AŞK KADINLARI

18/3/2009 - OL-55 On-Line Tensiometer

Kategori: TEKNOLOJI

By continuously measuring surface tension, the OL-55 monitors the level of surface active chemical additives in water-based process liquids. Based on the information from the measurement the operator can either manually dose chemicals into the process or the optional auto-dosing system can be used.

 

On-line tensiometer

  • Continuous monitoring of surface tension and other parameters, including pH, temperature, and conductivity, in various process liquids for optimising the dosing of chemicals
  • Rugged design for factory applications
  • Fully automatic computer controlled operation
  • Patented technology

Benefits

  • Eliminates overdosing of surfactants - reducing costs
  • Controls processes - improves efficiency and quality
  • Reduces waste and improves yield
  • Improves environmental control
  • Extends chemical lifetime in processes

 

Specifications
Surface tension measuring range 20 to 80 mN/m
Resolution 0.1 mN/m
Update time for liquid
 3 minutes from change in process liquid 
Temperature measuring range (optional)
 15 to 85°C
pH measuring range (optional)
 2 to 14
Flow rate
 18 l/h
Self-cleaning filter
 Standard 100 μm (others by request)
Voltage
 100-240 V (automatic) 50/60 Hz
Power consumpiton
 < 60 W
Fuses 315 mA
Dimensions 544 x 428 x 236 mm (H x L x D)
Optional features
 
  • On-line pH monitoring
  • On-line conductivity monitoring
  • On-line process temperature measurement
  • Automatic dosing of surfactants and clean water based on measurement data
  •  

     

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    18/3/2009 - Biomedical Sample Handling

    Kategori: TEKNOLOJI
    Multi-axis X-Y linear motorized positioning stageABTech inc's Mini X-Y Linear Motor stage combines Copley Controls, Thrust Tube "Micro" series linear motors with non-contact linear encoders and precision mechanical guideway bearings to produce a unique lightweight, low mass and low profile, linear motor positioning stage.mini-xy_ball_motorized.jpg

    This design incorporates the linear motors coil (forcer) as the stages workholding carriage while the linear mechanical guideway bearings provide load support, travel straightness and orthogonality for accurate positioning and repeatability.

    The Thrust Tube linear motors are electrically identical to conventional brushless DC motors making them compatible to most third party brushless drives.

    These mini X-Y stages are ideally suited for pick-and-place or point-to-point positioning applications such as biomedical sample handling or inspection.

    ABTech's modular design approach and full engineering services can respond quickly to provide a solution to your O.E.M. needs for ultra-precision linear motion.

    Features

    • Thrust Tube "Micro" series brushless DC linear motors
    • Precision linear mechanical guideway bearings
    • Non-contact linear encoders
    • Position accuracy & repeatability: ±0.000080" (±2.0µm)
    • Motor drive amplifiers
    • Motion controllers
    • Custom bases
    • Complete turn-key systems
    • Modular design
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    18/3/2009 - TRACERCO

    Kategori: TEKNOLOJI

    Tracerco (part of Johnson Matthey plc) are world leaders in the application of radioisotope technology within the oil and gas industry and this expertise has led to the development of the TRACERCO Diagnostics™ Pipeline Assurance pig tracking service which is used to track and locate suitably tagged pigs, on land and subsea.

    Each TRACERCO Diagnostics™ Pipeline Assurance pig tracking service offered is tailored to meet both the pipeline and project requirements. The technology allows tagged pigs to be tracked, located, counted, and continuously monitored. The technology is suitable for small diameter pipes, double walled pipes (including concrete lined pipes) and for gas operations.

    Tracerco also have a number of other TRACERCO Diagnostics™ Pipeline Assurance services used to determine deposits and leaks within pipelines, as well as optimizing the laying of pipeline subsea.

    These TRACERCO Diagnostics™ services are available worldwide via Tracerco bases in the UK, Norway, USA, Canada, SE Asia, Brazil, Australia, China, UAE and Azerbaijan.

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    18/3/2009 - THE HANDPHONE :Possibly The Worts Cellphone Concept Ever

    Kategori: TEKNOLOJI



    I always wondered just why people bother with a wired cellphone headset. You've seen them: one hand to hold the phone, one hand to cram the earpiece into their waxy canal and then the other hand to hold the microphone somewhere near the mouth. And all the while evil radiation goblins are racing up the wire, directly into the brain. Hands free? No way.

    The handphone takes this madness a step further. Why have one simple, easy to use unit which can simply be held to the head when you can strap a mess of wires onto the back of your hand? Take a look at the picture. How would you dial it? And how would you do anything else while wearing it? Even the fixings are odd. Instead of a simple velcro strap (which seems good enough for both the microphone and speaker) you have two elastic straps. One to cut off the blood flow to your middle finger and one to do the same for your wrist.

    The handphone is, of course, a concept design. And will remain so, forever.

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    18/3/2009 - History of Computing

    Kategori: TEKNOLOJI


    The Jacquard loom was one of the first programmable devices.

    It is difficult to identify any one device as the earliest computer, partly because the term "computer" has been subject to varying interpretations over time. Originally, the term "computer" referred to a person who performed numerical calculations (a human computer), often with the aid of a mechanical calculating device.

    The history of the modern computer begins with two separate technologies - that of automated calculation and that of programmability.

    Examples of early mechanical calculating devices included the abacus, the slide rule and arguably the astrolabe and the Antikythera mechanism (which dates from about 150-100 BC). Hero of Alexandria (c. 10–70 AD) built a mechanical theater which performed a play lasting 10 minutes and was operated by a complex system of ropes and drums that might be considered to be a means of deciding which parts of the mechanism performed which actions and when.[3] This is the essence of programmability.

    The "castle clock", an astronomical clock invented by Al-Jazari in 1206, is considered to be the earliest programmable analog computer.[4] It displayed the zodiac, the solar and lunar orbits, a crescent moon-shaped pointer travelling across a gateway causing automatic doors to open every hour,[5][6] and five robotic musicians who play music when struck by levers operated by a camshaft attached to a water wheel. The length of day and night could be re-programmed every day in order to account for the changing lengths of day and night throughout the year.[4]

    The end of the Middle Ages saw a re-invigoration of European mathematics and engineering, and Wilhelm Schickard's 1623 device was the first of a number of mechanical calculators constructed by European engineers. However, none of those devices fit the modern definition of a computer because they could not be programmed.

    In 1801, Joseph Marie Jacquard made an improvement to the textile loom that used a series of punched paper cards as a template to allow his loom to weave intricate patterns automatically. The resulting Jacquard loom was an important step in the development of computers because the use of punched cards to define woven patterns can be viewed as an early, albeit limited, form of programmability.

    It was the fusion of automatic calculation with programmability that produced the first recognizable computers. In 1837, Charles Babbage was the first to conceptualize and design a fully programmable mechanical computer that he called "The Analytical Engine".[7] Due to limited finances, and an inability to resist tinkering with the design, Babbage never actually built his Analytical Engine.

    Large-scale automated data processing of punched cards was performed for the U.S. Census in 1890 by tabulating machines designed by Herman Hollerith and manufactured by the Computing Tabulating Recording Corporation, which later became IBM. By the end of the 19th century a number of technologies that would later prove useful in the realization of practical computers had begun to appear: the punched card, Boolean algebra, the vacuum tube (thermionic valve) and the teleprinter.

    During the first half of the 20th century, many scientific computing needs were met by increasingly sophisticated analog computers, which used a direct mechanical or electrical model of the problem as a basis for computation. However, these were not programmable and generally lacked the versatility and accuracy of modern digital computers.

    Defining characteristics of some early digital computers of the 1940s (In the history of computing hardware)
    Name            first opr. Numeral systemComputing mechanismProgrammingTuring complete
    Zuse Z3 (Germany)May 1941BinaryElectro-mechanicalProgram-controlled by punched film stockYes (1998)
    Atanasoff–Berry Computer (US)1942BinaryElectronicNot programmable—single purposeNo
    Colossus Mark 1 (UK)February 1944BinaryElectronicProgram-controlled by patch cables and switchesNo
    Harvard Mark I – IBM ASCC (US)May 1944DecimalElectro-mechanicalProgram-controlled by 24-channel punched paper tape (but no conditional branch)No
    Colossus Mark 2 (UK)June 1944BinaryElectronicProgram-controlled by patch cables and switchesNo
    ENIAC (US)July 1946DecimalElectronicProgram-controlled by patch cables and switchesYes
    Manchester Small-Scale Experimental Machine (UK)June 1948BinaryElectronicStored-program in Williams cathode ray tube memoryYes
    Modified ENIAC (US)September 1948DecimalElectronicProgram-controlled by patch cables and switches plus a primitive read-only stored programming mechanism using the Function Tables as program ROMYes
    EDSAC (UK)May 1949BinaryElectronicStored-program in mercury delay line memoryYes
    Manchester Mark 1 (UK)October 1949BinaryElectronicStored-program in Williams cathode ray tube memory and magnetic drum memoryYes
    CSIRAC (Australia)November 1949BinaryElectronicStored-program in mercury delay line memoryYes

    A succession of steadily more powerful and flexible computing devices were constructed in the 1930s and 1940s, gradually adding the key features that are seen in modern computers. The use of digital electronics (largely invented by Claude Shannon in 1937) and more flexible programmability were vitally important steps, but defining one point along this road as "the first digital electronic computer" is difficult (Shannon 1940). Notable achievements include:

    EDSAC was one of the first computers to implement the stored program (von Neumann) architecture.

    Several developers of ENIAC, recognizing its flaws, came up with a far more flexible and elegant design, which came to be known as the "stored program architecture" or von Neumann architecture. This design was first formally described by John von Neumann in the paper First Draft of a Report on the EDVAC, distributed in 1945. A number of projects to develop computers based on the stored-program architecture commenced around this time, the first of these being completed in Great Britain. The first to be demonstrated working was the Manchester Small-Scale Experimental Machine (SSEM or "Baby"), while the EDSAC, completed a year after SSEM, was the first practical implementation of the stored program design. Shortly thereafter, the machine originally described by von Neumann's paper—EDVAC—was completed but did not see full-time use for an additional two years.

    Nearly all modern computers implement some form of the stored-program architecture, making it the single trait by which the word "computer" is now defined. While the technologies used in computers have changed dramatically since the first electronic, general-purpose computers of the 1940s, most still use the von Neumann architecture.

    Microprocessors are miniaturized devices that often implement stored program CPUs.

    Computers that used vacuum tubes as their electronic elements were in use throughout the 1950s. Vacuum tube electronics were largely replaced in the 1960s by transistor-based electronics, which are smaller, faster, cheaper to produce, require less power, and are more reliable. In the 1970s, integrated circuit technology and the subsequent creation of microprocessors, such as the Intel 4004, further decreased size and cost and further increased speed and reliability of computers. By the 1980s, computers became sufficiently small and cheap to replace simple mechanical controls in domestic appliances such as washing machines. The 1980s also witnessed home computers and the now ubiquitous personal computer. With the evolution of the Internet, personal computers are becoming as common as the television and the telephone in the household.

    Modern smartphones are fully-programmable computers in their own right, in a technical sense, and as of 2009 may well be the most common form of such computers in existence.

    Stored program architecture

    The defining feature of modern computers which distinguishes them from all other machines is that they can be programmed. That is to say that a list of instructions (the program) can be given to the computer and it will store them and carry them out at some time in the future.

    In most cases, computer instructions are simple: add one number to another, move some data from one location to another, send a message to some external device, etc. These instructions are read from the computer's memory and are generally carried out (executed) in the order they were given. However, there are usually specialized instructions to tell the computer to jump ahead or backwards to some other place in the program and to carry on executing from there. These are called "jump" instructions (or branches). Furthermore, jump instructions may be made to happen conditionally so that different sequences of instructions may be used depending on the result of some previous calculation or some external event. Many computers directly support subroutines by providing a type of jump that "remembers" the location it jumped from and another instruction to return to the instruction following that jump instruction.

    Program execution might be likened to reading a book. While a person will normally read each word and line in sequence, they may at times jump back to an earlier place in the text or skip sections that are not of interest. Similarly, a computer may sometimes go back and repeat the instructions in some section of the program over and over again until some internal condition is met. This is called the flow of control within the program and it is what allows the computer to perform tasks repeatedly without human intervention.

    Comparatively, a person using a pocket calculator can perform a basic arithmetic operation such as adding two numbers with just a few button presses. But to add together all of the numbers from 1 to 1,000 would take thousands of button presses and a lot of time—with a near certainty of making a mistake. On the other hand, a computer may be programmed to do this with just a few simple instructions. For example:

            mov      #0,sum     ; set sum to 0
            mov      #1,num     ; set num to 1
    loop:   add      num,sum    ; add num to sum
            add      #1,num     ; add 1 to num
            cmp      num,#1000  ; compare num to 1000
            ble      loop       ; if num <= 1000, go back to 'loop'
            halt                ; end of program. stop running
    

    Once told to run this program, the computer will perform the repetitive addition task without further human intervention. It will almost never make a mistake and a modern PC can complete the task in about a millionth of a second.[9]

    However, computers cannot "think" for themselves in the sense that they only solve problems in exactly the way they are programmed to. An intelligent human faced with the above addition task might soon realize that instead of actually adding up all the numbers one can simply use the equation

    1+2+3+...+n = {{n(n+1)} over 2}

    and arrive at the correct answer (500,500) with little work.[10] In other words, a computer programmed to add up the numbers one by one as in the example above would do exactly that without regard to efficiency or alternative solutions.

    Programs

    A 1970s punched card containing one line from a FORTRAN program. The card reads: "Z(1) = Y + W(1)" and is labelled "PROJ039" for identification purposes.

    In practical terms, a computer program may run from just a few instructions to many millions of instructions, as in a program for a word processor or a web browser. A typical modern computer can execute billions of instructions per second (gigahertz or GHz) and rarely make a mistake over many years of operation. Large computer programs comprising several million instructions may take teams of programmers years to write, thus the probability of the entire program having been written without error is highly unlikely.

    Errors in computer programs are called "bugs". Bugs may be benign and not affect the usefulness of the program, or have only subtle effects. But in some cases they may cause the program to "hang" - become unresponsive to input such as mouse clicks or keystrokes, or to completely fail or "crash". Otherwise benign bugs may sometimes may be harnessed for malicious intent by an unscrupulous user writing an "exploit" - code designed to take advantage of a bug and disrupt a program's proper execution. Bugs are usually not the fault of the computer. Since computers merely execute the instructions they are given, bugs are nearly always the result of programmer error or an oversight made in the program's design.[11]

    In most computers, individual instructions are stored as machine code with each instruction being given a unique number (its operation code or opcode for short). The command to add two numbers together would have one opcode, the command to multiply them would have a different opcode and so on. The simplest computers are able to perform any of a handful of different instructions; the more complex computers have several hundred to choose from—each with a unique numerical code. Since the computer's memory is able to store numbers, it can also store the instruction codes. This leads to the important fact that entire programs (which are just lists of instructions) can be represented as lists of numbers and can themselves be manipulated inside the computer just as if they were numeric data. The fundamental concept of storing programs in the computer's memory alongside the data they operate on is the crux of the von Neumann, or stored program, architecture. In some cases, a computer might store some or all of its program in memory that is kept separate from the data it operates on. This is called the Harvard architecture after the Harvard Mark I computer. Modern von Neumann computers display some traits of the Harvard architecture in their designs, such as in CPU caches.

    While it is possible to write computer programs as long lists of numbers (machine language) and this technique was used with many early computers,[12] it is extremely tedious to do so in practice, especially for complicated programs. Instead, each basic instruction can be given a short name that is indicative of its function and easy to remember—a mnemonic such as ADD, SUB, MULT or JUMP. These mnemonics are collectively known as a computer's assembly language. Converting programs written in assembly language into something the computer can actually understand (machine language) is usually done by a computer program called an assembler. Machine languages and the assembly languages that represent them (collectively termed low-level programming languages) tend to be unique to a particular type of computer. For instance, an ARM architecture computer (such as may be found in a PDA or a hand-held videogame) cannot understand the machine language of an Intel Pentium or the AMD Athlon 64 computer that might be in a PC.[13]

    Though considerably easier than in machine language, writing long programs in assembly language is often difficult and error prone. Therefore, most complicated programs are written in more abstract high-level programming languages that are able to express the needs of the computer programmer more conveniently (and thereby help reduce programmer error). High level languages are usually "compiled" into machine language (or sometimes into assembly language and then into machine language) using another computer program called a compiler.[14] Since high level languages are more abstract than assembly language, it is possible to use different compilers to translate the same high level language program into the machine language of many different types of computer. This is part of the means by which software like video games may be made available for different computer architectures such as personal computers and various video game consoles.

    The task of developing large software systems is an immense intellectual effort. Producing software with an acceptably high reliability on a predictable schedule and budget has proved historically to be a great challenge; the academic and professional discipline of software engineering concentrates specifically on this problem.

    Example

    A traffic light showing red.

    Suppose a computer is being employed to drive a traffic signal at an intersection between two streets. The computer has the following three basic instructions.

    1. ON(Streetname, Color) Turns the light on Streetname with a specified Color on.
    2. OFF(Streetname, Color) Turns the light on Streetname with a specified Color off.
    3. WAIT(Seconds) Waits a specifed number of seconds.
    4. START Starts the program
    5. REPEAT Tells the computer to repeat a specified part of the program in a loop.

    Comments are marked with a // on the left margin. Assume the streetnames are Broadway and Main.

    START

    //Let Broadway traffic go
    OFF(Broadway, Red)
    ON(Broadway, Green)
    WAIT(60 seconds)

    //Stop Broadway traffic
    OFF(Broadway, Green)
    ON(Broadway, Yellow)
    WAIT(3 seconds)
    OFF(Broadway, Yellow)
    ON(Broadway, Red)

    //Let Main traffic go
    OFF(Main, Red)
    ON(Main, Green)
    WAIT(60 seconds)

    //Stop Main traffic
    OFF(Main, Green)
    ON(Main, Yellow)
    WAIT(3 seconds)
    OFF(Main, Yellow)
    ON(Main, Red)

    //Tell computer to continuously repeat the program.
    REPEAT ALL

    With this set of instructions, the computer would cycle the light continually through red, green, yellow and back to red again on both streets.

    However, suppose there is a simple on/off switch connected to the computer that is intended to be used to make the light flash red while some maintenance operation is being performed. The program might then instruct the computer to:

    START

    IF Switch == OFF then: //Normal traffic signal operation
    {
    //Let Broadway traffic go
    OFF(Broadway, Red)
    ON(Broadway, Green)
    WAIT(60 seconds)

    //Stop Broadway traffic
    OFF(Broadway, Green)
    ON(Broadway, Yellow)
    WAIT(3 seconds)
    OFF(Broadway, Yellow)
    ON(Broadway, Red)

    //Let Main traffic go
    OFF(Main, Red)
    ON(Main, Green)
    WAIT(60 seconds)

    //Stop Main traffic
    OFF(Main, Green)
    ON(Main, Yellow)
    WAIT(3 seconds)
    OFF(Main, Yellow)
    ON(Main, Red)

    //Tell the computer to repeat this section continuously.
    REPEAT THIS SECTION
    }

    IF Switch == ON THEN: //Maintenance Mode
    {
    //Turn the red lights on and wait 1 second.
    ON(Broadway, Red)
    ON(Main, Red)
    WAIT(1 second)

    //Turn the red lights off and wait 1 second.
    OFF(Broadway, Red)
    OFF(Main, Red)
    WAIT(1 second)

    //Tell the comptuer to repeat the statements in this section.
    REPEAT THIS SECTION
    }

    In this manner, the traffic signal will run a flash-red program when the switch is on, and will run the normal program when the switch is off. Both of these program examples show the basic layout of a computer program in a simple, familar context of a traffic signal. Any experienced programmer can spot many software bugs in the program, for instance, not making sure that the green light is off when the switch is set to flash red. However, to remove all possible bugs would make this program much longer and more complicated, and would be confusing to nontechnical readers: the aim of this example is a simple demonstration of how computer instructions are laid out.

    How computers work

    A general purpose computer has four main sections: the arithmetic and logic unit (ALU), the control unit, the memory, and the input and output devices (collectively termed I/O). These parts are interconnected by busses, often made of groups of wires.

    The control unit, ALU, registers, and basic I/O (and often other hardware closely linked with these) are collectively known as a central processing unit (CPU). Early CPUs were composed of many separate components but since the mid-1970s CPUs have typically been constructed on a single integrated circuit called a microprocessor.

    Control unit

    Main articles: CPU design and Control unit

    The control unit (often called a control system or central controller) directs the various components of a computer. It reads and interprets (decodes) instructions in the program one by one. The control system decodes each instruction and turns it into a series of control signals that operate the other parts of the computer.[15] Control systems in advanced computers may change the order of some instructions so as to improve performance.

    A key component common to all CPUs is the program counter, a special memory cell (a register) that keeps track of which location in memory the next instruction is to be read from.[16]

    Diagram showing how a particular MIPS architecture instruction would be decoded by the control system.

    The control system's function is as follows—note that this is a simplified description, and some of these steps may be performed concurrently or in a different order depending on the type of CPU:

    1. Read the code for the next instruction from the cell indicated by the program counter.
    2. Decode the numerical code for the instruction into a set of commands or signals for each of the other systems.
    3. Increment the program counter so it points to the next instruction.
    4. Read whatever data the instruction requires from cells in memory (or perhaps from an input device). The location of this required data is typically stored within the instruction code.
    5. Provide the necessary data to an ALU or register.
    6. If the instruction requires an ALU or specialized hardware to complete, instruct the hardware to perform the requested operation.
    7. Write the result from the ALU back to a memory location or to a register or perhaps an output device.
    8. Jump back to step (1).

    Since the program counter is (conceptually) just another set of memory cells, it can be changed by calculations done in the ALU. Adding 100 to the program counter would cause the next instruction to be read from a place 100 locations further down the program. Instructions that modify the program counter are often known as "jumps" and allow for loops (instructions that are repeated by the computer) and often conditional instruction execution (both examples of control flow).

    It is noticeable that the sequence of operations that the control unit goes through to process an instruction is in itself like a short computer program - and indeed, in some more complex CPU designs, there is another yet smaller computer called a microsequencer that runs a microcode program that causes all of these events to happen.

    Arithmetic/logic unit (ALU)

    Main article: Arithmetic logic unit

    The ALU is capable of performing two classes of operations: arithmetic and logic.

    The set of arithmetic operations that a particular ALU supports may be limited to adding and subtracting or might include multiplying or dividing, trigonometry functions (sine, cosine, etc) and square roots. Some can only operate on whole numbers (integers) whilst others use floating point to represent real numbers—albeit with limited precision. However, any computer that is capable of performing just the simplest operations can be programmed to break down the more complex operations into simple steps that it can perform. Therefore, any computer can be programmed to perform any arithmetic operation—although it will take more time to do so if its ALU does not directly support the operation. An ALU may also compare numbers and return boolean truth values (true or false) depending on whether one is equal to, greater than or less than the other ("is 64 greater than 65?").

    Logic operations involve Boolean logic: AND, OR, XOR and NOT. These can be useful both for creating complicated conditional statements and processing boolean logic.

    Superscalar computers contain multiple ALUs so that they can process several instructions at the same time. Graphics processors and computers with SIMD and MIMD features often provide ALUs that can perform arithmetic on vectors and matrices.

    Memory

    Main article: Computer storage
    Magnetic core memory was popular main memory for computers through the 1960s until it was completely replaced by semiconductor memory.

    A computer's memory can be viewed as a list of cells into which numbers can be placed or read. Each cell has a numbered "address" and can store a single number. The computer can be instructed to "put the number 123 into the cell numbered 1357" or to "add the number that is in cell 1357 to the number that is in cell 2468 and put the answer into cell 1595". The information stored in memory may represent practically anything. Letters, numbers, even computer instructions can be placed into memory with equal ease. Since the CPU does not differentiate between different types of information, it is up to the software to give significance to what the memory sees as nothing but a series of numbers.

    In almost all modern computers, each memory cell is set up to store binary numbers in groups of eight bits (called a byte). Each byte is able to represent 256 different numbers; either from 0 to 255 or -128 to +127. To store larger numbers, several consecutive bytes may be used (typically, two, four or eight). When negative numbers are required, they are usually stored in

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    18/3/2009 - RECOVER,PEPAİR,RECYCLE

    Kategori: TEKNOLOJI
    Benefit from Huntron's 30 years of providing quality Diagnostic Tools for PCA Recovery
     With today's val
    id concerns for protection of our environment, the recovery, repair and recycling of printed circuit assemblies (PCAs) is a positive move towards sustainable environmental-friendly practices.
    Huntron has been helping businesses troubleshoot and repair printed circuit assemblies for over 30 years. Repairing rather than discarding failed PCAs keeps the potentially harmful chemical components such as lead out of our world's landfills and disposal sites.
    Below is a list of Huntron products to help you recover, repair and recycle PCAs:
    • Huntron Tracker 2800
    • Huntron Tracker Model 30
    • Huntron TrackerPXI
    • NFSA RF Prober
    New Version of Huntron Workstation Available!
    A new version of Huntron Workstation is now available for download. Go to the Workstation Support web page to download version 4.1.3273! Update December 22, 2008.
    New Automated Near Field Signature Analysis
     Combining the Huntron Access Robotic Probing Station, Huntron Workstation Software and the new Test Evolution (TEV) Non-Contact RF Near Field Probe with local synthetic measurement technology sets the standard for Near Field Signature Analysis (NFSA).
    Placing the sensor, receiver and signal processing in one compact RF Probe assembly allows the sensing of EM fields emanating from RF circuitry. A specific position in a Near Field is defined as a Virtual Test Point™ (VTP) where a NFSA measurement is made. Identical circuits emanate nearly identical fields at the VTP. The combination of Huntron Prober and TEV RF Probe allows accurate positioning and measurement of VTPs. This provides the repeatability to measure VTP's from 200MHZ to 3GHZ on RF assemblies.
    When used for test, an engineer examines the UUT schematic with an eye toward following the RF signal path. Using Huntron Workstation Software, points along that path are selected for Virtual Test Points (VTP). A set of known good boards are then scanned making and saving Near Field signatures at the VTP's. Unknown UUT's are scanned with the same VTP's against the saved signatures. Any deviation against stored signatures indicates areas of concern.
    Near Field Signature Analysis (NFSA) is close proximity sensing of EM fields emanating from RF circuitry. Near Fields are close to active circuits with the strength dependent on power and circuit design. AC circuits radiate a unique frequency and magnitude “signature” being a function of frequency of operation, magnitude, distance to the test probe and geometric location of the probe.
    The RF NFSA Prober will be available from Huntron to USA customers only in early 2009. Contact Huntron for more details on Near Field Signature Analysis.
    Download the latest NFSA RF Prober brochure now!
    Huntron Access USB Probers
     The NEW Huntron Access USB Probers are the latest versions of the popular robotic probers used to automate testing of complex printed circuit boards. The Access USB Probers come in two sizes - the Access USB Prober can handle PCBs up to 19.4” by 14” and the larger Access 2 USB Prober can hold PCBs up to 22” by 23” in size. The new Probers come with a USB Probe Tip camera to monitor the probe placement as the test progresses. Both Probers uses linear encoders for incredible 20 micron accuracy. The new Access USB Probers can also be ordered with the Tracker Model 30 embedded inside the chassis for a space saving, all-in-one platform.
    Download the latest Diagnostic Systems brochure now!
    Huntron's flexible, automated diagnostic solutions help people solve circuit card problems.

    Huntron was founded in 1976 with the introduction of the Huntron Tracker®, the pioneering troubleshooting tool that uses power-off signature analysis to identify component failures on printed circuit boards.

    Today, Huntron's reputation in providing automated power-off diagnostics results in instrumentation and software for test, inspection and repair of electronic printed circuit assemblies.
     As density and complexity increase, printed circuit assemblies become tougher to probe and test. Huntrom complements conventional test equipment with access and test tools that catch the elusive problems other test methods often miss. The keys are physical and virtual access, which translates into meaningful results such as shorther design cycles, improved production yield and lower warranty costs. When you need to test, diagnose or troubleshoot complex circuit boards, Huntron lets you access, explore and discover more.
    Contact us for more information on how we can help solve your test and troubleshooting needs

     

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    18/3/2009 - About the Plane

    Kategori: TEKNOLOJI


    The Cessna Citation Mustang

    The Cessna Citation Mustang is a "very light jet" (VLJ) class business jet built by Cessna Aircraft Company. The Citation Mustang is a breakthrough combination of power, speed and true jet affordability. State-of-the-art engines, rated at 1,460 pounds of thrust each, deliver speeds of up to 340 kts (391 mph) and climb to 41,000 feet, where turboprops simply cannot follow.

    The Citation Mustang incorporates integrated electronic systems for situational awareness, weather and winds previously unavailable to pilots and new generation engine automated through FADEC (Full Authority Digital Engine Control) to maintain engine efficiency. It features the latest in large-format glass-cockpit flight displays and integrated sensors provide unprecedented situational awareness for weather, traffic and terrain. Complete flight management functionality eases pilot workload and makes flying safe and simple.

    There is no better way to test the systems and capabilities of a new generation and sophisticated aircraft like the Mustang than throwing all the world has to offer against it. Attempting a world speed record will allow our team to accomplish this goal and also raise money and awareness for the Make-A-Wish Foundation® of New Jersey.

     

     



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    17/3/2009 - CDM Electronics

    Kategori: TEKNOLOJI



    CDM Electronics
    is a certified small business, CCR# 42827, founded in 1993, CDM Electronics' mission is to provide our customers with exceptional interconnect products and value added services that meet or exceed our customers' expectations. We welcome the chance to design a creative solution to the most challenging issues.

    Our Products
    CDM Electronics is a
    NEDA Authorized Supplier for electronic connectors, coaxial cables and other interconnect products. This assures you that you are receiving factory new and approved products. With today's ever changing business climate, particularly in light of RoHS initiatives which transpired in July 2006, it is imperative that your applications perform to specification and in compliance with environmental and other government regulations. For those applications not requiring RoHS compliance, there are still several performance and reliability factors that are compromised when superior products are not deployed. Choose CDM for all of your interconnect sourcing requirements and you are guaranteed excellent products with on time deliveries.

    Our Services
    In 1999, CDM management recognized that customers wanted access to thousands of parts in stock ready for same day shipment. But this only represented half of our customers' needs. So

    we embarked upon a program to expand our offering into the arena of cable assembly and value added programs. Since that time, CDM has experienced explosive growth and now provides a host of value added services, from "womb to tomb". We provide quick turn engineering and cable assembly services for prime contractors, as well as 2nd and 3rd tier providers. Our satisfied customer list includes
    Northrop Grumman, BAE, General Dynamics, and all branches of the United States military: Army, Navy, Air Force and Marines.

    CDM credits our great staff, especially our brilliant engineering team, with our enormous success in this area.

    Proactive Cost Reduction Program™
    Process improvement and cost-saving solutions are as important to us as they are to you. Our "Proactive Cost Reduction Program" is a trademarked initiative created by CDM Electronics to constantly create cost-saving solutions for our customers.

    Our People
    From Reception to Shipping, CDM Electronics is proud to have the most loyal & dedicated employees. But it takes more than just our own employees to make our company great. We rely heavily on the expertise of several of our providers, especially our web designers:

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    17/3/2009 - The RTOS Motto:On Time and Budget

    Kategori: TEKNOLOJI

    But is an RTOS always necessary? The answer is application-specific, so understanding what one will deliver is key to determining whether it becomes a requirement or an extravagance.

    In general, an RTOS can be used anywhere a non-RTOS is employed. However, it’s rare to find an operating system with a matching RTOS that has exactly the same application programming interface (API). Many of them, though, embed an RTOS within a conventional operating system. For example, Lynux- Works LynxOS and Bluecat Linux share a Linux API. LynxOS is a hard RTOS, while Bluecat inherits its base from Linux.

    Linux continues to improve its real-time performance, but its worst-case interrupt latency still doesn’t meet what would be considered hard real time for an RTOS. It all comes down to quality of service (QoS). Platforms like RTLinux Free augment Linux, providing hard real-time class QoS.

    It’s important to note that this type of addition often incorporates an RTOS programming environment that’s distinct from the original operating system. An RTOS is typically small compared to a conventional desktop or server OS. They often target more smaller, resource-constrained microcontrollers. For instance, CMX’s CMX-RTX and CMX-Tiny+ can run on 8-bit MCUs up through 64-bit processors.

    The increased power and memory capacity of 8-bit processors is making an RTOS more desirable for these platforms. But, an OS or RTOS is usually a requirement in 16-bit platforms and up with RTOS products like Express Logic’s ThreadX, Wind River’s VxWorks, Micrium’s uCOS-II, and Green Hills Software’s velOSity being common selections. Depending on requirements, MontaVista’s Linux meets 16- and 32-bit platform requirements in the low microsecond range.

    THE RTOS CORE: SCHEDULING AND PARTITIONING
    Most programmers aren’t familiar with RTOS constraints and requirements. Most usually opt for an RTOS due to its performance. Most RTOS products are small and fast, yet an RTOS also adds consistency. Beyond the fact that an RTOS gets the job done quickly, it can guarantee a job will get done.

    In many applications, a late result can be catastrophic. Thus, a poor result within the proper timeframe is preferable. These applications are generally called hard real-time systems. Hard real time doesn’t indicate how fast the system may be or how quickly a system may respond. Rather, it refers to how reliably a system can meet the specified requirements.

    A hard real-time system may have a fixed cycle time of one minute with a response time of one second. In theory, it’s something almost any operating system could handle. This isn’t always the case, though, as anyone can attest to when waiting for a desktop application to respond within a minute.

    Hard real-time systems typically have shorter cycle times and tighter response requirements. Faster processors always help, and multicore platforms can improve response time, too. The trick for developers is to match system requirements to the hardware and software, hence the importance of an RTOS in embedded applications.

    An RTOS can implement a range of scheduling policies, and the application will often restrict a programmer’s choices (see the table). Non-preemptive scheduling is trivial to implement but useful in some applications. On the other hand, non-preemptive scheduling within a task can be implemented on top of a preemptive system.

    Non-preemptive should not be overlooked, especially in light of new multicore processors. Here, hardware may be tuned to handle an event-based operation in which a thread will wait for an external event to occur. This approach is usually unsuitable for a single-core processor handling multiple threads. On multicore systems with many cores, though, it’s often typical to dedicate one core to handle one peripheral. It then makes sense to have that core idle while waiting for an event to occur.

    As a result, preemptive, interrupt-driven RTOS architectures make up the majority of platforms deployed. These platforms have a range of requirements, issues, and solutions (see the figure). Interrupt latency is always an issue, although hardware— multiple register sets, hardware scheduling and task switching, and hierarchical priority interrupt systems—can significantly reduce this overhead.

    Several issues coincide with preemption. Most are timing-related, like race conditions, deadlock, starvation, and priority inversion, which occurs when a low-priority task A owns a synchronization resource of a higher-priority task B, and a task C with priority higher than A is running.

    Without a feature like priority ceilings, task C can prevent task A and C from running. A priority-ceiling feature changes the priority of task A to that of task C, allowing it to run and eventually release the resource needed by C. At this point, task A’s priority returns to normal and task C can run.

    The other timing-related issues, which the programmer must address, are often the sources of bugs that are difficult to locate and correct. Trace tools become valuable assets in locating these kinds of bugs, since symptoms such as blocked tasks are the only indication of the problem

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    17/3/2009 - Tecnology In Multiphase Flow Metering

    Kategori: TEKNOLOJI
    A range of world leading Tracerco technologies can be used to ensure your flow metering systems run at maximum efficiency.

    These specialist services are used on-stream to calibrate one, two or three phase flows to confirm the accuracy of a variety of installed meters.

    Areas of application include:

    • Measurement of gas flow rate
    • Measurement of water flow rate
    • Measurement of hydrocarbon condensate flow rate
    • Independent measurement of shrinkage

    Technology in multiphase flow rate calibration

    For many years two-phase and multi-phase flows have been common throughout the oil and gas industry. Until recently, such flows were measured by separating the flow into its constituent components in a test separator followed by conventional single phase metering techniques.

    In the constant drive towards more efficient production, development has been focused away from traditional test separators towards more flexible lower cost multiphase metering. Along with these meters goes the need for periodic in-situ calibration. This has led to the development of the TRACERCO Diagnostics™ PhaseCal.

    The principle of the measurement is based on the tracer dilution technique that Tracerco have been using for more than forty years. Tracerco can offer the service using either radioactive or non-radioactive tracers. In order to obtain the best quality information, each particular measurement will require subtle changes in the technique. Tracerco’s well trained staff can draw upon years of experience in this technology to ensure that the client gets the maximum amount of useful information from the tests.

     

     

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    Yorum (yok) :: Yorum yaz! :: Bağlantı :: Etiketler : Tecnology In Multiphase Flow Metering, teknoloji

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