| Consoles |
|
Atari 2600
|
Related Pages |
| CPU 65xx |
Main CPU |
General |
stella.pdf stella.txt
|
Stella Programmer's Guide (1993/06/11) (Steve Wright, Charles Sinnett)
|
| 2k6specs.htm |
Atari 2600 Specifications (2005/08/08) (Martin Korth) (from Nocash)
|
| 2600_Tia.pdf |
Television Interface Adaptor (Model 1A) (from Atari Historical Society)
|
CPU |
| nb6502_1.txt |
Guide to Cycle Counting on the Atari 2600 (0.5a) (Nick Bensema)
|
Cartridges |
| chips.txt |
Chips Used in 2600 Carts (1996) (Kevin Horton) (from Patent Pending)
|
| sizes.txt |
Info about Cart Sizes and Bankswitching Methods (6.00) (Kevin Horton) (from Emulatronia)
|
Controllers |
| 2600cont.html |
Atari 2600 Controller Pinouts (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
| DrivingControllers.txt |
Atari 2600 Driving Controller (1995/01/18) (Mark Howard, Dustin, Dr. Demento)
|
Miscellaneous |
| 2600_Standards.pdf |
Game Standards and Procedures (1987/10/26) (from Atari Historical Society)
|
|
Atari 5200
|
Related Pages |
| CPU 65xx |
Main CPU |
General |
| 5200tech.txt |
Transporting Atari Computer Programs to the 5200 (1984/01) (Claus Buchholz) (from Patent Pending)
|
Cartridges |
| 7800-5200-adapter.png |
7800 to 5200 Adapter Schematic (1984/04/26) (from Atari Historical Society)
|
Controllers |
| 5200cont.html |
Atari 5200 Controller Pinouts (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
|
Atari 7800
|
Related Pages |
| CPU 65xx |
Main CPU |
General |
| 7800_software.pdf |
7800 Software Guide (from Atari Historical Society)
|
| atariage-faq.html |
Atari 7800 FAQ (2006/10/11) (from AtariAge)
|
Graphics |
| maria-2_handy_hints.pdf |
Maria-2 Handy Hints (1983/03/10) (from Atari Historical Society)
|
Cartridges |
| 7800-5200-adapter.png |
7800 to 5200 Adapter Schematic (1984/04/26) (from Atari Historical Society)
|
Controllers |
| 7800_keyboard_programming.pdf |
7800 Pro-System Keyboard Software Guide (1.1, 1984/06/19) (from Atari Historical Society)
|
7800trakball-blockdiagram.png 7800trakball-cx22-patch.png 7800trakball-ttl.png
|
Atari 7800 Trackball Schematics (1984/01/31) (J. Kimberley) (from Atari Historical Society)
|
| 7800keyboard-schem.png |
7800 Keyboard Schematics (1984/05/04) (Atari) (from Atari Historical Society)
|
Miscellaneous |
| 7800_standards.pdf |
Game Standards and Procedures (1987/10/26) (from Atari Historical Society)
|
|
ColecoVision
|
Related Pages |
| CPU Z80 |
Main CPU |
| VDP TMS9918 |
Video Processor |
| PSG SN76489 |
Sound Generator |
General |
| CV-Tech.txt |
ColecoVision Technical Information (from Emulatronia)
|
Sound |
| CV-Sound.txt |
ColecoVision Sound Generation Hardware (from Emulatronia)
|
|
GameCube
|
General |
yagcd.pdf yagcd/ yagcd.txt
|
Yet Another GameCube Documentation (2005/05/30) (from Yet Another Gamecube Documentation)
|
Miscellaneous |
| Apploader.txt |
Apploader (1.1, 2005/04/23) (Andrei Chestakov and tmbinc) (from Dolwin)
|
| Bootrom.txt |
Bootrom (1.0, 2005/04/23) (Andrei Chestakov and tmbinc) (from Dolwin)
|
| MI.txt |
Flipper Memory Protection Interface (org) (from Dolwin)
|
| lomem.txt |
Dolphin OS Low Memory (2005/03/10) (org) (from Dolwin)
|
| osint.txt |
Dolphin OS Interrupt Handling (2004/08/15) (org) (from Dolwin)
|
|
Genesis
|
Related Pages |
| CPU 68k |
Main CPU |
| CPU Z80 |
Sound CPU |
| PSG SN76489 |
Secondary Sound Generator |
Datasheets |
| 5p832.pdf |
LH5P832: CMOS 256k (32k x 8) Pseudo-Static RAM (from Zophar's Domain)
|
| ae04044.pdf |
NJM3403A: Single-Supply Quad Operational Amplifier (from Zophar's Domain)
|
| ae04045.pdf |
NJM3404A: Single-Supply Dual Operational Amplifier (from Zophar's Domain)
|
| lc78815m.pdf |
LC78815M: Two-Channel, 16-bit D/A Converter for Digital Audio Applications (from Zophar's Domain)
|
| lc7883km.pdf |
LC7883K, LC7883KM: 16-bit Digital Filter and D/A Converter for
Digital Audio (from Zophar's Domain)
|
| lc89515k.pdf |
LC89515K: CD-ROM/CD-I Error Correction/Host Interface LSI (from Zophar's Domain)
|
| x24c01.pdf |
X24C01 128 x 8 Bit Serial E2PROM (from Charles MacDonald's site)
|
| rf5c68a.pdf |
Ricoh RF5C68A PCM Sound Generator IC (from Charles MacDonald's site)
|
| lc89510.pdf |
Sanyo LC89510 Error Correction and Host-Interface IC for CD-ROM and CD-I Players (from Charles MacDonald's site)
|
32X |
| 32xdoc1.txt |
Basic Information on the Sega 32x (from Zophar's Domain)
|
hitachi/ hitachi.zip (all-in-one) |
Information about SH7604 Taken from Hitachi Website (from Zophar's Domain)
|
Sega CD |
| Sega CD Model 2 US Manual.pdf |
Sega CD User's Guide |
| scdgfx.txt |
Sega CD Graphics Co-processor Notes (1st rev, 2003/05/16) (Michael Pavone) (from Sega CD Development)
|
Controllers |
| joystick.txt |
Genesis Joystick Pinouts (1993/03/02) (Neal Patrick Howland)
|
| segasix.txt |
Sega Six Button Controller Hardware Info (1.0, 1996/09/09) (Charles Rosenberg)
|
| smscont.html |
SMS/Genesis Controller Pinouts (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
File Formats |
| gensave.txt |
Sega Genesis Emulator Save State Reference (1st ed) (Bart Trzynadlowski)
|
| gstform.txt |
Genecyst Save State Format (Charles MacDonald) (from Charles MacDonald's site)
|
| smd_rom.txt |
SMD ROM Format Documentation (1999) (Bart Trzynadlowski)
|
| gmv.txt |
Gens Movie (GMV) File Format (unfinished) (Dieter Baron)
|
Graphics |
| genvdp.txt |
Sega Genesis VDP Documentation (1.5f) (Charles MacDonald) (from Charles MacDonald's site)
|
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
| m5hvc.txt |
VDP Timing for an NTSC Genesis in Display Mode 5 (0.4, 2000/11/29) (Charles MacDonald)
|
Sound |
| YM2612.html |
YM2612 Documentation (Maxim) (from Maxim's World of Stuff)
|
| ym2612.txt |
Format of the YM2612 Test Register (Charles MacDonald)
|
| gensound.txt |
Programmable Sound Generator (PSG) (from Emulatronia)
|
Miscellaneous |
sega2.doc (original) sega2f.htm (converted, images fixed) sega2fhtml.rar (HTML-in-one) |
Sega Genesis Manual |
| Genesis_Tech_Overview.html |
Genesis Technical Overview (from Zophar's Domain)
|
| gen-hw.txt |
Sega Genesis Hardware Notes (0.8) (Charles MacDonald) (from Charles MacDonald's site)
|
| gennotes.txt |
Sega Genesis Technical Notes (2nd ed) (Bart Trzynadlowski et al) (from Zophar's Domain)
|
| genhw.txt |
Sega Genesis Hardware Internals (1993/07/04) (Rick McTeague)
|
| Genesis_Programming_FAQ.txt |
Sega Programming FAQ (6th ed, 1996/05/23) (Henry Rieke) (from Zophar's Domain)
|
| Genesis_ROM_Format.txt |
The Complete Documentation About Genesis ROM Format (1.1) (from Zophar's Domain)
|
| ssf2.txt |
Super Street Fighter II Genesis Technical Information (2nd ed) (Bart Trzynadlowski)
|
| smdtech.txt |
Super Magic Drive Hardware Information (0.2) (Charles MacDonald) (from Charles MacDonald's site)
|
| smdform.txt |
Super Magic Drive File Format Descriptions (Charles MacDonald) (from Charles MacDonald's site)
|
| mega1.png |
Sega Genesis Schematics: CPU and Custom Chips (from Charles MacDonald's site)
|
| mega2.png |
Sega Genesis Schematics: Sound and Video (from Charles MacDonald's site)
|
| mega3.png |
Sega Genesis Block Diagram (from Charles MacDonald's site)
|
master-mega-converter-mb01.jpg (front) master-mega-converter-mb02.jpg (back) |
Master Mega Converter PCB (from Charles MacDonald's site)
|
| gennycart.htm |
Sega Genesis/MegaDrive Cart Pinout (from GameSX.com)
|
| gennyport.htm |
Sega Genesis/MegaDrive Expansion Port Pinout (from GameSX.com)
|
|
Intellivision
|
| intellivision.txt |
Intellivision Specs (from Zophar's Domain)
|
| intelli_tech.htm |
Development History and System Description (Blue Sky Rangers) (from Zophar's Domain)
|
|
Jaguar
|
Related Pages |
| CPU 68k |
Main CPU |
General |
| jag_v8.pdf |
Jaguar Technical Reference Manual (revision 8, 2001/02/28) (Martin Brennan, Tim Dunn, and John Mathieson) (from Atari Jaguar)
|
jagdox/ jagdox.rar
|
The Jaguar Underground Documentation (1997/11/16) (Klaus and Nat!) (from Atari Jaguar)
|
| FAQ |
Atari Jaguar FAQ (2004/12/01) (Robert Jung) (from Electric Escape)
|
| coding_e.html |
Jaguar Coding Information (Lars Hannig/Starcat) (from Atari Jaguar)
|
Controllers |
| ejp_faq.txt |
The Atari Enhanced Joystick Ports FAQ (0.90, 1996/09/24) (Xav) (from GameSX.com)
|
| jagcont.html |
Jaguar Controller Pinouts (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
|
Master System
|
Related Pages |
| CPU Z80 |
Main CPU |
| VDP TMS9918 |
Video Processor |
| PSG SN76489 |
Sound Generator |
General |
| smsctech.txt |
Guide to the Sega Master System (0.02) (Super Majik Spiral Crew) (from SMS Power!)
|
| smstech.txt |
SMS/GG/SC3000H Hardware Notes (2002/11/12) (Charles MacDonald) (from Charles MacDonald's site)
|
| sc3000h.txt |
Sega SC-3000H Hardware Notes (2004/07/29) (Charles MacDonald) (from Charles MacDonald's site)
|
smsinfo.doc (original) smsinfo.html (converted) smsinfo.pdf (converted) |
Sega Master System Information (1997/03/03) (Andrew Lindsay) (from Zophar's Domain)
|
| smsgg.txt |
SMS/GG Technical Info (1993/11/23) (Jon) (from Zophar's Domain)
|
| techdoc.txt |
Master System Technical Document: CodeMaster Mapper, Lightguns, Paddle, 3-D Glasses (2001) (Jason Starr) (from SMS Power!)
|
| extra.txt |
Newsgroup Posting Answering Programming Questions (James McKay) (from Zophar's Domain)
|
Graphics |
| msvdp.txt |
Sega Master System VDP Documentation (2002/11/12) (Charles MacDonald) (from Charles MacDonald's site)
|
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
Sound |
| ym2413am/ |
YM2413 FM chip application manual (2003) (Maxim) (from Maxim's World of Stuff)
|
Controllers |
| smscont.html |
SMS/Genesis Controller Pinouts (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
Cartridges |
| mastercart.htm |
Sega Master System Cart Pinout (from GameSX.com)
|
| Pinouts/Pinouts |
Pinouts for Sega Master System, SG-1000,
SC-3000, Game Gear and others (2007/07/03) (Maxim) (from SMS Power! dev wiki)
|
| par.txt |
How the Master System and Game Gear Pro Action Replay
and Game Genie Work (4th revision, 2001/08/16) (Maxim) (from Maxim's World of Stuff)
|
Miscellaneous |
| master.gif |
Master System Schematics (from Charles MacDonald's site)
|
japanesesmspcb-front.jpg (front) japanesesmspcb-back.jpg (back) |
Japanese SMS PCB scan (Maxim) (from Maxim's World of Stuff)
|
|
NES
|
Related Pages |
| CPU 65xx |
Main CPU |
Mappers |
| mappers.txt |
Comprehensive NES Mapper Document (0.80) (Firebug)
|
| nesmapper.txt |
Bigass NES Mapper List: List of Games and Which Mapper They Use (0.1)
|
| mapper1.txt |
Nintendo MMC1 Info for 8-bit NES Carts (Matthew J. Richey)
|
| mapper6.txt |
Famicom/NES Mapper Documents Vol.1: Focus on FFE Mapper Type I (0.2b) (FanWen Yang)
|
| 7in1.txt |
7 in 1 Mapper Info (#44) (2000/10/16) (The Mad Dumper)
|
| 150in1.txt |
Golden Game 150 in 1 Mapper Info (#235) (2.0, 2000/12/09) (The Mad Dumper)
|
| 11in1bg.txt |
11 in 1 Ball Games Mapper Info (#51) (2.0, 2000/10/29) (The Mad Dumper)
|
| 1min1.txt |
1000000 in 1 Mapper Info (#45) (1.2, 2000/11/08) (K. Horton)
|
| 4in1.txt |
4 in 1 Mapper Info (#49) (2000/12/07) (The Mad Dumper)
|
| mari7in1.txt |
Mario Party 7 in 1 Mapper Info (#52) (1.0, 2000/12/19) (The Mad Dumper)
|
| smb2ja.txt |
SMB2j (aka The Lost Levels) Mapper Info (#40) (2000/02/08) (The Mad Dumper)
|
| smb2j.txt |
SMB2j Revision A Mapper Info (#50) (2.00, 2000/12/09) (The Mad Dumper)
|
Patents |
counter-mmc-1.png counter-mmc-2.png counter-mmc-3.png counter-mmc-4.png counter-mmc-5.png counter-mmc-6.png counter-mmc-7.png
|
US Patent 4,926,372: Memory Cartridge Bank Selection |
mmc-01.png mmc-02.png mmc-03.png mmc-04.png mmc-05.png mmc-06.png mmc-07.png mmc-08.png mmc-09.png mmc-10.png mmc-11.png mmc-12.png mmc-13.png mmc-14.png mmc-15.png mmc-16.png
|
US Patent 5,276,831: Memory Cartridge Having a Multi-Memory
Controller with Memory Bank Switching Capabilities and Data Processing Apparatus |
Controllers |
| NES4Playeradapter.txt |
NES 4player-adapter documentation (0.9) (Fredrik Olsson)
|
| nescont.html |
NES/SNES Controller Pinouts (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
File Formats |
| fam2form.txt |
FAM 2 Format Info |
| jdc-pcjr.txt |
Doctor PC Jr (.PCJ) File Format (1.01) (JDC)
|
| neshdr20.txt |
iNES Header/Format Information File (2.0) (VmprHntrD)
|
Graphics |
skinny.txt (part 1) skinnynt.txt (part 2) |
The Skinny on NES Scrolling (Loopy) (from NesDev)
|
| PPU addressing.txt |
NES PPU Addressing/Scrolling Operation Details (1st release) (Brad Taylor) (from NesDev)
|
| basics.txt |
How NES Graphics Work: The Basics |
| scrollq.txt |
PPU Scrolling Questions and Answers |
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
Miscellaneous |
| NES.html |
Nintendo Entertainment System Architecture (2.4, 2002/09/03) (Marat Fayzullin)
|
| nes2.htm |
Andy Simpson's NES Documentation |
| nestech.txt |
Nintendo Entertainment System Documentation (2.00) (JDC)
|
| nestech-10.txt |
Nintendo Entertainment System Documentation (1.00) (JDC)
|
everynes.htm everynes.txt
|
Everynes: Nocash NES Specs (2004) (Martin Korth) (from Nocash)
|
| nesgg.txt |
NES Game Genie Code Format (0.71) (Benzene of Digital Emutations)
|
| genie.html |
A Note on Game Genie Codes for the NES (2010/09/09) (Col. G. L. Sicherman)
|
| 2C02_errata.txt |
2C02 errata (Fx3)
|
| nessound.txt |
NES Sound Channel Guide (1.8, 2000/07/27) (Brad Taylor)
|
|
Nintendo 64
|
Datasheets |
| n64cpu.pdf |
R4300i Microprocessor (revision 0.3, 1997/04) (from Zophar's Domain)
|
Miscellaneous |
| N64ops03.txt |
Nintendo 64 Opcodes (plus ROM Header Information) (1998/02/19) (Anarko) (from Zophar's Domain)
|
| n64translation/ |
N64 ROM Translation Basics (Graphics Edit) (2002/07/30) (Anton) (from Zophar's Domain)
|
|
PC Engine
|
Related Pages |
| CPU 65xx |
Main CPU (HuC6280) |
Documents |
| tg16cont.html |
Controller Pinout (2000/05/01) (Jay Tilton) (from Deathskull Laboratories)
|
| tg16av.html |
A/V Connector Pinout (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
| faq.txt |
Turbo FAQ (contains programming info and cart pinout) (1995/05/25) (John Yu)
|
| specs.ac.txt |
Power Outlet Specifications for Turbo Hardware |
| hw.html |
Memory Mapping (2002/07/18)
|
| pce_bios.html |
System Card Description (Zeograd)
|
pce_doc/ pce_doc.zip (all-in-one) pce_doc_20150827.zip (all-in-one) |
PC Engine Documentation (Jens Ch. Restemeier)
|
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
| vdcdox-0.3.txt |
PC-Engine Video Display Controller Documentation (0.3, 1998/02) (Emanuel Schleussinger) (from Emulatronia)
|
| vdcdox-0.4.txt |
PC-Engine Video Display Controller Documentation (0.4, 2015/09) (Emanuel Schleussinger) (from Emulatronia)
|
|
PlayStation
|
| psx-spx.htm |
Nocash PSXSPX Playstation Specifications (2012/12/03) (Martin Korth) (from Nocash)
|
| psxchips.txt |
List of ICs (1997/08/13) (Maxon) (from Patent Pending)
|
| linkcabl.txt |
Link Cable Pin-Out (Flame) (from Patent Pending)
|
| exeheader.txt |
SCE and PS-X Executable Header Description (from Patent Pending)
|
| timgfx.txt |
TIM Graphic Formats (PSX 2D Graphics) (0.7, 2001/01/01) (Klarth)
|
| psxcont/ |
Sony PlayStation Controller Information (1999/04/01) (Andrew J. McCubbin)
|
| xebra.html |
Sony PlayStation Hardware description
(Japanese) |
psx.doc psx.pdf psx.html
|
Everything You Have Always Wanted to Know about
the PlayStation But Were Afraid to Ask (1.1, 2000/04/29) (Joshua Walker) (from Zophar's Domain)
|
| Psboard_800.jpg |
Sony PlayStation Motherboard (2004) (Rick Dikeman) (from Wikipedia)
|
|
Saturn
|
Related Pages |
| CPU 68k |
Sound CPU |
Miscellaneous |
| vdp1tech.txt |
VDP1 Hardware Notes (2003/05/17) (Charles MacDonald) (from Charles MacDonald's site)
|
| satar.txt |
EMS Action Replay Plus 4-in-1 Cartridge Notes (2003/05/11) (Charles MacDonald) (from Charles MacDonald's site)
|
| comminfo.txt |
Comms Link Hardware Notes (Charles MacDonald) (from Charles MacDonald's site)
|
| sattech.txt |
Sega Saturn Hardware Notes (2004/04/27) (Charles MacDonald) (from Charles MacDonald's site)
|
| satcart.txt |
Partial Sega Saturn Cartridge Connector Pin-Out (Charles MacDonald) (from Charles MacDonald's site)
|
| smpc.pdf |
U. S. Patent 5,892,974: System for Sub-Data Processor
Identifies the Peripheral from Supplied Identification Data and
Supplies Data Indicative of the Kind of Peripheral to Main Data
Processor (SMPC) (Charles MacDonald) (from Charles MacDonald's site)
|
Programming Manuals |
SGL_Tutorial/Part01.PDF (Part 1) SGL_Tutorial/Part02.PDF (Part 2) |
Takashi's Saturn SGL Tutorial (0.2) (Takashi)
|
|
Super NES
|
Related Pages |
| CPU 65xx |
Main CPU (65816) |
General |
| snestech.txt |
Super Nintendo Hardware Notes (Charles MacDonald) (from Charles MacDonald's site)
|
| snesdoc.html |
Qwertie's SNES Documentation (2.1) (Qwertie) (from Zophar's Domain)
|
| snes.txt |
SNES Documentation (2.30) (Yoshi) (from Patent Pending)
|
| SNESMem.txt |
SNES Memory Mapping (3.5) (SiMKiN)
|
| SNESdocs.rar |
Collection of various SNES documents (2006/01/02)
|
| fullsnes.htm |
SNES Hardware Specs (Martin Korth) (from Nocash)
|
Graphics |
| screen.txt |
SNES Graphics Info File (1.0) (DAX) (from Patent Pending)
|
| snesgfx.txt |
SNES and GB Sprite Storage Formats (0.0) (FDwR) (from Peekin's Pursuits)
|
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
Sound |
| brr.txt |
Bit Rate Reduction sound encoding scheme (Butcha) (from Peekin's Pursuits)
|
| spc.htm |
SPC 700 Documentation (Gau of the Veldt) (from SNES Developers Corner)
|
| sfsound.txt |
Super Famicomm Sound Manual (2001/10/15) (Ledi and Peekin) (from Peekin's Pursuits)
|
Cartridges |
| sneskart.html |
SNES Kart: The Most Complete Guide to a SNES Cartridge Worldwide (1.6) (Damaged Cybernetics Australia) (from Patent Pending)
|
| sfcdev2.php |
Super Nintendo 1024K HiROM Devcart (Charles MacDonald) (from Charles MacDonald's site)
|
Controllers |
| nescont.html |
NES/SNES Controller Pinouts (1998/06/28) (Jay Tilton) (from Deathskull Laboratories)
|
File Formats |
| zst_frmt.txt |
ZSNES Savestate Format (incomplete) (ZsKnight) (from Peekin's Pursuits)
|
| zst_spc.txt |
ZSNES Savestate Format: SPC700 Status Area (ZsKnight) (from Peekin's Pursuits)
|
| smv.txt |
Snes9x Movie (SMV) File Format (unfinished) (Dieter Baron)
|
Miscellaneous |
| ff4hack.txt |
Final Fantasy II/IVj Save State Hacking (1.0) (Griffin Knodle) (from Patent Pending)
|
| dma.txt |
DMA and HDMA Description (Paul) (from Patent Pending)
|
| mult.txt |
Hardware Multiplication and Division (Vic Ricker) (from Patent Pending)
|
| fastrom.txt |
Fast ROM Access (Paul) (from Patent Pending)
|
| SNES_Lockout.txt |
Disabling the Super NES/Super Famicom ``Lockout Chip'' (0.5, 1997/12/27) (Mark Knibbs)
|
| SuperGameBoy.png |
Super GameBoy schematics (1985/11/18) (Jeff Frohwein) (from Marat Fayzullin's Game Boy page)
|
|
Virtual Boy
|
Datasheets |
| U10082EJ1V0UM00.pdf |
V810 Family 32-Bit Microprocessor User's Manual: Architecture (1st edition, 1995/10) (NEC Corporation) (from Planet Virtual Boy)
|
| U10661EJ5V0UM00.pdf |
V805/V810 32/16-Bit Microprocessor User's Manual: Hardware (5th edition, 1996/09) (NEC Corporation) (from Planet Virtual Boy)
|
| U10691EJ3V0DS00.pdf |
V810 32-Bit Microprocessor Data Sheet (3rd edition, 1996/09) (NEC Corporation) (from Planet Virtual Boy)
|
Miscellaneous |
| vbprog.pdf |
Virtual Boy Programmer's Manual (0.521, 2005/01) (David Tucker) (from Planet Virtual Boy)
|
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
| Handhelds |
|
Game Boy
|
Related Pages |
| CPU Z80 |
Main CPU |
Documents |
pandocs.htm pandocs.txt
|
Everything You Always Wanted to Know About GAMEBOY (2001/10) (Martin Korth) (from Nocash)
|
| gbspec.txt |
Everything You Always Wanted to Know About GAMEBOY (1998/03/17) (from Dev'rs)
|
| Gbspec.txt |
Everything You Always Wanted to Know About GAMEBOY (1998/03/12)
|
| gbtek.html |
GameBoy Programming Info |
| gb_sound.txt |
Sound System (PAPU) Guide (0.99.19)
|
| gg.html |
Game Genie for GameBoy Technical Page (2000/03/01) (Jeff Frohwein) (from Dev'rs)
|
| gbcam.txt |
GB Camera RAM Format (1.2) (Jeff Frohwein) (from Dev'rs)
|
| mbc3.txt |
Memory Bank Controller (MBC) 3 for GameBoy Information (1998/01/01) (bRILLO hEAD) (from Dev'rs)
|
| sgbhard.txt |
Super GameBoy Hardware Description (1997/10/02) (Jeff Frohwein) (from Dev'rs)
|
| sndtab.html |
Table for Converting between Hertz, MIDI, and GB Numbering Format (from Dev'rs)
|
gbsnd3.gif (picture) gbsnd3.txt (desription) |
GameBoy Wave Channel Revealed (from Dev'rs)
|
| gbsound.txt |
Nintendo(TM) Gameboy sound system (PAPU) guide (0.99.20) (Jonathan Gevaryahu)
|
| gbhandbk.txt |
GameBoy Game Genie Programing Guide (2) (Nick Joslin) (from Patent Pending)
|
| gbrom.txt |
Gameboy ROM Header Info (1.01, 2000/11/28) (SephirothBCH) (from Zophar's Domain)
|
| gameboy.faq |
Nintendo GameBoy Frequently Asked Questions (3.1d, 1995/08/22) (Marat Fayzullin)
|
| GBPins.png |
GameBoy connector pinouts (not complete) (Marat Fayzullin) (from Marat Fayzullin's Game Boy page)
|
| GBGuts.png |
GameBoy circuitry (not complete) (Marat Fayzullin) (from Marat Fayzullin's Game Boy page)
|
| GameBoy.png |
GameBoy Main Board schematics (1985/10/21) (Jeff Frohwein) (from Marat Fayzullin's Game Boy page)
|
| LCD.png |
LCD Daughter Board schematics (1985/11/30) (Jeff Frohwein) (from Marat Fayzullin's Game Boy page)
|
| PowerAndCart.png |
Power Supply and Cartridge schematics (1986/01/11) (Jeff Frohwein) (from Marat Fayzullin's Game Boy page)
|
| SuperGameBoy.png |
Super GameBoy schematics (1985/11/18) (Jeff Frohwein) (from Marat Fayzullin's Game Boy page)
|
| 4Player.png |
4-Player Adapter schematics (1985/11/25) (Jeff Frohwein) (from Marat Fayzullin's Game Boy page)
|
| MBC/ |
MBC schematics (Pascal Felber) (from Marat Fayzullin's Game Boy page)
|
| Software.html |
GameBoy Programming Info (Marat Fayzullin) (from Marat Fayzullin's Game Boy page)
|
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
|
Game Boy Advance
|
Related Pages |
| CPU ARM |
Main CPU |
Documents |
| gbatek.htm |
Gameboy Advance / Nintendo DS - Technical Info - Extracted from no$gba (2.3) (Martin Korth) (from Nocash)
|
| AgentQ_GBASpec.txt |
Gameboy Advance Internals (1.0, 2001/08/02) (AgentQ) (from gbadev)
|
| gba_base.pdf |
Gameboy Advance Flash Cartridge Schematics (2002/01/23) (Reiner Ziegler)
|
| gbadevfaqs.html |
Dev'rs GBA Dev FAQs (2002/03/18) (from Dev'rs)
|
| CowBiteSpec.htm |
CowBite Virtual Hardware Specifications (2002/08/04) (Tom Happ)
|
|
[www.gbadev.org]
|
GBA Development Site |
|
Game Gear
|
Related Pages |
| CPU Z80 |
Main CPU |
| Master System |
close relative |
Documents |
| GGDOC.txt |
GameGear Programming Docs (1996) (Damaged Cybernetics) (from Zophar's Domain)
|
| ggcart.htm |
Sega Game Gear Cart Pinout (from GameSX.com)
|
| Flash Cartridge Projects [html+jpg].zip |
Flash Cartridge Projects (2011) (Gerry Obrien)
|
| DIY_SEGA_Game_Gear_512Kb_Flash_Cartridge.pdf |
DIY SEGA Game Gear 512Kb Flash Cartridge (2011) (Gerry Obrien)
|
| SEGA_GameGear_Flash_Cart_Schematic_Pack.zip |
SEGA GameGear Flash Cart Schematic Pack (2011) (Gerry Obrien)
|
| Pinouts/Pinouts |
Pinouts for Sega Master System, SG-1000,
SC-3000, Game Gear and others (2007/07/03) (Maxim) (from SMS Power! dev wiki)
|
|
Lynx
|
Related Pages |
| CPU 65xx |
Main CPU (65c02) |
Documents |
lynxdoc/ lynxdoc.zip (all-in-one) |
Lynx-Documentation (1998/01/14) (EPYX, M. Domin, and B. Schick) (from 42Bastian)
|
| pin-out.txt |
Cartridge Port Pin-Out (from 42Bastian)
|
| plan.png |
Lynx I Circuit Diagram (5000x3593 pixels) (from 42Bastian)
|
| lynkey.gif |
Lynkey II Circuit Diagram (from 42Bastian)
|
|
NeoGeo Pocket
|
Related Pages |
| CPU Z80 |
Sound CPU |
General |
| ngpctech.txt |
Technical Data Found While Creating a NeoGeo Pocket Color Emulator (from Dev'rs)
|
| tech-11.txt |
NeoGeo Pocket Technical Documentation (1.1)
|
CPU |
| tosslides99.pdf |
TLCS-900 Family (slides) (1.2, 1999) (Toshiba Corporation)
|
| TMP95C265F_TMP95CS64F_en_datasheet_030331.pdf |
TLCS-900/H Series 16-Bit Microcontroller: TMP95CS64F/TMP95C265F (2003/03/11) (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_CH0_en.pdf |
TLCS-900/H Databook: Preface (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_BRTM_en.pdf |
TLCS-900/H Databook: Before Reading This Manual (Toshiba Corporation) (from Toshiba Corporation)
|
| 900_CPU_BOOK_CP1_MAINT_en.pdf |
TLCS-900/H Databook: Chapter 1: Maintenance/Discontinued Parts (Toshiba Corporation) (from Toshiba Corporation)
|
| CPU_QUALITY_en_020220.pdf |
TLCS-900/H Databook: Chapter 2: Quality and Reliability Assurance / Handling Precautions (2002/02/20) (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_CP3_CPU1_en_010316.pdf |
TLCS-900/H Databook: Chapter 3: TLCS-900/H CPU (part 1) (2001/03/16) (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_CP3_CPU2_en_010316.pdf |
TLCS-900/H Databook: Chapter 3: TLCS-900/H CPU (part 2) (2001/03/16) (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_CP3_CPU3_en_010316.pdf |
TLCS-900/H Databook: Appendix A: Details of Instructions (part 1 of 3) (2001/03/16) (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_CP3_CPU4_en_010316.pdf |
TLCS-900/H Databook: Appendix A: Details of Instructions (part 2 of 3) (2001/03/16) (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_CP3_CPU5_en_010316.pdf |
TLCS-900/H Databook: Appendix A: Details of Instructions (part 3 of 3) (2001/03/16) (Toshiba Corporation) (from Toshiba Corporation)
|
| e_900h_chap3_cpu_6.pdf |
TLCS-900/H Databook: Appendices B, C, and D (2001/03/16) (Toshiba Corporation) (from Toshiba Corporation)
|
| 900_CPU_BOOK_CP5_APPL_en.pdf |
TLCS-900/H Databook: Chapter 5: Application Circuit (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_CP6_PKG_en.pdf |
TLCS-900/H Databook: Chapter 6: Package (Toshiba Corporation) (from Toshiba Corporation)
|
| 900H_CPU_BOOK_POSTSCRIPT_en.pdf |
TLCS-900/H Databook: Postscript (Toshiba Corporation) (from Toshiba Corporation)
|
Graphics |
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
Sound |
NGPC Sound Tutorial.doc (original) NGPC Sound Tutorial.pdf (converted) |
NGPC Sound Tutorial (2001/09/15) (Ivan Mackintosh)
|
Cartridges |
| neocart1.gif |
Cart Pinout (from GameSX.com)
|
Design |
US0D0412187-1.tif (claim) US0D0412187-2.tif (sheet) |
US Patent Des. 412,187: Cartridge for a Hand Held Game Machine (from US Patent Office)
|
US0D0414522-1.tif (claim) US0D0414522-2.tif (sheet 1) US0D0414522-3.tif (sheet 2) |
US Patent Des. 414,522: Hand Held Game Machine (from US Patent Office)
|
|
Nintendo DS
|
Related Pages |
| CPU ARM |
Main CPU |
General |
| dstek2.html |
DSTek: Nintendo DS Technical Information (2005/07/13) (Neimod and Martin Korth)
|
| dsti.html |
DS Technical Information (2005) (Mic) (from Dualis)
|
|
[www.bottledlight.com/ds/]
|
NDSTech Wiki |
| gbatek.htm |
Gameboy Advance / Nintendo DS - Technical Info - Extracted from no$gba (2.3) (Martin Korth) (from Nocash)
|
Graphics |
| gfxnotes.txt |
DS graphics notes (2005) (Mic) (from Dualis)
|
Controllers |
| tsc2046.pdf |
TSC2046 Low Voltage I/O Touch Screen Controller (2008/02) (Texas Instruments) (from Texas Instruments)
|
|
PlayStation Portable
|
Datasheets |
| ECMA-365.pdf |
ECMA Standard 365: Data Interchange on 60 mm
Read-Only ODC - Capacity: 1,8 Gbytes (UMD) (1st ed, 2005/06) (from Ecma International)
|
|
WonderSwan
|
| wstech24.txt |
WonderSwan Tech Doc (2.4) (Judge and Dox) (from Pocketdomain)
|
| diagram.jpg |
Diagram of Controls (from Vidgame.net)
|
| bs62lv256.pdf |
BS62LV256: Very Low Power/Voltage CMOS SRAM 32K x 8bit (from BSI)
|
| consolegfx.txt |
Console Graphics Formats (0.7, 2000/01/02) (Klarth)
|
| Computer |
|
Acorn Archimedes
|
General |
| archdocs.txt |
Tom's Archimedes docs (from Arculator)
|
|
Commodore 64
|
Related Pages |
| CPU 65xx |
Main CPU |
General |
pagezero.htm pagezero.txt
|
Pagezero: Nocash C64 Specs (Martin Korth) (from Nocash)
|
Connectors |
| avconnect.txt |
A/V Connector Pinout (Ray Carlsen) (from Project 64)
|
File Formats |
| d2m-dnp.txt |
FD2000 image & CMD hard disk native partition (1.3, 2005/11/27) (Peter Schepers) (from 64Copy)
|
| d64.txt |
D64 (Electronic form of a physical 1541 disk) (1.11, 2008/11/07) (Peter Schepers) (from 64Copy)
|
| d71.txt |
D71 (Electronic form of a double-sided 1571 disk) (1.5, 2008/11/07) (Peter Schepers) (from 64Copy)
|
| d80-d82.txt |
D80/D82 (Disk image of an 8050/8250 diskette) (1.3, 2008/11/07) (Peter Schepers) (from 64Copy)
|
| d81.txt |
D81 (Electronic form of a physical 1581 disk) (1.4, 2008/11/07) (Peter Schepers) (from 64Copy)
|
| f64.txt |
F64 (a companion file to certain D64's) (1.6, 2004/03/19) (Peter Schepers) (from 64Copy)
|
| g64.txt |
G64 (raw GCR binary representation of a 1541 diskette) (1.9, 2008/02/19) (Peter Schepers) (from 64Copy)
|
| cvt.txt |
GEOS CVT (ConVerT containers) (1.3, 2007/10/01) (Peter Schepers) (from 64Copy)
|
| infosect.txt |
GEOS File Information Sector (Bo Zimmerman) (from geoDeveloper's)
|
| fontfile.txt |
GEOS Font File Format (Bo Zimmerman) (from geoDeveloper's)
|
| notefile.txt |
GEOS Notes File Format (Bo Zimmerman) (from geoDeveloper's)
|
| albumfiles.txt |
GEOS Photo and Text Album File Format (Bo Zimmerman) (from geoDeveloper's)
|
| pscrap.txt |
GEOS Photo Scrap File Format (Bo Zimmerman) (from geoDeveloper's)
|
| prefile.txt |
GEOS Preferences File Format (Bo Zimmerman) (from geoDeveloper's)
|
| tscrap.txt |
GEOS Text Scrap File Format (Bo Zimmerman) (from geoDeveloper's)
|
| geos.txt |
GEOS VLIR (Variable Length Index Record) (1.4, 2005/11/27) (Peter Schepers) (from 64Copy)
|
| writefile.txt |
GEOwrite v2.0/v2.1 File Format (Bo Zimmerman) (from geoDeveloper's)
|
| rel.txt |
REL (RELative file layout) (1.1, 2004/03/11) (Peter Schepers) (from 64Copy)
|
| pc64.txt |
P00/S00/U00/R00 (Container files for the PC64 emulator) (1.4, 2004/03/11) (Peter Schepers) (from 64Copy)
|
| sidplay.txt |
SID/PSID (Various SIDPlay / PlaySID Formats) (1.2, 2004/03/15) (Peter Schepers) (from 64Copy)
|
| t64.txt |
T64 (Tape containers for C64s) (1.5, 2004/03/11) (Peter Schepers) (from 64Copy)
|
| tap.txt |
TAP (raw C64 cassette TAPE images) (1.1, 2004/03/11) (Peter Schepers) (from 64Copy)
|
| x64.txt |
X64 (X64 and VICE emulator image files) (1.3, 2004/03/11) (Peter Schepers) (from 64Copy)
|
|
MSX
|
Related Pages |
| CPU Z80 |
Main CPU |
| VDP TMS9918 |
Video Processor |
Documents |
portar.htm portar.txt
|
Portar: MSX1/MSX2 Specifications (1.7, 2001/03/21) (MAYER and Martin Korth) (from Nocash)
|
| msxlink-schematics.jpg |
MSX-RS 232 Link Schematics (2004) (Tim N. Tashpulatov)
|
|
Sinclair ZX80
|
Related Pages |
| CPU Z80 |
Main CPU (NEC 780C-1) |
Documents |
zxdocs.htm zxdocs.txt
|
ZX Docs (Martin Korth) (from Nocash)
|
| zx80-sch.gif |
ZX80 Schematic Diagram (1195x1400) (nocash edition) (from Nocash)
|
| zx81_sch.png |
ZX81 Schematic Diagram (3396x3008) (from Lil Old Sinclair Computer Technical Information Repository)
|
| lyout_81.png |
ZX81 Component Layout (from Lil Old Sinclair Computer Technical Information Repository)
|
| Chips |
|
CPU 65xx
|
| 6502.txt |
6502 Microprocessor |
| 6502guid.txt |
Assembly in One Step (1997/07/23)
|
| 6502jsm.txt |
6502 Instruction Summary (2000/03/01)
|
| Assembly.txt |
6502 Opcodes and Quasi-Opcodes |
| 65816info.txt |
A 65816 Primer (1997/12/23) (from Zophar's Domain)
|
|
[www.6502.org]
|
The 6502 Microprozessor Resource |
| 65c816.txt |
G65SC802 / G65SC816 Data Sheets (Jouko Valta) (from Peekin's Pursuits)
|
| 65ce02.txt |
Commodore Semiconductor Group CSG65CE02 Technical Reference (0.9, 1999/01/08) (Michael Steil)
|
| 6502set.txt |
6502 Microprocessor Instruction Set Summary (and Pin-Out) (1.5) (Jonathan Bowen) (from Patent Pending)
|
| 6502ref.html |
65C02 Reference Manual (from Patent Pending)
|
| extrainst.txt |
Extra Instructions of the 65xx Series CPU (1996/09/27) (Adam Vardy)
|
| undocop.txt |
6502 Undocumented Opcodes (3.0) (Freddy Offenga)
|
|
CPU 68k
|
| 68000inst.txt |
Motorola 68000 Microprocessor Instruction Set Summary (1.4) (Jonathan Bowen)
|
| 68knotes.txt |
68000 Undocumented Behavior Notes (2001/06/27) (Bart Trzynadlowski)
|
| 68000ref.txt |
68000 Instruction Set |
| 68kpm.pdf |
Motorola M68000 Family Programmer's Reference Manual (1992)
|
| 68000obj.txt |
Object Codes for the 680x0 (1988/03/11) (WJ Van Ganswijk)
|
mc680x0ref/ mc680x0ref.zip (all-in-one) |
MC 680x0 Reference (1.1) (Flint/DARKNESS) (from Nettverksgruppa)
|
| 68kstat.txt |
68000 Instruction Usage Statistics (2001/05/07) (Bart Trzynadlowski)
|
| instrset.txt |
68000 Instruction Set |
| 68000faq.txt |
MC68000/HC000/008/010 FAQ (from Patent Pending)
|
|
CPU ARM
|
| DDI0100E_ARM_ARM.pdf |
ARM Architecture Reference Manual (ARM ARM) (issue E, 2000/06) (ARM)
|
| QRC0001_UAL.pdf |
ARM and Thumb-2 Instruction Set Quick Reference Card (Issue L, 2007/03/01) (ARM) (from ARM)
|
| QRC0006_UAL16.pdf |
Thumb 16-bit Instruction Set Quick Reference Card (Issue C, 2006/03/01) (from ARM)
|
| 0673s.pdf |
Atmel Embedded RISC Microcontroller Core ARM7TDMITM (Summary) (from Atmel Corporation)
|
| doc0673.pdf |
Atmel ARM7TDMITM (Thumb) Datasheet (rev. B) (from Atmel Corporation)
|
| DDI0210B.pdf |
ARM7TDMI Technical Reference Manual (revision 4p1, issue C, 2004/11/26) (ARM) (from ARM)
|
| arm7tdmive.pdf |
ARM 7TDMI Data Sheet (issue E, 1995/08) (ARM) (from Bottled Light)
|
|
CPU Z80
|
| z80cpu_um.pdf |
Z80 Family CPU User Manual (Zilog)
|
| z80-1.txt |
Z80 Command Set |
| z80-2.txt |
Z80 Instruction Set Summary |
| z80inst.txt |
Z80 Opcode Listing |
z80.doc (original) z80.txt (converted) |
Zilog Z80 CPU Specifications (1997/09/21) (Sean Young) (from Zophar's Domain)
|
| z80-documented.pdf |
The Undocumented Z80 Documented (0.9, 2005/06/14) (Sean Young)
|
|
[z80.info]
|
Home of the Z80 CPU |
|
PSG SN76489
|
| SN76489AN.pdf |
SN76489AN Digital Complex Sound Generator (Texas Instruments) (from DatasheetArchive.com)
|
| SN76489.html |
TI SN76489/96 Programmable Sound Generator description (2005/11/12) (Maxim, John Kortink, Charles MacDonald, Daniel Bienvenu) (from SMS Power! dev wiki)
|
|
VDP TMS9918
|
Datasheets |
| TMS9918.pdf |
TMS9918A/TMS9928A/TMS9929A Video Display Processors (Texas Instruments)
|
Miscellaneous |
| tms9918a.txt |
Almost Complete Description Including Undocumented Features (0.4.2, 2002/09) (Sean Young) (from msxnet)
|


Luka Doncic scores 41 points, Mavericks rout Rockets
by Associated PressHOUSTON (AP) — Luka Doncic scored 41 points, Tim Hardaway Jr. added a season-high 31 and the Dallas Mavericks never trailed in a 137-123 victory over the Houston Rockets on Sunday.
The Mavericks scored 45 points in the first quarter and were up 78-60 at halftime. Hardaway had 19 in the half, Doncic 17 and Kristaps Porzingis 15.
The Mavericks has won five straight, scoring at least 137 in the last three. Houston has lost three straight after winning eight in a row.
James Harden had 32 points for Houston but was just 2 of 15 on 3-pointers in a game where the Rockets made 10 of 44 3-point attempts.
CLIPPERS 134, PELICANS 109
LOS ANGELES (AP) — Montrezl Harrell tied a career-high with 34 points and had 12 rebounds, Kawhi Leonard added 26 points and Los Angeles beat New Orleans for its fifth straight victory.
Lou Williams added 19 points and Paul George had 18. The Clippers had 16 3-pointers with George making six.
Brandon Ingram, one of three Lakers players involved in the Anthony Davis trade, led New Orleans with 24 points and eight rebounds in his first game back at Staples Center. Jrue Holiday scored 18 points, and E'Twaun Moore had 17.
NETS 103, KNICKS 101
NEW YORK (AP) — Spencer Dinwiddie scored 30 points in another strong start in place of the injured Kyrie Irving and Brooklyn beat New York for its season-high third straight victory.
Irving continues to rest an injured right shoulder, and Dinwiddie is making sure they get by without him, scoring 20 or more points in a career-best five straight games after stepping into the starting lineup. He was 13 of 14 from the foul line, where the Nets had a whopping 27-9 advantage in makes.
Jarrett Allen had 18 points and 10 rebounds for the Nets. Marcus Morris scored 26 points for the Knicks.
NUGGETS 116, SUNS 104
DENVER (AP) — Paul Millsap scored 23 points and Jamal Murray and Will Barton had 22 apiece in Denver’s victory over Phoenix.
Nikola Jokic had just eight points, but grabbed 13 rebounds to help Denver win its fifth in a row.
The Nuggets held Phoenix guard Devin Booker to a season-low 12 points on 5-of-13 shooting. Booker came in averaging 26.2 points in November.
Cheick Diallo led Phoenix with a career-high 22 points. Dario Saric had a career-high 17 rebounds to go with 18 points.
INGS 113, WIZARDS 106
WASHINGTON (AP) — Harrison Barnes matched his season high with 26 points on 7-of-8 shooting, Bojan Bogdanovic had 21 points and Sacramento beat Washington.
Buddy Hield added 18 points, including a late 3-pointer that put Sacramento’s lead at multiple possessions for good, and Richaun Holmes had 16 points and 10 rebounds. The Kings won for the seventh time in 10 games to improve to 7-8.
Bradley Beal led Washington with 20 points, ending his string of 30 or more at a career-best five games.


- Local authority reference: 0930/09139385080004
- Property: Moon under the water, 5 - 7a Temple Place, Brighton BN3 7JB
{{title}}
These are used by us to value the property.
Tell us if there have been any changes to these features.
Add any missing information to the fields marked 'No record'.
| Current | Proposed changes | ||
|---|---|---|---|
| Liquor | Yes | Edit | |
| Food | Yes | Edit | |
| Gaming machines | No | Edit | |
| Accommodation | No | Edit | |
| Sub-lettings | No | Edit | |
| Conscessions or franchise | No | Edit | |
| Class | Public house | Edit | |
| Type | Pub within multi-use building | Edit | |
| Location | City centre | Edit | |
| Staff accommodation | 3 | Edit | |
| Grading | 4 Crowns | Edit | |
| Age | 1915-1945 | Edit | |
| Extension(s) | None | Edit | |
| Major refurb/modernisation | None | Edit | |
| Floors | 4 | Edit | |
| Passenger lifts | 1 | Edit | |
| Central heating | Yes | Edit | |
| Air conditioning | Yes | Edit | |
| Restaurant covers | 50 | Edit | |
| Letting rooms | 10 | Edit | |
| Parking spaces | 80 | Edit |
{% if (data['basisOfValuation'] === "Fair maintainable trade") %} {% elif (data['basisOfValuation'] === "Floor area") %} {% else %} {% endif %} Back {% include "includes/get_help.html" %}


Jose Mourinho appointed as Tottenham Hotspur’s coach
by Adu SarpeahJose Mourinho has been appointed as the new Tottenham head coach until the end of the 2023 season. The former Manchester United and Chelsea boss replaces Mauricio Pochettino, who was sacked on Tuesday.
Negotiations between Spurs and Mourinho – who had been out of work since leaving Old Trafford in December – intensified over the last few days and concluded in the early hours of Wednesday morning.
His first game will be at the London Stadium on Saturday as Spurs travel to take on West Ham in the Premier League. Pochettino left Tottenham with the club 14th in the Premier League and having won just five matches all season.
Chairman Daniel Levy said he was “reluctant” to sack the Argentine, but explained the decision had to be made in the “club’s best interests”.


Woodcreek Apartments
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Amenities
. Air Conditioning
. Multizone Heating
. Stove & Refrigerator
. Dishwasher available
. Laundry Facilities
. Smoke Alarm
. Fire Extinguisher
. AATA Bus Stop
. On-site Maintenance & Repairs Services


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Class: PipedriveRuby::Authorizations
- Defined in:
- lib/resources/authorizations.rb
Overview
Returns all authorizations for a particular user. Authorization objects contain the API tokens the user has with different company accounts in Pipedrive. These can be fetched without an API token but using the email and password of the user.
Instance Attribute Summary
Attributes inherited from Base
#base_url, #client, #endpoints
Instance Method Summary collapse
Methods inherited from Base
Constructor Details
This class inherits a constructor from PipedriveRuby::Base
Instance Method Details
#all(authorization) ⇒ Object
9 10 11 |
# File 'lib/resources/authorizations.rb', line 9 def all() create() end |


 Hence, we have created a multi-pronged plan of attack and are coming at this fascinating problem from several different angles." {% endblock %} {% block title %} Research {% endblock %} {% block head %} {% endblock %} {% block research %} class="active" {% endblock %} {% block content %}
Plasticity is one of the hallmark features of the human brain. Use-driven plasticity is critically important for typical development as well as recovering from brain injury. Thus, the overarching goal of our research is to better understand use-driven brain plasticity. To this end we are using various structural and functional MRI and behavioral phenotyping techniques.
To properly study use-driven brain plasticity in humans, we must overcome a series of exciting challenges. Hence, we have created a multi-pronged plan of attack and are coming at this fascinating problem from several different angles.
Scroll down to learn more...
Real-time methods for improving MRI quality
A challenge common to all functional MRI research is the low signal-to-noise ratio of blood oxygenation level dependent (BOLD) data and how easily it is distorted by head motion and drowsiness. In addition to deploying the most advanced data denoising strategies we have developed a Framewise Integrated Real-Time MRI Monitoring (FIRMM) software suite for real-time quality control. We are currently working on further improvements to FIRMM, as well as expanding the approach to drowsiness monitoring and real-time feedback strategies to prevent head motion.
 Therefore, we have moved away from averaging neuroimaging data across groups of people. Instead, we strive to collect large amounts of high-quality functional MRI data for each individual. This allows us to generate precise individual-specific functional network maps of human brains. The Midnight Scan Club project collected many hours of high quality, multi-modal MRI data in 10 young adults (24-34 yo; 5F). Even this small, fairly homogenous sample already revealed common variants in the brain’s global network organization.
Perinatal stroke as a model of successful neuroplasticity
Perinatal stroke (22 wks gest. - 28 days) occurs in > 1/3,000 live births. Some perinatal stroke survivors have no discernable deficits and many have only minimal impairments. Thus, perinatal stroke represents a best-case recovery scenario that reveals the brain’s full potential for successful use-driven neuroplasticity. Using novel high-fidelity individual functional connectomics, we seek to understand how the brains of individual perinatal stroke survivors can function so remarkably well despite structural damage. This information is critically important for developing therapies that can drive the brains of all brain injury survivors towards a similarly efficient functional architecture, independent of age.
Deep phenotyping
To understand how differences in functional brain organization relate to behavior and to learn how brain structures and behavioral abilities change with practice, we must do a much better job tracking and measuring real-world behaviors. Questionnaires are notoriously unreliable and laboratory-based assessments are unrealistic, therefore we have turned to wearable biosensors. We are building a database of normative activity, as measured by bilateral upper extremity accelerometry, in children from birth until 18 years of age. In addition to standard neuropsychological tests and the NIH Toolbox, we are also adding accelerometry which provides information about sleep and activity levels to our adult studies.
 Therefore, we have been studying Constraint-Induced Movement Therapy (CIMT), which requires restricting the more mobile limb with a cast, in children with chronic hemiparesis. We also adapted this treatment for the in-depth study of limb restriction and accompanying brain changes in healthy young adults.
The list of research areas above is far from exhaustive since our rate limiting factor is people-power, not ideas. The general tenor of all the ideas/projects is that we are looking for better and more data per subject than most, because we aren’t averaging across individuals. We’re interested in manipulations that will help us understand plasticity and we like going after difficult to obtain human data. We’re also interested in hardware and software tool development that will improve MRI data quality and bring us closer towards using functional MRI as a diagnostic tool in the hospital.


Picks some random DV items to incorporate into an outfit. Feel free to DM me on DV (MouseyPounds #23596) or Discord (MouseyPounds#0557) for suggestions, bug reports, and other feedback.
Most recent changes (22 December 2022):
People seem to really like the new method where you supply what items you have by pasting the wardrobe source and the randomizer only picks from them. And since keeping the item list updated was very tedious (and I had fallen six months behind on it) I have decided to drop the old method of filtering from all known items entirely.
Output now lists what wardrobe slot the items chosen are found in.
Input
How to use:
Go to your wardrobe page on Dappervolk.
View the source of the wardrobe page and copy everything.
Paste what you copied into the box below.
Choose how many items you want the randomizer to grab.


On this website we will talk about different types of penutbutter and jelly sandwhichs, penutbutter and jelly sandwhich recipes, the origin of the penutbutter and jelly sandwhichs , and tricks and tips in making them. I believed that the penutbutter and jelly sandwhich is the greatest food ever.By the way I was extremely hungry when I made this. I hope you enjoy this web page because it took me about five minutes to make it.


The Headers tab page allows you to set the lines that Ameol will add to the header of mail messages that you send.
This is a Hot Spot image. Move your mouse pointer over the image
and when the mouse pointer changes to the shape of a hand click
the left mouse button once for extra help.
By default, Ameol will add the following lines to the header of newsgroup articles that you send.
Organisation: CIX
X-URL: http://www.ameol.com
To add another line to the header, enter the type of the line in the Type text box and the setting for the type in the Setting text box. Click the Add button to add it to the list.
To remove the currently highlighted header line, click the Remove button.


0.4.3
10 Mar 2017
New field element (for better controls)
11 Apr 2016
Metro UI CSS grid with Bulma tiles
09 Feb 2016
Blog launched, new responsive columns, new helpers
Tweet
Download
Schedule Version:
Add To Schedule
2017 Fall
2018 Winter


Zlatan Ibrahimovic thanks LA Galaxy after leaving MLS club
The Swedish striker has spent two seasons with the club.
Zlatan Ibrahimovic has thanked LA Galaxy for making him feel “alive again” after mutually parting ways with the MLS club.
The Swedish striker’s two-season spell with the Galaxy ends after defeat to Los Angeles FC in the MLS Cup play-offs conference semi-finals.
Ibrahimovic scored 52 goals in 53 starts in all competitions for Galaxy after leaving Manchester United in March 2018.
In a post on Twitter, Ibrahimovic wrote: “I came, I saw, I conquered. Thank you LA Galaxy for making me feel alive again. To the Galaxy fans – you wanted Zlatan, I gave you Zlatan. You are welcome. The story continues…”
The 38-year-old finished his post by joking: “Now go back to watch baseball.”
Galaxy confirmed in a statement that Ibrahimovic would not be returning to the club next season and praised the striker for his impact on the sport in North America.
“We would like to thank Zlatan for his contributions to the LA Galaxy and Major League Soccer,” said LA Galaxy president Chris Klein.
“Since his arrival in 2018, Zlatan has positively influenced the sport of soccer in Los Angeles. We are grateful for his work ethic and passion.
“We thank Zlatan for his professionalism and immeasurable impact on the Los Angeles community and the soccer community in North America as a whole.”
Ibrahimovic, who has played for some of the biggest clubs in world football including Ajax, Juventus, Inter Milan, Barcelona, AC Milan and Paris St Germain has given no indication over his future.
He has been linked with a return to Serie A, with AC Milan and Bologna among the clubs said to be interested in signing the free agent.


WITNESS LIST Urban Affairs Committee March 15, 2005-8:00A HB 857 For: Carreon, Rodrigo (Self) Gonzales, Patricia (Self and LULAC Council #4807) Poole, Suzanne (Houston Professional Towing Assoc, Citizens Against Safe Clear) Pulos, John Juano (Self and J&A Paint Body And Wrecker Service) Yerena, Gracie (Self) Against: Bender, Capt. Lori (Houston Police Dept.) Breshears, Joe L. (City of Houston) Smith, Steve (Self and Greater Dallas Emergency Wrecker Association) On: O'Ryan, Anne (AAA Texas) HB 1167 For: Barbolla, Patrick A. (Self) Cogburn, Brian (Self) Dill, Jack (Self) Garcia, Richard D. (Neighborhood Associations (Memorial Heights)) Garza, Manuel (Self and Edgewood Neighborhood Association) Hartman, Michael (Self) Hopper, George (Continental Realty, Inc.) Kilday, Les (Self) Kilday, R.R. (Dick) (Self) Kilmer, Teri (Loma Park N.A.) Magill, Albert E. (Self) Patierno, Paul (Apartment Investment and Management Company (AMCO)) Against: Henneberger, John (Texas Low Income Housing Information Service) Kafka, Bob (Institute for Disability Access) Langendorf, Jean (Self and United Cerebral Palsy of Texas) McPhail, Jennifer (ADAPT of Texas) Thomas, Stephanie (ADAPT of TX) On: Chatham, Donna (Association of Rural Communities in Texas) Garvin, John (Texas Afiliation of Affordable Housing Providers (TAAHP)) Jackson, Antoinette M. (TX NAHRO) Maxwell, Susan (Texas Council for Developmental Disabilites) Ocanas, Reymundo (Self and Texas Association of Community Development Corporations) Williams, Sandra (Alamo Area Mutual Housing Association, TX Association of Community Development Corporations) HB 1347 For: del Llano, Ann (A.C.L.U. of Texas) Martin, Tom (Self) Against: Dye, Steve (Garland Police Department) Harn, Joe (City of Garland) Hind, Dorothy Evans (Self) Hind, Gary J. (Self) Keller, Bert (Self and Vice President Nestor Traffic Systems) Ragsdale, Walter (Self and City of Richardson, Texas Institute of Transportation Engineers) Zacharias, Larry (City of Richardson, Richardson Police Dept., Chief of Police) On: O'Ryan, Anne (AAA TX)


Monero Mining Profitability Calculator
Calculator*
Pick GPU..
Choose Your GPU
5 x AMD HD 7950 - Windows x64
5 x AMD HD 7970 - Windows x64
5 x AMD R9 380x - Windows x64
5 x AMD R9 280X - Windows x64
5 x AMD R9 290X - Ubuntu 10.04
5 x AMD R9 280X - Ubuntu 14.04
5 x AMD 7870 - Linux Mint
5 x AMD R7 370
5 x GTX 960
AMD HD 7870 - Linux Mint
AMD HD 7950 - Windows x64
AMD HD 7970 - Windows x64
AMD R7 370
AMD R9 290X - Ubuntu 10.04
AMD R9 280X - Ubuntu 14.04
AMD R9 380 - Windows x64
XFX R9 390 - Windows x64
XFX R9 390x - Windows x64
AMD RX 480 - Windows x64
GTX 960
2 x AMD R9 270X
3 x GTX TITAN
..or enter hashrate manually
Network hashrate
Blocktime
1 XMR price
*Calculate how much Monero (XMR)
should
be mined with a specific hashrate.
Earnings (XMR)
Period
XMR
USD
Minute
Hour
Day
Week
Month
Year
Notes
This is alpha software. Let me know if you see any bugs.
Hashrate and Blocktime calculated by looking at the last 64 blocks. The price is from coinmarketcap. Data is updated every 10 minutes.
This calculator does not take into account uncles.
References
Open Submission GPU/CPU Mining Spreadsheet


Business Problem
Build a machine learning model that predicts if someone might be a defaulter or a non-defaulter.
Data
source:
https://archive.ics.uci.edu/ml/datasets/statlog+(german+credit+data)
|
Abstract: This dataset classifies people described by a set of
attributes as good or bad credit risks. Comes in two formats (one all numeric). Also comes
with a cost matrix
|
|
|
Data Set Characteristics:
|
Multivariate
|
Number of Instances:
|
1000
|
Area:
|
Financial
|
|
Attribute Characteristics:
|
Categorical, Integer
|
Number of Attributes:
|
20
|
Date Donated
|
1994-11-17
|
|
Associated Tasks:
|
Classification
|
Missing Values?
|
N/A
|
Number of Web Hits:
|
677271
|
Independant variables
- checking_balance
- months_loan_duration
- credit_history
- purpose
- existing_loans_count
- phone
Independant variables
- amount
- savings_balance
- employment_duration
- percent_of_income
- job
Independant variables
- years_at_residence
- age
- other_credit
- housing
- dependents
Data Science Libreries
- pandas
- numpy
- sklearn
- matplotlib
- seaborn
Data Science Concepts
- Exploratory Data Analysis
- Regularization/Reducing Over fitting
- Bagging & Boosting
- Random Forest Classifier
- Decision Tree Classifier
What I did
|


/^^^^^^^^\ Ghost AI Natural Language Understanding /^^^^^^\ / EYE \ / EAR \ / \ ____________ / ________ \ | | | | / \ | / \ | | _______ | | | / \-->-->--( AudListen)| | / old \ | | | / \ | \________/ | | / image \--|----+ ( AudInput ) | ______ | | \ engram / | a|c|f \ / | / \ | | \_______/ | b|o|i \ /-->-->-->( AudMem ) | | | s|n|b \____________/ | \______/ | | visual | t|c|e | | | | | | | r|e|r _______V__ __V_______ | ___V____ | | memory | a|p|s / \ / \ | / \ | | | c|t| ( OldConcept )( NewConcept ) |( AudRecog )| | channel | t| | \__________/ \__________/ | \________/ | | | | | \ __________ / | | | ______ | | | \/ EnParser \/ | "JOHN" | | / \ | | | \__________/ | "GIVES" | | / new \ | | | | | "THE" | | / image \ | |_|_ _____V_______ | "BOY" | | \ engram / | / \ / \ | "A" | | \ / | \ Psy /<--( InStantiate ) | "BOOK" | | \______/ | \___/ \_____________/ | |
2. Process of
Natural Language Understanding
The AudListen module is alert for auditory input.
Listening for input can be passive, as in the ghost.pl AI and MindForth for robots, or event-driven, as in the JavaScript Ghost.html AI.
AudInput sends phonemic characters to the AudMem module.
AudRecog recognizes concepts already known to the AI.
AudInput sends recognized concepts to OldConcept and unrecognized concepts to NewConcept.
EnParser calls InStantiate to create a new node of a concept.
InStantiate creates a time-bound instance of a concept.
EnParser retroactively creates associative tags.
3. Proof of
Natural Language Understanding
Once a ghost-class AI Mind has understood a sentence of input in natural language, the asking of questions about the knowledge in the sentence and the discussion of the idea in the sentence can ddemonstrate proof of Natural Language Understanding. The SpreadAct module for spreading activation makes the AI able to respond properly to various formats of questions about an understood sentence.
4. Problem of
Natural Language Understanding
According to Wikipedia, Natural Language Understanding is an AI-hard problem.
http://en.wikipedia.org/wiki/Natural-language_understanding
http://cyborg.blogspot.com/2017/09/pmpj0926.html -- Using NLU to answer questions
http://mc.ai/first-working-artificial-intelligence-solves-nlu
NLU problem-article:
https://www.theatlantic.com/technology/archive/2018/01/the-shallowness-of-google-translate/551570/


/** * Created by successive on 14/10/15. **/ Option1 Option2 option3 Card 1 This is the card 1 section Option1 Option2 option3 Card 2 This is the card 2 section Option1 Option2 option3 Card 3 This is the card 3 section
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API Documentation¶
Climate API¶
Utility¶
Variable lists.¶
-
climate_api.
get_vars3D
()¶ Returns (Dictionary): 3D atmospheric variables accessible with the KWP climate API.
(Key = variable name, Value = variable index)
-
climate_api.
get_vars2D
()¶ Returns (Dictionary) 2D atmospheric variables accessible with the KWP climate API.
(Key = variable name, Value = variable index)
Wind¶
Retrieve atmospheric wind data¶
-
climate_api.
uwind
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): zonal-wind component (m/s). Wind velocity in east-west direction.
-
climate_api.
vwind
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): meridional wind component (m/s). Wind velocity in north-south direction.
-
climate_api.
zwind
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): vertical wind component (m/s). wind velocity in up-down direction.
Ambient Conditions¶
Retrieve column (3D) atmospheric variables¶
-
climate_api.
pressure
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): air pressure (Pa)
-
climate_api.
temperature
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): air temperature (K)
-
climate_api.
relative_humidity
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): relative_humidity (%)
-
climate_api.
cloud_cover
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): cloud_cover (%) - above altitude. Percentage of sky above covered by clouds.
-
climate_api.
visibility
(latitude, longitude, altitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): visibility (km). Estimate of visibility derived from humidity, cloud cover, and precipitation rate.
Surface Conditions¶
Retrieve surface (2D) atmospheric variables¶
-
climate_api.
OLR
(latitude, longitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
ut (double) - universal time in seconds (time since game began)
Returns (double): outgoing longwave radiation (w/m^2). Returned from IR satellite imagery and used to view cloud cover in the absence of visible light.
-
climate_api.
total_cloud_cover
(latitude, longitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
ut (double) - universal time in seconds (time since game began)
Returns (double): total cloud cover (%). Percentage of sky covered by clouds.
-
climate_api.
precipitable_water
(latitude, longitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
ut (double) - universal time in seconds (time since game began)
Returns (double): precipitable water (mm). Amount of liquid water produced by the condensation of all available water vapor in the atmospheric column above a given point. Estimates the moisture content of the atmosphere.
-
climate_api.
prate
(latitude, longitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
ut (double) - universal time in seconds (time since game began)
Returns (double): precipitation rate (mm/hr). Liquid water equivalent precipitation rate, derived from convective and stratiform precipitation totals.
-
climate_api.
mslp
(latitude, longitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
ut (double) - universal time in seconds (time since game began)
Returns (double): mean sea level pressure (Pa). Pressure, reduced to sea level, by accounting for the elevation of terrain and diurnal variations in temperature.
-
climate_api.
sst
(latitude, longitude, ut)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
ut (double) - universal time in seconds (time since game began)
Returns (double): skin surface temperature (K). On land = land surface temperature. On water = sea surface temperature (SST).
Derivatives¶
Derive variables from climate API calls above.¶
-
climate_api.
density
(pressure, temperature)¶ Parameters
pressure (double) - air pressure (Pa)
temperature (double) - air temperature (K)
Returns (double): air density (kg/m^3)
-
climate_api.
wspd
(uwind, vwind, zwind)¶ Parameters
uwind (double) - zonal wind component (m/s)
vwind (double) - meridional wind component (m/s)
zwind (double) - vertical wind component (m/s)
Returns (double): wind speed (m/s)
-
climate_api.
wdir_degrees
(uwind, vwind)¶ Parameters
uwind (double) - zonal wind component (m/s)
vwind (double) - meridional wind component (m/s)
Returns (double): wind direction (degrees). Direction in which the wind is coming from (e.g. 45 or 225).
-
climate_api.
wdir_cardinal
(wdir_degrees)¶ Parameters
wdir_degrees (double) - wind direction (degrees)
Returns (string): cardinal wind direction. Direction in which the wind is coming from (e.g. NE or SW)
-
climate_api.
cloud_top_temps
(olr)¶ Parameters
olr (double) - outgoing longwave radiation (W/m^2)
Returns (double): cloud top temperatures (K). Cloud top temperature. If skies are clear this is an estimate of the land/sea surface temperature.
Weather API¶
Utility¶
List of available launch sites and atmospheric variables¶
- lsites (List<string>)
list of available launch sites (three letter abbreviations)
- lsites_name (List<string>)
list of available launch sites (full names)
- lsites_lat (List<double>)
list of launch site latitudes
- lsites_lng (List<double>)
list of launch site longitudes
-
weather_api.
set_datasource
(launch_site)¶ Parameters
launch_site (string) - three letter launch site abbreviation (e.g. KSC)
Returns (void): Reads weather data, at the specified launch site, into memory.
-
weather_api.
get_nearest_lsite_idx
(latitude, longitude)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
Returns (int): Index of nearest launch site in list (int).
-
weather_api.
get_nearest_lsite
(latitude, longitude)¶ Parameters
latitude (double) - decimal degrees
longitude (double) - decimal degrees
Returns (string): Nearest launch site.
-
weather_api.
get_vars3D
()¶ Returns (Dictionary): 3D atmospheric variables accessible with the KWP weather API.
(Key = variable name, Value = variable index)
-
weather_api.
get_vars2D
()¶ Returns (Dictionary) 2D atmospheric variables accessible with the KWP weather API.
(Key = variable name, Value = variable index)
Wind¶
Retrieve atmospheric wind data¶
-
weather_api.
uwind
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): zonal-wind component (m/s). Wind velocity in east-west direction.
-
weather_api.
vwind
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): meridional wind component (m/s). Wind velocity in north-south direction.
-
weather_api.
zwind
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): vertical wind component (m/s). wind velocity in up-down direction.
Ambient Conditions¶
Retrieve column (3D) atmospheric variables¶
-
weather_api.
pressure
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): air pressure (Pa)
-
weather_api.
temperature
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): air temperature (K)
-
weather_api.
relative_humidity
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): relative_humidity (%)
-
weather_api.
cloud_cover
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): cloud_cover (%) - above altitude. Percentage of sky above covered by clouds.
-
weather_api.
visibility
(altitude, ut)¶ Parameters
altitude (double) - meters above sea level
ut (double) - universal time in seconds (time since game began)
Returns (double): visibility (km). Estimate of visibility derived from humidity, cloud cover, and precipitation rate.
Surface Conditions¶
Retrieve surface (2D) atmospheric variables¶
-
weather_api.
OLR
(ut)¶ Parameters
ut (double) - universal time in seconds (time since game began)
Returns (double): outgoing longwave radiation (w/m^2). Returned from IR satellite imagery and used to view cloud cover in the absence of visible light.
-
weather_api.
total_cloud_cover
(ut)¶ Parameters
ut (double) - universal time in seconds (time since game began)
Returns (double): total cloud cover (%). Percentage of sky covered by clouds.
-
weather_api.
precipitable_water
(ut)¶ Parameters
ut (double) - universal time in seconds (time since game began)
Returns (double): precipitable water (mm). Amount of liquid water produced by the condensation of all available water vapor in the atmospheric column above a given point. Estimates the moisture content of the atmosphere.
-
weather_api.
prate
(ut)¶ Parameters
ut (double) - universal time in seconds (time since game began)
Returns (double): precipitation rate (mm/hr). Liquid water equivalent precipitation rate, derived from convective and stratiform precipitation totals.
-
weather_api.
mslp
(ut)¶ Parameters
ut (double) - universal time in seconds (time since game began)
Returns (double): mean sea level pressure (Pa). Pressure, reduced to sea level, by accounting for the elevation of terrain and diurnal variations in temperature.
-
weather_api.
sst
(ut)¶ Parameters
ut(double) - universal time in seconds (time since game began)
Returns (double): skin surface temperature (K). On land = land surface temperature. On water = sea surface temperature (SST).
Derivatives¶
Derive variables from weather API calls above.¶
-
weather_api.
density
(pressure, temperature)¶ Parameters
pressure (double) - air pressure (Pa)
temperature (double) - air temperature (K)
Returns (double): air density (kg/m^3)
-
weather_api.
wspd
(uwind, vwind, zwind)¶ Parameters
uwind (double) - zonal wind component (m/s)
vwind (double) - meridional wind component (m/s)
zwind (double) - vertical wind component (m/s)
Returns (double): wind speed (m/s)
-
weather_api.
wdir_degrees
(uwind, vwind)¶ Parameters
uwind (double) - zonal wind component (m/s)
vwind (double) - meridional wind component (m/s)
Returns (double): wind direction (degrees). Direction in which the wind is coming from (e.g. 45 or 225).
-
weather_api.
wdir_cardinal
(wdir_degrees)¶ Parameters
wdir_degrees (double) - wind direction (degrees)
Returns (string): cardinal wind direction. Direction in which the wind is coming from (e.g. NE or SW)
-
weather_api.
cloud_top_temps
(olr)¶ Parameters
olr (double) - outgoing longwave radiation (W/m^2)
Returns (double): cloud top temperatures (K). Cloud top temperature. If skies are clear this is an estimate of the land/sea surface temperature.


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{{ post.excerpt }}
Continue reading...


--- layout: default title: Economic Development ---
The Economic Development Element focuses on the financial prosperity of businesses and residents, including the access to jobs, training and educational opportunities.


ORCA is a quantum chemistry program that can calculate molecular EPR properties such as the g tensor, A tensors, electric field gradients, and D tensors.
Here, we show how you can import these ORCA-calculated tensors from ORCA output files into EasySpin, using the function orca2easyspin.
In order to get EPR parameters from an ORCA calculation, you have to tell ORCA to calculate these parameters. Here is a very simple example of an ORCA input file for the hydroxyl radical. Let's name the file hydroxyl.oif
:
! UKS B3LYP 6-31G *xyz 0 2 O 0 0 0 H 0 0 0.98 * %eprnmr gtensor 1 Nuclei = all H {aiso, adip, aorb, fgrad, rho} end
The %eprnmr...end
block specifies which EPR parameters you want ORCA to calculate. gtensor 1
instructs ORCA to calculate the g tensor. The Nuclei
line tells ORCA to calculate for all hydrogens the following properties: Fermi contact hyperfine coupling (aiso
), dipolar hyperfine coupling (adip
), orbital contribution to hyperfine coupling (aorb
), electric field gradient at nucleus (fgrad
), and spin density at nucleus (rho
).
For details about ORCA calculations, see the ORCA manual.
Next, you need to run the ORCA calculation. On the Windows/Linux/MacOS command/shell prompt, type
orca hydroxyl.oif > hydroxyl.oof
This will generate a long output text file hydroxyl.oof
. Additionally, it generates a smaller binary file hydroxyl.prop
that contains all the calculated properties.
You can now use EasySpin's function orca2easyspin to read the ORCA output and generate a spin system structure for you. EasySpin will not parse through the long text output file, but will directly read the binary propery file hydroxyl.prop
. Here is how it works:
Sys = orca2easyspin('hydroxyl.prop')
Spin not provided in the ORCA hydroxyl.prop file. Assuming S = 1/2. Sys = S: 0.5000 xyz: [2x3 double] g: [2.0023 2.0065 2.0774] gFrame: [0.1744 0 0] Nucs: 'H' A: [-9.7731 -116.1546 -140.4956] AFrame: [2.9791e-12 1.5708 1.3965] Q: [-0.0866 -0.1350 0.2216] QFrame: [-2.9672 0 0]
Sys
is an EasySpin spin system structure. All the fields are in the required units (MHz for tensors, radians for Euler angles). Sys
is almost ready for use in EasySpin. The only additional information you need to supply is some line broadening, e.g. in Sys.lwpp
.
Sys.lwpp = 1; % mT Exp.mwFreq = 9.5; % GHz Exp.Range = [315 350]; % mT pepper(Sys,Exp);
If you look at the Sys
structure above, you will see that the Sys.Nucs
field contains an element (hydrogen), without specifying a specific isotope (1H or 2H). In this case, EasySpin simulates all the spectra of all isotopologues with significant natural abundance and combines the results.
Of course, the hyperfine values are isotope-specific. For example, in the absence of any isotope effects, the hyperfine values of 2H are about 6.5 times smaller than those of 1H. The same holds for nuclear quadrupole coupling constants: They also depend on the isotope.
EasySpin has simple rules to decide which isotope of a given element the values in Sys.A
and in Sys.Q
refer to:
Sys.A
refers to the most abundant among the isotopes with spin 1/2 or larger.
Sys.Q
refers to the most abundant among the isotopes with spin 1 or larger.
All conversions from these leading isotopes to the others are automatically performed by EasySpin internally.


ANTLR Tree ParsersOr, The Entity Formerly Known As SORCERER ANTLR 2.xx helps you build intermediate form trees (ASTs) by augmenting a grammar with tree operators, rewrite rules, and actions. ANTLR also allows you to specify the grammatical structure of ASTs, thus, supporting the manipulation or simple walking of trees to produce translations. Formerly, a separate tool, SORCERER, was used to generate tree parsers, but ANTLR has taken over this role. ANTLR now builds recognizers for streams of characters, tokens, or tree nodes. What's a tree parser?Parsing is the application of grammatical structure to a stream of input symbols. ANTLR takes this further than most tools and considers a tree to be a stream of nodes, albeit in two dimensions. In fact, the only real difference in ANTLR's code generation for token stream parsing versus tree parsing lies in the testing of lookahead, rule-method definition headers, and the introduction of a two-dimensional tree structure code-generation template. What kinds of trees can be parsed?ANTLR tree parsers can walk any tree that implements the AST interface, which imposes a child-sibling like structure to whatever tree data-structure you may have. The important navigation methods are:
Each AST node is considered to have a list of children, some text, and a "token type". Trees are self-similar in that a tree node is also a tree. An AST is defined completely as: public interface AST { /** Get the token type for this node */ public int getType(); /** Set the token type for this node */ public void setType(int ttype); /** Get the token text for this node */ public String getText(); /** Set the token text for this node */ public void setText(String text); /** Get the first child of this node; null if no children */ public AST getFirstChild(); /** Set the first child of a node. */ public void setFirstChild(AST c); /** Get the next sibling in line after this one */ public AST getNextSibling(); /** Set the next sibling after this one. */ public void setNextSibling(AST n); /** Add a (rightmost) child to this node */ public void addChild(AST c); } Tree grammar rulesAs with the SORCERER tool of PCCTS 1.33 and the ANTLR token grammars, tree grammars are collections of EBNF rules embedded with actions, semantic predicates, and syntactic predicates. rule: alternative1 | alternative2 ... | alternativen ; Each alternative production is composed of a list of elements where an element can be one of the items in a regular ANTLR grammar with the addition of the tree pattern element, which has the form: #( root-token child1 child2 ... childn ) For example, the following tree pattern matches a simple PLUS-rooted tree with two INT children:= #( PLUS INT INT ) The root of a tree pattern must be a token reference, but the children elements can even be subrules. For example, a common structure is an if-then-else tree where the else-clause statement subtree is optional: #( IF expr stat (stat)? ) An important thing to remember when specifying tree patterns and tree grammars in general is that sufficient matches are done not exact matches. As long as the tree satistfies the pattern, a match is reported, regardless of how much is left unparsed. For example, #( A B ) will report a match for any larger tree with the same structure such as #( A #(B C) D). Syntactic predicatesANTLR tree parsers use only a single symbol of lookahead, which is normally not a problem as intermediate forms are explicitly designed to be easy to walk. However, there is occasionally the need to distinguish between similar tree structures. Syntactic predicates can be used to overcome the limitations of limited fixed lookahead. For example, distinguishing between the unary and binary minus operator is best done by using operator nodes of differing token types, but given the same root node, a syntactic predicate can be used to distinguish between these structures: expr: ( #(MINUS expr expr) )=> #( MINUS expr expr ) | #( MINUS expr ) ... ; The order of evaluation is very important as the second alternative is a "subset" of the first alternative. Semantic predicatesSemantic predicates at the start of an alternative are simply incorporated into the alternative prediction expressions as with a regular grammar. Semantic predicates in the middle of productions throw exceptions when they evaluate to false just like a regular grammar. An Example Tree WalkerConsider how you would build a simple calculator. One approach would be to build a parser that computed expression values as it recognized the input. For the purposes of illustration, we will build a parser that constructs a tree intermediate representation of the input expression and a tree parser that walks the intermediate representation, computing the result. Our recognizer, CalcParser, is defined via the following grammar. class CalcParser extends Parser; options { buildAST = true; // uses CommonAST by default } expr: mexpr (PLUS^ mexpr)* SEMI! ; mexpr : atom (STAR^ atom)* ; atom: INT ; The PLUS and STAR tokens are considered operators and, hence, subtree roots; they are annotated with the '^' character. The SEMI token reference is suffixed with the '!' character to indicate it should not be included in the tree. The scanner for this calculator is defined as follows: class CalcLexer extends Lexer; WS : (' ' | '\t' | '\n' | '\r') { _ttype = Token.SKIP; } ; LPAREN: '(' ; RPAREN: ')' ; STAR: '*' ; PLUS: '+' ; SEMI: ';' ; INT : ('0'..'9')+ ; The trees generated by this recognizer are simple expression trees. For example, input "3*4+5" results in a tree of the form #( + ( * 3 4 ) 5 ). In order to build a tree walker for trees of this form, you have to describe its structure recursively to ANTLR: class CalcTreeWalker extends TreeParser; expr : #(PLUS expr expr) | #(STAR expr expr) | INT ; Once the structure has been specified, you are free to embed actions to compute the appropriate result. An easy way to accomplish this is to have the expr rule return an integer result and then have each alternative compute the subresult for each subtree. The following tree grammar and actions produces the desired effect: class CalcTreeWalker extends TreeParser; expr returns [int r] { int a,b; r=0; } : #(PLUS a=expr b=expr) {r = a+b;} | #(STAR a=expr b=expr) {r = a*b;} | i:INT {r = Integer.parseInt(i.getText());} ; Notice that no precedence specification is necessary when computing the result of an expression--the structure of the tree encodes this information. That is why intermediate trees are much more than copies of the input in tree form. The input symbols are indeed stored as nodes in the tree, but the structure of the input is encoded as the relationship of those nodes. The code needed to launch the parser and tree walker is: import java.io.*; import antlr.CommonAST; import antlr.collections.AST; class Calc { public static void main(String[] args) { try { CalcLexer lexer = new CalcLexer(new DataInputStream(System.in)); CalcParser parser = new CalcParser(lexer); // Parse the input expression parser.expr(); CommonAST t = (CommonAST)parser.getAST(); // Print the resulting tree out in LISP notation System.out.println(t.toStringList()); CalcTreeWalker walker = new CalcTreeWalker(); // Traverse the tree created by the parser int r = walker.expr(t); System.out.println("value is "+r); } catch(Exception e) { System.err.println("exception: "+e); } } } TransformationsWhile tree parsers are useful to examine trees or generate output from a tree, they must be augmented to handle tree transformations. ANTLR tree parsers support the buildAST option just like regular parsers; this is analogous to the transform mode of SORCERER. Without programmer intervention, the tree parser will automatically copy the input tree to a result tree. Each rule has an implicit (automatically defined) result tree; the result tree of the start symbol can be obtained from the tree parser via the getAST method. The various alternatives and grammar elements may be annotated with "!" to indicate that they should not be automatically linked into the output tree. Portions of, or entire, subtrees may be rewritten. Actions embedded within the rules can set the result tree based upon tests and tree constructions. See the section on grammar action translations. An Example Tree TransformationRevisiting the simple Calc example from above, we can perform a few tree transformations instead of computing the expression value. The action in the following tree grammar optimizes away the addition identity operation (addition to zero). class CalcTreeWalker extends TreeParser; options{ buildAST = true; // "transform" mode } expr:! #(PLUS left:expr right:expr) // '!' turns off auto transform { // x+0 = x if ( #right.getType()==INT && Integer.parseInt(#right.getText())==0 ) { #expr = #left; } // 0+x = x else if ( #left.getType()==INT && Integer.parseInt(#left.getText())==0 ) { #expr = #right; } // x+y else { #expr = #(PLUS, left, right); } } | #(STAR expr expr) // use auto transformation | i:INT ; The code to launch the parser and tree transformer is: import java.io.*; import antlr.CommonAST; import antlr.collections.AST; class Calc { public static void main(String[] args) { try { CalcLexer lexer = new CalcLexer(new DataInputStream(System.in)); CalcParser parser = new CalcParser(lexer); // Parse the input expression parser.expr(); CommonAST t = (CommonAST)parser.getAST(); // Print the resulting tree out in LISP notation System.out.println(t.toLispString()); CalcTreeWalker walker = new CalcTreeWalker(); // Traverse the tree created by the parser walker.expr(t); // Get the result tree from the walker t = (CommonAST)walker.getAST(); System.out.println(t.toLispString()); } catch(Exception e) { System.err.println("exception: "+e); } } } Examining/Debugging ASTsOften when developing a tree parser, you will get parse errors. Unfortunately, your trees are usually very large, making it difficult to determine where your AST structure error is. To help the situation (I found it VERY useful when building the Java tree parser), I created an ASTFrame class (a JFrame) that you can use to view your ASTs in a Swing tree view. It does not copy the tree, but uses a TreeModel. Run antlr.debug.misc.ASTFrame as an application to test it out or see the new Java grammar Main.java. I am not sure it will live in the same package as I'm not sure how debugging etc... will shake out with future ANTLR versions. Here is a simple example usage: public static void main(String args[]) { // Create the tree nodes ASTFactory factory = new ASTFactory(); CommonAST r = (CommonAST)factory.create(0, "ROOT"); r.addChild((CommonAST)factory.create(0, "C1")); r.addChild((CommonAST)factory.create(0, "C2")); r.addChild((CommonAST)factory.create(0, "C3")); ASTFrame frame = new ASTFrame("AST JTree Example", r); frame.setVisible(true); } Version: $Id: //depot/code/org.antlr/release/antlr-2.7.1/doc/sor.html#1 $ |


|
F´ Flight Software - C/C++ Documentation
NASA-v1.5.0
A framework for building embedded system applications to NASA flight quality standards.
|
#include <Fw/Prm/PrmString.hpp>
Public Types | |
| enum | { SERIALIZED_TYPE_ID = FW_TYPEID_PRM_STR, SERIALIZED_SIZE = FW_PARAM_STRING_MAX_SIZE + sizeof(FwBuffSizeType) } |
Public Member Functions | |
| ParamString (const char *src) | |
| ParamString (const StringBase &src) | |
| ParamString (const ParamString &src) | |
| ParamString (void) | |
| ~ParamString (void) | |
| const char * | toChar (void) const |
| NATIVE_UINT_TYPE | length (void) const |
| Get length of string. More... | |
| const ParamString & | operator= (const ParamString &other) |
| equal operator for other strings More... | |
| SerializeStatus | serialize (SerializeBufferBase &buffer) const |
| serialize contents More... | |
| SerializeStatus | deserialize (SerializeBufferBase &buffer) |
| deserialize to contents More... | |
| Public Member Functions inherited from Fw::StringBase | |
| const char * | operator+= (const char *src) |
| Concatenate a char*. More... | |
| const StringBase & | operator+= (const StringBase &src) |
| Concatenate a StringBase. More... | |
| bool | operator== (const StringBase &other) const |
| Check for equality with StringBase. More... | |
| bool | operator== (const char *other) const |
| Check for equality with char*. More... | |
| bool | operator!= (const StringBase &other) const |
| Inequality with StringBase. More... | |
| bool | operator!= (const char *other) const |
| Inequality with char*. More... | |
| const char * | operator= (const char *src) |
| Assign char*. More... | |
| const StringBase & | operator= (const StringBase &src) |
| Assign another StringBase. More... | |
| void | appendBuff (const char *buff, NATIVE_UINT_TYPE size) |
| void | format (const char *formatString,...) |
| write formatted string to buffer More... | |
Additional Inherited Members | |
| Protected Member Functions inherited from Fw::StringBase | |
| StringBase (void) | |
| virtual | ~StringBase (void) |
| Protected Member Functions inherited from Fw::Serializable | |
| Serializable () | |
| Default constructor. More... | |
| virtual | ~Serializable () |
| destructor More... | |
| Protected Attributes inherited from Fw::StringBase | |
| PRIVATE | __pad0__: StringBase(const StringBase &src) |
| constructor with buffer as source More... | |
Definition at line 11 of file PrmString.hpp.
| anonymous enum |
| Enumerator | |
|---|---|
| SERIALIZED_TYPE_ID | |
| SERIALIZED_SIZE |
Definition at line 14 of file PrmString.hpp.
| Fw::ParamString::ParamString | ( | const char * | src | ) |
Definition at line 11 of file PrmString.cpp.
| Fw::ParamString::ParamString | ( | const StringBase & | src | ) |
Definition at line 15 of file PrmString.cpp.
| Fw::ParamString::ParamString | ( | const ParamString & | src | ) |
Definition at line 19 of file PrmString.cpp.
| Fw::ParamString::ParamString | ( | void | ) |
Definition at line 23 of file PrmString.cpp.
| Fw::ParamString::~ParamString | ( | void | ) |
Definition at line 27 of file PrmString.cpp.
|
virtual |
|
virtual |
| const ParamString & Fw::ParamString::operator= | ( | const ParamString & | other | ) |
equal operator for other strings
Definition at line 73 of file PrmString.cpp.
|
virtual |
|
virtual |
Implements Fw::StringBase.
Definition at line 34 of file PrmString.cpp.


 It is your personal start page with quick access to favorites and other neat stuff. If you prefix your query with an '@' or '#' symbol, springwhiz will run a command or browse to a favorite respectively.
If the prefix is not found your query will be send directly to the duckduckgo.com search engine. This means you can use the awesome !bang syntax duckduckgo offers to search on hundreds of sites directly.
springwhiz is open source software release under the ISC license. You are encouraged to run it on your own webserver and modify/extend it to your needs.
Basic commands command alias description ---------------------------- ------- --------------------------------------- @register @reg Will bring you to the register dialog @login [<username>] @li Will bring you to the login dialog @logout [all] @lo Log out (from all your sessions) @help @h Show this help information @notepad @np Open notepad @bookmark <subcommand> @bm Execute a bookmark command Bookmark commands command description ------------------------------------ --------------------------------------- #<label> Go to bookmark with <label> @bookmark add <label> <url> Add bookmark @bookmark list List all bookmarks Duckduckgo.com bang syntax search bang description ------------------------------------ --------------------------------------- \<string> Browse to 1st result for string !yt <string> Search YouTube !g <string> Search Google !i <string> Search Google Images !m <string> Search Google Maps !synonyms <string> Search thesaurus.com For more info on Duckduckgo's bang search abilities enter '!bang' or visit this link


I'm an online self- learner and I guess I always be because I just love this flexible way of learning. Passionate about Web Design in particular. Proud to be able to rank client's websites on Google's 1st page for free! Want become an e-commerce & SEO master in the future!
Traditional Computer Science Student with 5+ years experience building modern web applications. My strengths mainly lie with back-end programming: dealing with servers, databases, networking and custom software development.
#E-Commerce | #Web & Digital Design | #Social Media Management | #Google SEO |
#Coding Classes | #Theme Development | #Software Development
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Is your website as safe as possible for your clients and visitors? Are you aware of SSL certificates? Google never sleeps and will also check your website for them!
All websites must follow the basic/standard SEO rules since day one. We also submit them to google without any extra charges! But if you wanna go any deeper in this field let's meetup!
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Do you wanna learn how to create your webiste or learn how to better manage your online store? Have the time and the money but don't know where to start? We can help by giving you private lessons.
Do you wanna learn how to create your webiste or learn how to better manage your online store? Have the time and the money but don't know where to start? We can help by giving you private lessons.
Make sure you get all you need and nothing else! By reading this document you will know exactly what it's included in the service hired, how much it's gonna cost you and when it's gonna be done.
Not happy with the final outcome? Just email us explaining why exacly your're not happy and we'll refund you 15% of our services! Note: This is only valid for the first 7 days after your full payment.
Cashflow isn't just much in the first few months! Tell us about your needs and we might be able to offer your flexible payment conditions and you get your website up and running before paying us totally!
Just power-off some wrong ideas you might have in mind! Every project is unique and we'll charge you accordingly to the services hired and nothing else. Guess what? We may cost less than you think! Dare to ask us how much it would cost you to build up what you have in mind!
We believe so much that we can build you up a nice e-commerce store that we'll do it for free. Yes, you only pay us a set commission (%) everytime you sell something via the website! Selling more than expected? So buy the e-store from us and stop paying us commissions since that day!
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Here are the few things you can try-
Eat more often. Try to have six meals in a day.
Drink good calories like milk, smoothie and juice.
Avoid junk food.
Pick calorie rich fruits like mangoes and bananas. Have starchy food such as corns and potatoes
Cheese is very good source of vitamin, calorie and nutrients. Add it in your diet
Keep track of your food habbits. Take right nutrients
Do exercise to gain muscles
Keep following the same eating routine to stay on the track.
Exercise regularly to stay fit.
Here are the few things you can try-
Swich to colorful variety of vegetables.
Start taking whole grains like whole wheat, brown rice
Avoid fruit juice and take whole fruit.
Take healthy protein like seeds,nuts or fish etc.
Do yoga or exercise atleast 3 times a week.
There is difference between overweight and obese. Work hard so that you do not reach to the level of obesity.
Maintain good sleeping habbits.
Here are the few things you can try-
Stop eating junk. It's your biggest enemy.
Do exercise for atleat half an hour. You can start with mild ones like walking or cycling.
Shift to salads as they are low in carbs and high in nutrients.
Don't skip meals. Eat healthy instead.
Bring small and positive changes.
Stay happy and avoid stress. You can do it.


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At first glance applying to college can seem like a scary thing, but in actuality it really isn't. The application process is only the first step that gets you through the door of the college experience.The key is to start early, be consistent, be careful, and alert your school. A key piece of advice when applying is to find a way to stand out. someof those ways include: building your academics, getting a handle on your tests, thinking outside of your school's extracirriculrs, and considering your recommendations. Most colleges will use the following two application portals. The first portal is Common App and the second portal is Coalition.
Ask the person's permission
Ask early(6wks-1month prior)
Make sure you know them well
Provide description of what you're apply for
Provide the due date
Follow up with the recommender
Emphasize your education(GPA, class rank, ect...)
Include extracirriculars & Volunteering
Emphasize leadership experience
List your skills(Computer, language, etc...)
List Achievements
List informal Work experience


Raise your hand if you remember the Ear Mouse.
An early Internet meme, this humble rodent sparked a wave of protests and fears of genetic engineering gone wild. Long before Pizza Rat swept the planet, the science experiment known officially as the Vacanti mouse was hailed as the first sign of a terrifying future.
One activist group ran a full page ad in The New York Times under the banner “Who plays God in the 21st century?” The caption read “This is an actual photo of a genetically engineered mouse with a human ear on its back.”.
In reality, the Vacanti mouse contained no human genes nor had its DNA been altered by the scientists. The Ear Mouse was in fact a humble "nude mouse", a naturally occurring strain favored by laboratories for their lack of hair and, more importantly, an extremely weak immune system. As a result, nude mice contain no rejection response and are perfect for experiments involving tumor grafts or insertion of foreign tissue. Such as an ear.*
*Actually it was an ear-shaped mold seeded with cow cartilage, but that’s not important right now.
Okay fine (you say), this isn’t the first step toward a world of glow-in-the-dark llamas and human-bat hybrids - but what possible use could the Ear Mouse have for bettering mankind? That’s a fantastic question, and there are some pretty good answers. But an even better question is “What can the Ear Mouse teach me about building a better company?”
Remember, what made this mouse so irresistible to scientists who somehow obtained a grant to “grow an ear on the back of something” was its weak immune system. They knew whatever they inserted under its skin would take root and grow regardless of impact to that rodent’s life goals. At their deepest levels these mice lack the ability to evaluate the compatibility of outside influences. Boon or bane, all inputs are accepted without question.
Like the mice, growing businesses are bombarded by outside influences and individuals. Advice from investors and analysts, feature requests from paying (and non-paying) customers, deals and proposals from others in the market: These and other elements surround and attempt to infect the organization (for good or ill) 24/7. Those that do not align with your corporate DNA are invaders seeking to redirect resources away from the best interests of the host (you). To succeed you must build an organizational immune system to identify and reject anything incompatible with your core.
Producing a "Minimal Viable Product", or as Cognitect CEO Justin Gehtland likes to say, an “Optimal First Release”, requires intense focus on ‘minimum’ and ‘optimal’ while friends, investors, and customers all try to insert their ideas under your skin. A strong organizational immune system accepts only that which contributes to your mission. It rejects distractions that will absorb your time and money.
To evaluate a feature request, technologist Scott Barstow recommends the following template as a test:
We are building
If the completed sentence does not clearly align with your mission (or cannot be completed at all), this should trigger an immediate response to isolate and destroy the invader. Such organizational templates are like T Cells in our blood. They serve to scan interlopers for patterns that are compatible with the goals of the organization, then either accept them into the body or mount a defense against the danger.
The same goes for hiring. The “10X” programmer, the “cowboy” sales rep—if your company values teamwork and collaboration, your immune system should detect and reject these intruders as toxic to the overall well-being of the organism. Healthy hosts are also diverse hosts. Compatible does not mean ‘identical’. When one cell in the body churns out clones, this is called cancer and will kill you just as quickly as a hostile invader.
So let’s give it up for the Ear Mouse. Early internet pioneer. Marvel of science. Social catalyst.
The Ear Mouse reminds us that business grows in a petri dish of nutrient-rich opportunities, as well as infectious distractions. These invaders seek to divert your resources to feed their own desires, sapping the lifeblood of your organization. They push you to serve their needs at the expense of your dreams. To grow an ear on your back.
Strong companies build strong immune systems to accept mission-compatible people, ideas, and methods.  Organizations lacking this ability, like nude mice, will see even their best-laid plans will go awry.
Originally posted at ExitEvent


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