks or registered trademarks of other organizations for their respective products and services.
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automaticar · 8 years ago
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