Wednesday, October 22, 2008
SEO Introduction
Labels: Seo Information
Posted by SaMeE at 9:06 AM 0 comments
Search Engine Optimization - Advice and Tactic
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Posted by SaMeE at 9:05 AM 0 comments
When to Hire a Professional SEO Firm?
In efforts to increase sales and profitability, more and more companies are turning to online marketing initiatives – specifically, search engine optimization. Search Engine Optimization or (SEO) is the art and science of blending technical and marketing skills together into a finely tuned website that is both search engine-friendly, ranks well for specific keywords and phrases, and is tailored to your audience from a buyer and seller perspective. According to a recent U.S. study, only 20% of all businesses outsource search engine optimization programs to professional SEO firms. The remaining 80% either do not conduct search engine optimization at all or they believe they have the resources and skills to do it in-house. Of this 80%, it is probable that 90% of these companies can’t be found on the web – they don’t exist. In order to generate any amount of significant web visibility, your website must typically rank within the top-30 results. So, the question comes down to what is in your company’s best interests? Conduct your SEO program in-house or out-source it. To answer this question, let’s first take a look at the knowledge, skills and resources necessary to implement and maintain a successful search engine optimization program. SEO knowledge and skills required 1) Basic understanding of how search engines and directories work. This may seem overly obvious, but you would be amazed how many people do not understand how they actually work. This knowledge provides the foundation for your SEO program. 2) Website design Although SEO is not completely a technical marketing process, it does require a fair amount of technical knowledge of what constitutes search engine-friendly web design. Certain web design elements can either help your search engine rankings or hurt them. You simply have to know which is which. 3) SEO experience This is the most important and most difficult knowledge to obtain. If you have never implemented a SEO program, then you are in for a big surprise. Search engine optimization programs require a lot of research and are extremely time consuming. Most importantly, they require actual SEO experience. This means knowing what SEO strategies and tactics work and which ones don’t. In-house vs. out-sourced SEO programs If your company is considering conducting your search engine optimization program in-house, here are some questions to consider. • Who will be responsible for analyzing, developing, implementing and measuring the success of your SEO program? • Is this considered the role of your IT department, Marketing department or some other individual(s) within your company? • Do they have the time, knowledge, and resources to successfully implement and maintain your search engine optimization program? And do they really care if it works or not? IT Department Typically your IT department handles multiple daily tasks from trouble-shooting your company’s LAN or WAN to fixing the sales department’s laptops? Out of a busy IT person’s day, what priority and focus do you think he or she will commit to for your SEO program? And even if your IT department has some skills in web design or development, these skills make up only a small percentage of the knowledge required for a successful search engine optimization program. Marketing Department Typically, your marketing department juggles many marketing projects at once and faces strict completion deadlines. From handling new print collateral campaigns to getting ready for new product or service launches, marketing personnel’s time is spread very thin. In addition, how knowledgeable is your marketing department in the technical aspects of web design and search engine optimization? Do they have the time to become well-versed? Do they have sufficient internal resources? Often the answer to both questions is no, they do not. Other individual(s) within your company Ok, so the responsibility falls onto someone outside of your Marketing or IT department. Who will that be and why are they responsible for your SEO program? Providing these individuals with a new “project of the month,” will typically result in another check mark off of their monthly to-do list and frustration by top management of why their website is not producing any sales results. Summary From a business standpoint, it makes sense to try to leverage internal resources to maximize your company’s productivity and profitability – whenever possible. However, there must be a line drawn in the sand between knowing what your organization’s capabilities are and what they are not. As you can see, there is more to search engine optimization than meets the eye. In order to implement and maintain a SEO program, you must acquire the necessary knowledge, skills, and resources. This can be done by hiring a professional search engine optimization firm. Professional SEO firms have dedicated resources and experience to support your company’s web marketing initiatives. By leveraging their experience and know-how, your company can quickly and more efficiently implement a successful search engine optimization program.
Labels: Seo Information
Posted by SaMeE at 9:05 AM 0 comments
There Should Be More to your SEO Consultant Than Rankings
Perhaps one of the biggest misconceptions in SEO is that ranking at Google and Yahoo is all that counts in search engine optimization. Potential clients come to me with a single goal: "Get me a top-ten ranking at Google." Some will also mention MSN, and a few will rhyme off a list of search engines and want to rank well at the top 200 of them. It is time to separate fact from fiction. Yes, your SEO consultant can get you a top-ten placement at Google. But... 1. If the placement is for "dirty brown shoes", it probably won't help your shoe store one bit, even if I get you the first place ranking. Few people are actually searching for that term. 2. Being number ten might not help much either, depending on the term. People searching for "Essential Nectar liquid vitamins", will probably click on the first result they see, or at least on one of the "above-the-fold" results that do not require scrolling. On the other hand, someone searching for "liquid vitamins" might check through two pages of results to familiarize herself with the options available. 3. If your title tag reads like a cheap list of search terms, it will not be enticing. For instance, if it reads: "vitamins, liquid vitamins, multivitamins, multi-vitamins", you might skip over it in favor of the next result that reads "Liquid vitamins from the Liquid Vitamin Supplements Store". 4. If your description tag is a mess, people will more likely skip over your listing, even if it does rank number one, in favor of one that sounds like what they are looking for. Google and others use the description tag usually when the term searched for is found in it, so make sure to include your key search terms in a description tag that actually reads well. I recently responded to a forum question, which went something like this: My site ranks number one for this term at this engine. The term is searched this many times per day, and the engine has this percentage marketshare. Can I expect this many visitors? That's not an SEO challenge; that's a math problem: searches x marketshare = visitors I responded with a few factors that override mathematics in the SEO game, including the site's title tag and description tag, as well as whether the term lends itself to scrolling. I also pointed out that it depends on the title tags and description tags of the competition, too. Another factor that makes predicting traffic difficult is the abandonment factor – how many people click on none of the results because they get interrupted or confused, or abandon the search for a new one because they find themselves off-topic or searching too broadly. It also depends on how many sponsored links there are and how they are marked. Often at Yahoo and Lycos, for example, there are so many ads that the average searcher might never scroll a screen or two to see the organic (natural) results. And, of course, it also depends on the color of the walls in the room the searcher is clicking from, the weather outside and how well they slept last night. But there is little you can do about that. What you can do is to work with your SEO consultant to choose the most effective search terms for your business and make sure he develops a title tag and description tag that sell to both humans and the search engines. Then make sure he is monitoring not just the rankings for your key search terms, but also the description used by each of the search engines. A good ranking at Google and Yahoo is just one measure of your SEO consultant's success. A more complete evaluation is that he is your partner in building long-term, targeted traffic.
Labels: Seo Information
Posted by SaMeE at 9:04 AM 0 comments
Do-It-Yourself Search Engine Optimization
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Posted by SaMeE at 9:03 AM 0 comments
What to look for when shopping for a SEO specialist.
When, shopping for a Search Engine Optimization (SEO) company/specialist you need to be aware of a few things. If someone offers you fast results they may be pulling your leg. If you aren’t listed on search engines the average time to be index takes around 4 weeks. Someone offering submissions in less then that is coning you. Websites that are already listed and are just being updated will have a faster result. A guarantee isn’t always reinsurance. Just because a site states they can get you in the 1 spot doesn’t mean they can deliver. Or, they may have you listed under an obscure keyword or phrase. Most legitimate SEO’s will tell you no one can guarantee a top spot on all keywords and phrases. Search Engine optimization is not an exact science. Trail and error along with constant tweaking will help bring your site closer to your goal. Most SEO’s should give you some information on where your site stands currently. You links, keywords, where you rank on major search engines etc.. Or, do one yourself. My article “Google’s Helping hand” show you free tools that can help you evaluate where you are on search engines. Don’t go into any SEO work blindly. Know where you stand before and after. Price is never an indication of how good a service is. More isn’t always better. Shop around try to get the most for your money, but be realistic. If it seems too good to be true then it may just be. Be prepared to shell out some cash. SEO is not cheap. You should think of SEO as advertising. It should be contestant as should all of your advertising efforts. Ask questions! Do not be afraid to ask what will be done to increase your ranking. Most SEO’s will have no problem telling you what they will do. They may not want to reveal their whole SEO operation. But, they will give you some insight to what they will do. Talk to more then one SEO company. Compare what each has to say. Do some research on your own. Find out if these companies have been reported to the Better Business Bureau. If the company or persons have had any articles or reviews written about them. Ask around. Try to have some idea of the company or persons creditability. A few additional things to keep in mind are: Is SEO there main business or is it a sideline to other businesses. SEO is a full time job. Especially, keeping up with the constant changes. Do they have a specialist? Do they outsource? How much do they really know? What are there view points on link farms and doorway pages? Will they do anything to get you links and traffic? Even though search engines frown on those practices. Can they explain to you clearly how their plan of action? Are they looking to take small steps with you? Or, are they trying to sell you the biggest SEO package possible? Follow this outline when you are searching for someone to optimize your site. In the end it will be worth it. Joe Balestrino’s site is www.mr-seo.com he offers affordable SEO, submissions and other articles on SEO and marketing. His other site www.jnb-design.com offers affordable web design and free lifetime hosting.
Labels: Seo Information
Posted by SaMeE at 9:02 AM 0 comments
The SEO Rip-Off
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Posted by SaMeE at 9:01 AM 0 comments
Press ReleasePromote Your Website in Google Absolutely Free
Free SEO help. The SEO Book helps charities promote their websites in Google, Yahoo!, MSN, and other major search engines. The recently updated number one ranking SEO Book is now available to charities free of charge.
State College, PA July 20, 2004 -- Aaron Wall has made his recently revised best selling SEO Book available to charities free of charge.Hiring a quality search engine optimization firm can often cost thousands and thousands of dollars, which is well beyond the budget of many charities.Without proper placement in search engines people who want to help your charity may not be able to find you.The SEO Book is a simple and straightforward guide which helps even the most novice webmaster learn how to promote their website."In a field like Internet marketing, where so much nonsense dispensed by self-proclaimed experts passes for decent advice, it is refreshing to find a talent as down-to-earth and unpretentious as Aaron, who just seems to get a kick out of being honest and helping other people avoid the traps and dead ends set by the hype-meisters and snake oil salesmen."- Mario Sanchez, "The Internet Digest"Search engine optimization is a complicated industry filled with confusion and error. Much of the applicable information changes from month to month or year to year and much of the available information on the web is outdated or absolutely incorrect. The SEO Book is published in ebook format so that it is constantly revised to keep current with the ever changing SEO field.If you are the webmaster of a charity, church, or educational institution feel free to inquire about acquiring your complimentary copy of The SEO Book today at http://www.seobook.com/charities.In addition you may direct your questions directly to Aaron via email at seobook@gmail.comAbout the SEO Book:SEO Book is a major industry hub of the SEO community. SEO Book is a search engine news blog which offers free SEO tips, SEO news, and a current guide to search engine optimization. Aaron Wall wrote the SEO Book to help businesses lower the cost of entry into the web and to help charities spread their messages. For more information about obtaining a complimentary copy of the SEO Book please visit our charities page at http://www.seobook.com/charities. For more information about the SEO Book website visit http://www.seobook.com.About Aaron Wall:Aaron Wall is a search engine optimization expert and an internet entrepreneur. His goals on the web are to help businesses effectively market their websites and help charities spread their messages.
Labels: Seo Information
Posted by SaMeE at 9:00 AM 0 comments
"Pay-Per Click" Ad Campaign: Earn More By Spending Less
Everyday millions of people around the world click on Pay-Per Click Advertising Campaign. With the booming internet industry and the ever growing online business, an ad of virtually anybody on the planet can be seen on the internet anywhere in the world.
The "Pay-Per Click" advertising campaign is the premier growth area in online marketing. Last year, an estimated $741.2 million was spent on "Pay-Per Click" advertising. The usual search engine optimization can take weeks or even months to produce results. "Pay-Per Click" advertising can attract customers at an instant. Why? Because, this cutting edge ad campaign can be placed on any website and can be viewed by potential online customers, anywhere, anytime and all the time. The only challenge is placing the ads on proper websites that will attract possible customers for a specific product or services.
"Pay-Per Click" advertising campaign attracts the right consumers at the shortest possible time. This is the most cost effective way of marketing products or services. You can also monitor the customers who visit your site, what they are looking for and what they are buying. With the right creativity on using the right search-phrases, we can direct the right people who are willing to do business with us.
"Pay-Per Click" advertising can easily be managed 24 hours per day and 7 days a week through the internet. This allows you improve the campaign strategy by effectively responding to the activities of both customers and competitors.
So what are you waiting for? "Pay-Per Click" now and let your business take the fast route to success.
Labels: Seo Information
Posted by SaMeE at 8:59 AM 0 comments
You may have found the best assistance with reference to computer sales.
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Posted by SaMeE at 8:42 AM 0 comments
Digital Cameras Are Fun
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Posted by SaMeE at 8:42 AM 0 comments
After the best sourced advice relating to computer securityrisk model computer securit
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urplus Computers and Discount Computers Are New Computers!
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Posted by SaMeE at 8:41 AM 0 comments
How SMS Works
Short Message Service actually refers to a framework that uniquely allows computers, or in this case phones, to communicate with each other without the need of a central hub. With SMS, phones can find each other, send short packets of information back and forth, and do it all without any central computer to guide them. But because the system does not rely upon fixed lines like a land based telephone system does, the amount of information that can be sent at one time is limited in size. This depends on the language spoken, but for English letters this typically means around 150 characters (Chinese and Japanese letters are limited to 70).
Quite recently, however, new developments in the technology have allowed for even longer messages to be sent. Long or Concatenated SMS is a development that allows multiple messages to be combined to form a single message. In effect, what happens is that your phone actually sends out a few smaller messages and then the receiving phone simply compiles those messages so that for users on both ends, it appears as though the message were cohesive. While there are some limitations, the brilliance behind SMS is that because there is no need for central hubs, and thus the system can be expanded indefinitely without any concerns of it slowing down or becoming more expensive.
The most common form of SMS is ‘texting’. This usually takes place with a cellular phone in which individuals use the letters behind the number pad on their phone to spell out words and phrases and then send them out. Because many companies charge by the word, individuals have come up with a sort of ‘texting slang’ to cut down on the amount of words required to convey a particular message. For example, ‘gr8’ and ‘BTW’ mean ‘great’ and ‘by the way’. In addition, other words have just been shortened, such as ‘lata’ to mean ‘later’. Most users simply pick up the lingo through frequent use, and although some slang is widely understood and used, other shortcuts are developed within circles of friends and family.
The major advantage of SMS is its price. The price is typically $0.05 per message, a significant cut below that of traditional telephony and cell phone per-minute charges. The savings of SMS has its roots in the nature of the technology. Short Message Service, like SIP, is modeled on a peer to peer model and not a cog and wheel like traditional communication systems. This means that instead of having to route a message through a central hub, your text goes straight from you to its destination. This has radically cut down on the cost of SMS implementation and led to its overwhelming popularity throughout the world.
Short Message Service (SMS) has radically changed the face of the communications industry. While the practice has become quite common throughout the world, it has only recently become popular here in the United Stats, a growth partly predicated upon, surprisingly enough, its featured role in the show American Idol. The fact that ‘texting’ is quickly gaining both in popularity and recognition in the United States is not surprising however, due to its ability to offer users a cheap, quick, and often fun way to communicate with friends and family.
Labels: Computer
Posted by SaMeE at 8:40 AM 0 comments
Asset and liability basics
Labels: Accounting
Posted by SaMeE at 8:38 AM 0 comments
After the latest and accurate help in relation to accountancy.
Posted by SaMeE at 8:37 AM 0 comments
How to Choose the Right Accounting Software for Your Business
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Posted by SaMeE at 8:37 AM 0 comments
Do You Need Accounting Software For Your Small Business?
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Posted by SaMeE at 8:35 AM 0 comments
Surprise! Accounting is the Hot New Major
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Posted by SaMeE at 8:34 AM 0 comments
Accounting Police: Do They Exist?
Mainly, it’s all voluntary and it works pretty well. First, double-entry accounting originated in Italy in the 1400’s, so its been around awhile. Accounting principles have evolved over the years just as have accounting standards. The reason why the system works is that the business community could not function if there was not commonality and consistency in financial statement reporting. It would be chaos, much like if there were no driving rules of the road.
Therefore, in the United States, a body of experts known as the Financial Accounting Standards Board (FASB pronounced Fasbee) was established in 1973, which superseded another board called the Accounting Principles Board (APB). The FASB members go through a lengthy process of analyzing and reviewing problems in the accounting field that are brought to them. After much thought, they will make a pronouncement as to what they think the new or revised way of approaching the treatment of an accounting issue should be.
They are a non-governmental organization that has private financing. A big supporter of FASB is the American Institute of Certified Public Accountants (AICPA). Many Certified Public Accountants (CPAs) belong to this prestigious organization and are obligated to abide by its guidelines and principles of behavior. Other countries no doubt have similar organizations that require high levels of accounting professional conduct.
FASB established an accounting code called “Generally Accepted Accounting Principles” or (GAAP). The assumption is that if a business financial statement is prepared according to GAAP, then the user of that financial statement could rely on or trust the information more readily than if not prepared according to GAAP. Those businesses that deviate from GAAP, and many smaller businesses do, cannot say that their statements are prepared under GAAP; in fact, they should inform the reader that they are not. However, let the buyer beware.
One governmental body that has a policing function is the Securities Exchange Commission (SEC). It is primarily concerned with public companies because their job is to protect investors from unscrupulous acts. Recently, the SEC has gotten into the act of establishing accounting standards. It has its hands full today.
Since most businesses use their financial statements to prepare their required income tax returns, the Internal Revenue Service (IRS) may audit those tax returns and review the financial statements upon which the tax returns are based. Not following the rules can get you in trouble with this governmental body.
You can see that in many ways compliance to the principles and standards is a mixture of voluntary and regulatory behavior. Currently, there is an effort underway to set international accounting standards due to the inexorable globalization process. This is a massive undertaking that will take years, but it is obviously necessary and inevitable.
Labels: Accounting
Posted by SaMeE at 8:32 AM 0 comments
Thursday, October 9, 2008
PlayStation
The PlayStation was the first of the ubiquitous PlayStation series of console and handheld game devices. Successor consoles and upgrades include the Net Yaroze, PS one, PocketStation, PlayStation 2, a revised slimline PlayStation 2, PlayStation Portable, a revised PlayStation Portable Slim and Lite, PSX, and the PlayStation 3. On March 31 2005, the PlayStation and PS one reached a combined total of 102.49 million units shipped,[6] becoming the first video game console to reach the 100 million mark.[9] As of July 20, 2008, the PlayStation has sold 102 million units. Sony ceased production of the PlayStation on March 23, 2006, over 11 years since it was first produced.
History
Sony also planned to develop another, Nintendo compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super Nintendo cartridges and a new CD format which Sony would design. This was also to be the format used in SNES-CD discs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market.
The SNES-CD was to be announced at the June 1991 Consumer Electronics Show (CES). However, when Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realized that the earlier agreement essentially handed Sony complete control over any and all titles written on the SNES CD-ROM format. Yamauchi decided that the contract was totally unacceptable and he secretly canceled all plans for the joint Nintendo-Sony SNES CD attachment. Instead of announcing a partnership between Sony and Nintendo, at 9 a.m. the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips, and Nintendo was planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had, unbeknown to Sony, flown to Philips headquarters in Europe and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.
After the collapse of the joint project, Sony considered halting their research, but ultimately the company decided to use what they had developed so far and make it into a complete, stand alone console. As a result, Nintendo filed a lawsuit claiming breach of contract and attempted, in U.S. federal court, to obtain an injunction against the release of the PlayStation, on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction and, in October 1991, the first incarnation of the new Sony PlayStation was revealed. However, it is theorized that only 200 or so of these machines were ever produced.
By the end of 1992, Sony and Nintendo reached a deal whereby the "Sony Play Station" would still have a port for SNES games, but Nintendo would own the rights and receive the bulk of the profits from the games, and the SNES would continue to use the Sony-designed audio chip. However, Sony decided in early 1993 to begin reworking the "Play Station" concept to target a new generation of hardware and software. As part of this process the SNES cartridge port was dropped and the space between the names was removed.
Launch
The PlayStation was launched in Japan on December 3, 1994, North America on September 9, 1995, Europe on September 29, 1995, and Oceania in November 1995. The launch price in the American market was US$299 (a price point later used by its successor, the PlayStation 2), and Sony enjoyed a very successful launch with titles of almost every genre, including Battle Arena Toshinden, Twisted Metal, Tekken, Warhawk, Air Combat, Philosoma, and Ridge Racer. Almost all of Sony's and Namco's launch titles went on to spawn numerous sequels.
The PlayStation was also able to generate interest with a unique series of advertising campaigns. Many of the ads released at the time of launch were full of ambiguous content which had many gamers rabidly debating their meanings. The most well-known launch ads include the "Enos Lives" campaign, and the "U R Not e" ads (the "e" in "U R Not e" was always colored in red, to symbolize the word "ready", and the "Enos" meant "ready Ninth Of September", the U.S. launch date). The Enos ad could also be read as Sony written backward with phonetic sound of "E" replacing the "y". It is believed that these ads were an attempt to play off the gaming public's suspicion towards Sony as an unknown, untested entity in the video game market. The PlayStation 3 slogan, "PLAY B3YOND", resembles this slogan, as the 3 is red.
Titles
As of September 30, 2007, 7,978 software titles have been released worldwide (counting games released in multiple regions as separate titles). As of March 31, 2007, the cumulative software shipment was at 962 million units. The very last game for the system was FIFA Football 2005.[citation needed]
The OK and Cancel buttons on most of the Japanese PlayStation games are reversed in their North American and European releases. In Japan, the
button (maru, right) is used as the OK button, while the
button (batsu, wrong) is used as the Cancel one. North American and European releases have the
button or the
buttons as the OK button, while the
or the
buttons are used as the Cancel ones. However, a few games such as Squaresoft's Vagrant Story, Final Fantasy VII, and Final Fantasy Tactics, and Konami's Metal Gear Solid, have the buttons remain in the same Japanese configuration in their North American and European releases. These Japanese button layouts still apply to other PlayStation consoles, such as the PlayStation Portable (PSP), PlayStation 2 and the PlayStation 3. This is because in the early years Sony America (SCEA), Sony Europe (SCEE) and Sony Japan (SCEJ) had different development and testing documents (TRCs) for their respective territories.
Production run
Lasting over 11 years, the PlayStation enjoyed one of the longest production runs in the video game industry. On March 23, 2006, Sony announced the end of production
Variants
The PlayStation went through a number of variants during its production run, each accompanied by a change in the part number. From an external perspective, the most notable change was the gradual reduction in the number of external connectors on the unit. This started very early on—the original Japanese launch units (SCPH-1000) had an S-Video port, which was removed on the next release. This also led to the strange situation where the US and European launch units had the same part number series (SCPH-100x) as the Japanese launch units, but had different hardware (Rev. C silicon and no S-Video port)—they were the same as the Japanese SCPH-3000, so for consistency should have been SCPH-3001 and SCPH-3002 (this numbering was used for the Yaroze machines, which were based on the same hardware and numbered DTL-H3000, DTL-H3001, and DTL-H3002). This series of machines had a reputation for CD drive problems—the optical pickup sled was made of thermoplastic, and eventually developed wear spots that moved the laser into a position where it was no longer parallel with the CD surface—a modification was made that replaced the sled with a die-cast one with hard nylon inserts, which corrected the problem.
With the release of the next series (SCPH-500x), the numbers moved back into sync. A number of changes were made to the unit internally (CD drive relocated, shielding simplified, PSU wiring simplified) and the RCA jacks and RFU power connectors were removed from the rear panel. This series also contained the SCPH-550x and SCPH-555x units, but these appear to have been bundle changes rather than actual hardware revisions.
These were followed by the SCPH-700x and SCHP-750x series—they are externally identical to the SCPH-500x machines, but have internal changes made to reduce manufacturing costs (for example, the system RAM went from 4 chips to 1, and the CD controller went from 3 chips to 1).
The final revision to the original PlayStation was the SCPH-900x series—these had the same hardware as the SCPH-750x machines with the exception of the removal of the parallel port and a slight reduction in the size of the PCB. The removal of the parallel port was probably partly because no official add-on had ever been released for it, and partly because it was being used to connect cheat cartridges that could be used to defeat the copy prevention.
The PS one was based on substantially the same hardware as the SCPH-750x and 900x, but had the serial port removed, the controller / memory card ports moved to the main PCB and the power supply replaced with a DC-DC converter that was also on the main PCB.
With the early units, many gamers experienced skipping full-motion video or dreaded physical "ticking" noises coming from their PlayStations. The problem appears to have come from poorly placed vents leading to overheating in some environments—the plastic moldings inside the console would warp very slightly and create knock-on effects with the laser assembly. The solution was to ensure the console was sat on a surface which dissipated heat efficiently in a well vented area, or raise the unit up slightly by propping something at its edges. A common fix for already affected consoles was to turn the PlayStation sideways or upside-down (thereby using gravity to cancel the effects of the warped interior) although some gamers smacked the lid of the PlayStation to make a game load or work.
Sony then released a version dubbed "Dual Shock", which included a controller with 2 analog sticks and a built in force-feedback feature.
Another version that was colored blue (as opposed to regular console units that were grey in color) was available to game developers and select press. Later versions of this were colored green—on a technical level, these units were almost identical to the retail units, but had a different CD controller in them that did not require the region code found on all pressed disks, since they were intended to be used with CD-R media for debugging. This also allowed the use of discs from different regions, but this was not officially supported; different debug stations existed for each region. The two different color cases were not cosmetic—the original blue debug station (DTL-H100x, DTL-H110x) contained "Revision B" silicon, the same as the early retail units (these units had silicon errata that needed software workarounds), the green units (DTL-H120x) had Rev. C hardware. As part of the required tests, the user had to test the title on both. Contrary to popular belief, the RAM was the same as the retail units at 2 MB. The firmware was nearly identical—the only significant change was that debug printf()s got sent to the serial port if the title didn't open it for communications—this used a DTL-H3050 serial cable (the same as the one used for the Yaroze).
A white version was also produced that had the ability to play VCDs—this was only sold in Asia, since that format never really caught on anywhere else. From a developer perspective, the white PSX could be treated exactly like any other NTSC:J PlayStation.
Hacks
A number of these units appeared on the secondary market and were popular because they would run games from any region and CD-R copies, which tended to result in them commanding high prices. All the blue, green and black units tend to have CD problems, but the DTL-H110x units (with an external PSU block) are significantly more reliable than the original DTL-H100x ones, perhaps due to generally running cooler than the machines with direct high-voltage AC input.
"Chipped" consoles
The installation of a modchip allowed the PlayStation's capabilities to be expanded, and several options were made available. By the end of the system's life cycle almost anyone with minimal soldering experience was able to realize the modification of the console. Such a modification allowed the playing of games from other regions, such as PAL titles on a NTSC console, or allowed the ability to play copies of original games without restriction. Modchips allow the playing of games recorded on a regular CD-R. This created a wave of games developed without official approval using free GNU compiler tools, as well as the reproduction of original discs. With the introduction of such devices the console was very attractive to programmers and illegal copiers alike.
Anyone seeking to create copies of games that would work correctly faced several issues at the time, as the discs that were produced by Sony were designed to be difficult to copy — and impossible to copy on recordable media. Discs were manufactured with a black-colored plastic, transparent only to the infrared radiation used by the CD-ROM drive's laser. This was found to offer little protection. Additionally, the discs were mastered with a specific wobble in the lead-in area. This wobble encodes a four-character sequence which is checked by the CD-ROM drive's controller chip. The drive will only accept the disc if the code is correct. This string varies depending on the region of the disk—"SCEI" for NTSC:J machines, "SCEA" for NTSC:U/C machines, "SCEE" for PAL machines and "SCEW" for the Net Yaroze. Since the tracking pattern is pressed into the disc at the time of manufacture, this cannot be reproduced on a CD-R recorder. Some companies (notably Datel) did manage to produce discs that booted on unmodified retail units, but this required special equipment and can only be done with "pressed" discs. However, inexpensive modchips were created that simply injected the code to the appropriate connections to the controller chip, which provided an easy way of bypassing these measures. The other issue is that most PC drives used Mode 1 or Mode 2/Form 1 (2048 bytes/sector) and the PSX uses a mixed-mode format with most data in Mode 2/Form 1 and streaming audio/video data in Mode 2/Form 2, which most CD-R drives at the time could not handle well. Newer drives were able to correctly handle these variations.
The creation and mass-production of these inexpensive modchips, coupled with their ease of installation, marked the beginning of widespread console videogame copyright infringement. Coincidentally, CD burners were made available around this time. Prior to the PlayStation, the reproduction of copyrighted material for gaming consoles was restricted to either enthusiasts with exceptional technical ability, or others that had access to CD manufacturers. With this console, amateurs could replicate anything Sony was producing for a mere fraction of the MSRP.
Labels: Games
Posted by SaMeE at 6:31 PM 0 comments
Xbox
History
The Xbox was Microsoft's first product that ventured into the video game console market, after having collaborated with Sega in porting Windows CE to the Dreamcast console. Notable launch titles for the console included Amped: Freestyle Snowboarding, Dead or Alive 3, Halo: Combat Evolved, Oddworld: Munch's Oddysee, and Project Gotham Racing.
Development
The Xbox was initially developed within Microsoft by a small team that included game developer Seamus Blackley. Microsoft repeatedly delayed the console, which was revealed at the end of 1999 following interviews of Microsoft CEO Bill Gates. Gates stated that a gaming/multimedia device was essential for multimedia convergence in the new times, confirmed by Microsoft with a press release. [4]
According to the book Smartbomb, by Heather Chaplin and Aaron Ruby, the remarkable success of the upstart Sony PlayStation worried Microsoft in late 1990s. The growing video game market seemed to threaten the PC market which Microsoft had dominated and relied upon for most of its revenues. Additionally, a venture into the gaming console market would diversify Microsoft's product line, which up to that time had been heavily concentrated on software.
According to Dean Takahashi's book, Opening the Xbox, the Xbox was originally to be named "DirectX-box", to show the extensive use of DirectX within the console's technology.[5] "Xbox" was the final name decided by marketing, but the console still retains some hints towards DirectX, most notably the "X"-shaped logo, which DirectX is famous for, along with the "X" shape on the top of the system.
As the console approached launch, Microsoft's J Allard was responsible for the hardware and system software development, Ed Fries was responsible for game development on the platform, and Mitch Koch was responsible for sales and marketing; all three reported to Robbie Bach. This team was also primarily responsible for Microsoft's follow-up product, the Xbox 360..
Price history
With an expensive PlayStation 3 (PS2) and the moderately priced but seemingly family entertainment focused GameCube as competition, many gamers were eager to invest in the console. The Xbox initially sold very well. All three platform-holders had difficulty manufacturing and selling the systems profitably.
Xbox 360
When equipped with a removable hard drive add-on, the Xbox 360 supports a limited number of the Xbox's game library through emulation. Emulation adds support for anti-aliasing as well as upscaling of the still standard definition image. These emulators are periodically updated to add compatibility for older games and are available for free through Xbox Live or as a file download to be burned to a CD/DVD from the Xbox web site. These updates are also available monthly as part of the demo disc that comes with each issue of Official Xbox Magazine. As the architectures are entirely different between Xbox and Xbox 360, software emulation is the only viable option for compatibility without including processors from the original Xbox .
Hardware and accessories
The Xbox was the first console to incorporate a hard disk drive, used primarily for storing game saves compressed in ZIP archives and content downloaded from Xbox Live. This eliminated the need for separate memory cards (although some older consoles, such as the TurboGrafx-CD, Sega CD and Sega Saturn had featured built-in battery backup memory prior 2007). An Xbox user could rip music from standard audio CDs to the hard drive, and these songs were used for the custom soundtracks in some games.[7]
The Xbox was the first product in the gaming industry to feature Dolby Interactive Content-Encoding Technology, which allows real-time Dolby Digital encoding in game consoles. Whereas previous game consoles could only utilize Dolby Digital 5.1 during non-interactive "cut scene" playback.[8]
The Xbox is based on commodity PC hardware and runs a custom operating system which exposes APIs based largely on DirectX 8.1; the API commonality led to a common confusion that the OS was a stripped-down version of the Windows 2000 kernel.[9]
The Xbox itself is much larger and heavier than its contemporaries. This is largely due to a bulky tray-loading DVD-ROM drive and the standard-size 3.5 inch hard drive. However, the Xbox has also pioneered safety features, such as breakaway cables for the controllers to prevent the console from being pulled from the surface it resides on.
The original game controller design, which was particularly large, was similarly often criticized since it was ill-suited to those with small hands and caused cramping in the hands of some users. In response to these criticisms, a smaller controller was introduced for the Japanese Xbox launch. This Japanese controller (which was briefly imported by even mainstream video game store chains such as GameStop) was subsequently released in other markets as the "Xbox Controller S". In addition, all future Xbox consoles were shipped with a "Controller S", while the original controller (known as Controller "0" or "The Duke") was quietly discontinued.[10]
Several internal hardware revisions have been made in an ongoing battle to discourage modding (hackers continually updated modchip designs in an attempt to defeat them), to cut manufacturing costs, and to provide a more reliable DVD-ROM drive (some of the early units' drives gave Disc Reading Errors due to the unreliable Thomson DVD-ROM drives used). Later generations of Xbox units that used the Thomson TGM-600 DVD-ROM drives and the Philips VAD6011 DVD-ROM drives were still vulnerable to failure that rendered the consoles either unable to read newer discs or caused them to halt the console with an error code usually indicating a PIO/DMA identification failure, respectively. These units would not be covered under the extended warranty.
In 2002, Microsoft and NVIDIA entered arbitration over a dispute on the pricing of NVIDIA's chips for the Xbox.[11] NVIDIA's filing with the SEC indicated that Microsoft was seeking a US$13 million discount on shipments for NVIDIA's fiscal year 2002. Additionally, Microsoft alleged violations of the agreement the two companies entered, sought reduced chipset pricing, and sought to ensure that NVIDIA fulfill Microsoft's chipset orders without limits on quantity. The matter was settled on February 6, 2003, and no terms of the settlement were released.[12]
Launch-era Xbox gaming units were manufactured in Hungary, while the controllers were manufactured primarily in Indonesia.
Technical specifications
- CPU: 32-bit 733 MHz Custom Intel Coppermine-based processor in a Micro-PGA2 package. 180 nm process.[13]
- SSE floating point SIMD. Four single-precision floating point numbers per clock cycle.
- MMX integer SIMD.
- 133 MHz 64-bit GTL+ front side bus to GPU.
- 32 KB L1 cache. 128 KB on-die L2 "Advanced Transfer Cache".
- Shared memory subsystem
- 64 MB DDR SDRAM at 200 MHz; 6.4 GB/s
- Supplied by Hynix or Samsung depending on manufacture date and location.
- GPU and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and NVIDIA.
- Geometry engine: 115 million vertices/second, 125 million particles/second (peak)
- 4 pixel pipelines with 2 texture units each
- 932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP x 2 texture units) (peak)
- Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.
- 485,416 triangles per frame at 60fps
- 970,833 triangles per frame at 30fps
- Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.
- 4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
- Bilinear, trilinear, and anisotropic texture filtering
- Similar to the GeForce 3 and GeForce 4 PC GPUs.
- Storage media
- 2x – 5x (2.6 MB/s – 6.6 MB/s) CAV DVD-ROM
- 8 or 10 GB, 3.5 in, 5,400 RPM hard disk. Formatted to 8 GB. FATX file system.
- Optional 8 MB memory card for saved game file transfer.
- Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm "NVAPU")
- 64 3D sound channels (up to 256 stereo voices)
- HRTF Sensaura 3D enhancement
- MIDI DLS2 Support
- Monaural, Stereo, Dolby Surround, Dolby Digital Live 5.1, and DTS Surround (DVD movies only) audio output options
- Integrated 10/100BASE-TX wired ethernet
- DVD movie playback
- A/V outputs: composite video, S-Video, component video, SCART, HDMI Optical Digital TOSLINK, and stereo RCA analog audio
- Resolutions: 480i, 576i, 480p, 720p, 1080i
- Controller ports: 4 proprietary USB 2.0 ports
- Weight: 3.86 kg (8.5 lb)
- Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in)
Audio/video connectors
- Standard AV cable: Provides composite video and monaural or stereo audio to TVs equipped with RCA inputs. Comes with the system. European systems come with an RCA jack to SCART converter block in addition to the cable.
- RF Adapter: Provides a combined audio and video signal on an RF connector.
- Advanced AV Pack: Provides S-Video and TOSLINK audio in addition to the RCA composite video and stereo audio of the Standard AV Cable.
- High Definition AV Pack: Intended for HDTVs, it provides a YPrPb component video signal over three RCA connectors. Also provides analog RCA and digital TOSLINK audio outputs.
- Advanced SCART cable: The European equivalent to the Advanced AV Pack, providing a full RGB video SCART connection in place of S-Video, RCA composite and stereo audio connections (composite video and stereo are still provided by the cable, through the SCART connector, in addition to the RGB signal), while retaining the TOSLINK audio connector. As Europe had no HDTV standard when the Xbox was released, no high definition cable was provided in those markets.
Numerous unofficial third-party cables and breakout boxes exist that provide combinations of outputs not found in these official video packages; however, with the exception of a few component-to-VGA converters and custom-built VGA boxes, the four official video packages represent all of the Xbox's possible outputs. This output selectivity is made possible by the Xbox's SCART-like AVIP port.
Networking
- Ethernet (Xbox Live) cable: An Ethernet cable with RJ-45 connection for connecting the Xbox to a broadband modem or router. The Xbox also can connect to Xbox LIVE.
- Xbox Wireless Adapter: a wireless bridge which converts data running through an Ethernet cable to a wireless (802.11b or 802.11g) signal to connect to a wireless LAN. While the official Wireless Adapter guarantees compatibility with the Xbox, almost any wireless bridge can be used.
- Xbox Live elite Starter Kit: A subscription and installation pack for the Xbox Live service, as well as a headset (with monaural earpiece and microphone) that connects to a control box that plugs into the top expansion slot of a controller. The headset can in fact be replaced with most standard earpiece-and-microphone headsets; headset specialist Plantronics produces various officially-licensed headsets, including a special-edition headset for Halo 2.
- System Link cable: A Cat 5 Ethernet crossover cable for connecting together two consoles or a Cat 5 straight through cable used in conjunction with an Ethernet hub for connecting up to four consoles, for up to 16 total players. This functionality is similar to Sega's DirectLink for Sega Saturn.
Multimedia
- Xbox Windows Media Center Extender: A software kit released by Microsoft which allows Xbox to act as a Windows Media Center Extender to stream content from a Windows XP Media Center Edition computer. It can also be used for DVD playback.
- DVD Playback Kit: Required in order to play DVD movies, the kit includes an infrared remote control and receiver. DVD playback was not included as a standard feature of the Xbox due to licensing issues with the DVD format that would have added extra cost to the console's base price. By selling a DVD remote separately, Microsoft was able to bundle the cost of the DVD licensing fee with it. Although there is nothing to prevent the Xbox from acting as a progressive scan DVD player, Microsoft chose not to enable this feature in the Xbox DVD kit in order to avoid royalty payments to the patent-holder of progressive scan DVD playback. The DVD Playback kit only plays DVDs from the local region. The DVD Playback kit will also allow the Xbox to play VCD movies. By default, the Xbox can only play Xbox games and audio CDs.
- Xbox Music Mixer: A utility software bundled with a microphone that connects to an adapter that plugs into the top expansion slot of a controller. It provides a music player with 2D/3D visualizations as well as basic karaoke functions. It also allows users to transfer pictures in JPEG format (to create slide shows) as well as audio in MP3 or WMA format (for karaoke or a custom game soundtrack) from a Windows XP or Windows Vista machine running the Xbox Music Mixer PC Tool.
Controllers and removable storage
The standard Xbox controller (also known as the "Duke" controller) was originally the Xbox controller for all territories except Japan. The Duke controller has been criticized for being relatively large and bulky compared to other video game controllers (it was awarded "Blunder of the Year" by Game Informer in 2001[15] and a Guinness World Record for the biggest controller in Guinness World Records Gamer's Edition 2008). The black and white buttons are located above the A, B, X, and Y buttons, and the Back/Start buttons are located between and below the d-pad and right analog stick.
The Controller S, a smaller, lighter Xbox controller was originally the standard Xbox controller only in Japan (codenamed "Akebono").[16] It was designed to be more comfortable for those with smaller hands.[17][18] The controller S was released in other territories by popular demand, and eventually replaced the standard controller in the Xbox's retail package, with the larger original controller available as an accessory. The white and black buttons are located below the A, B, X, and Y buttons, and the Back/Start buttons are similarly placed below the left analog stick. This controller has received its share of criticism as well, especially with regards to placement of the black/white and back/start buttons.[19]
An 8 MB removable solid state memory card can be plugged into the controllers, onto which game saves can either be copied from the hard drive when in the Xbox dashboard's memory manager or saved during a game. Most Xbox games can be copied to the memory unit and to another console but some Xbox saves are digitally signed, each console has a unique signing key, and some games (e.g., Ninja Gaiden and Dead or Alive Xtreme Beach Volleyball) will not load saved games signed by a different Xbox, limiting the utility of the memory card. Additionally, game saves can be tagged as uncopyable, or simply padded to over 8 MB (Star Wars: Knights of the Old Republic). The signing mechanism has been reverse-engineered by the Xbox hacking community, who have developed tools to modify savegames to work in a different console, though the signing key of the recipient Xbox (the 'HDkey'), and the ramped-up title key of the game (the 'authkey'), must be known. It is also possible to save an Xbox Live account on a memory unit, to simplify its use on more than one Xbox. In order to play on Xbox Live you must pay a monthly fee.
Games
The Xbox launched in North America on November 15, 2001. The greatest success of the Xbox's launch titles was Halo: Combat Evolved which was well received by critics.[20] Its sequel, Halo 2, is the best-selling first-generation Xbox game worldwide.[3] Other successful launch titles included NFL Fever 2002,[21] Project Gotham Racing,[22] and Dead or Alive 3;[23] however, the failure of several first-party games (including Azurik: Rise of Perathia)[24] damaged the initial public reputation of the Xbox.
Although the console enjoyed strong third party support from its inception, many early Xbox games did not take full advantage of its powerful hardware, with few additional features or graphical improvements to distinguish them from the PS2 version, thus negating one of the Xbox's main selling points. Additionally, Sony countered the Xbox for a short time by temporarily securing PlayStation 2 exclusives for highly anticipated games such as the Grand Theft Auto series and Metal Gear Solid 2: Sons of Liberty (although they were later ported to the Xbox and are no longer exclusive).
In 2002 and 2003, several releases helped the Xbox to gain momentum and distinguish itself from the PS2. The Xbox Live online service was launched in late 2002 alongside pilot titles MotoGP, MechAssault and Tom Clancy's Ghost Recon. Several best-selling and critically acclaimed titles for the Xbox were published, such as Tom Clancy's Splinter Cell, Ninja Gaiden and LucasArts' Star Wars: Knights of the Old Republic. Take-Two Interactive's exclusivity deal with Sony was amended to allow Grand Theft Auto III and its sequels to be published on the Xbox. In addition, many other publishers got into the trend of releasing the Xbox version alongside the PS2 version, instead of delaying it for months.
In 2004, Halo 2 set records as the highest-grossing release in entertainment history making over $125 million in its first day,[25] as well as being a successful killer app for the online service. That year, Microsoft and Electronic Arts reached a deal that would see the latter's popular titles enabled on Xbox Live.
On November 15, 2002, Microsoft launched its Xbox Live online gaming service, allowing subscribers to play online Xbox games with (or against) other subscribers all around the world and download new content for their games to the system's hard drive. This online service works exclusively with a broadband Internet connection. Approximately 250,000 subscribers had signed up within two months of Xbox Live's launch.[26] In July 2004, Microsoft announced that Xbox Live had reached one million subscribers, and a year later, in July 2005, that membership had reached two million.
Xbox modding
The popularity of the Xbox, as well as its relatively short 90 day warranty, inspired efforts to circumvent the built-in hardware and software security mechanisms, a practice informally known as modding. Within a few months of its release the Xbox BIOS was dumped and hacked by MIT student Andrew Huang so that it would skip digital signature checks and media flags, allowing unsigned code, Xbox game backups, etc., to be run. This was possible due to flaws in the Xbox's security.[27][unreliable source?] Modding an Xbox in any manner will void its warranty, as it may require disassembly of the console. Having a modified Xbox will also disallow it from accessing Xbox Live as it contravenes the Xbox Live Terms of Use,[28] however most modchips can be disabled, allowing the Xbox to boot in a "stock" configuration, softmods can be disabled by "coldbooting" a game (having the game in the DVD drive before turning the console on, so the softmod is not loaded) or by using a multiboot configuration.
Four main methods exist of modding the Xbox :
- Modchip: Installing a modchip inside the Xbox that bypasses the original BIOS, with a hacked BIOS to circumvent the security mechanisms.[29]
- TSOP flashing: Re-flashing the onboard BIOS chip with a hacked BIOS to circumvent the security mechanisms. The Xbox BIOS is contained on a commodity EEPROM (the 'TSOP'), which can be made writable by the Xbox by bridging points on the motherboard.[30] Flashing is usually carried out by using a specially-crafted gamesave (see 'Game save exploit', below) to flash the onboard TSOP, but the TSOP can also be de-soldered and re-written in a standard EEPROM programmer. This method only works on 1.0 to 1.5 Xboxes, as later versions replace the commodity TSOP with an LPC ROM contained within a proprietary chip.[31]
- Softmods: Installing additional software files to the Xbox hard drive, which exploit programming errors in the Dashboard to gain control of the system, and overwrite the in-memory copy of the BIOS.[32] Soft modification is known to be safe for Xbox Live if the user enables multibooting with the Microsoft dashboard and an original game disc is used.[33]
- Game save exploit: Using select official game releases to load game saves that exploit buffer overflows in the save game handling.[34] When these special game saves are loaded, they access an interface with scripts for installing the necessary softmod files. Disassembly of the Xbox is not required when installing most game save exploits.
- Hot swap: Using a computer to change the data on the hard drive. This requires having the Xbox unlock the hard drive when it is turned on, then swapping the powered hard drive into a running computer. By using a Linux-based Live CD, data on the hard drive can be read, altered, and deleted. In most cases, an automated script will automatically install the softmod files directly to the Xbox hard drive. This technique has been used extensively to harbor cheating on many online games. Disassembly of the console is required to perform a hot swap.
Beyond gaming, a modded Xbox can be used as a media center with the Xbox Media Center.[35]
There are also distributions of Linux developed specifically for the Xbox, including those based on Gentoo, Debian (see also Xebian), Damn Small Linux, and Dyne:bolic.
Alternative operating systems: Xbox Linux is a project that ported Linux to the Xbox. FreeBSD has also been ported to Xbox.
One advantage over a regular, unmodded Xbox, is the ability to use a trainer.
Labels: Games
Posted by SaMeE at 8:17 AM 0 comments
Mil Mi-24
| Role | Attack helicopter |
|---|---|
| Manufacturer | Mil |
| First flight | 1969 |
| Introduced | 1972 |
| Status | Active |
| Primary users | Russian Air Force ca. 50 other users (see operators) |
| Number built | 2000 (estimated) |
| Developed from | Mil Mi-8 |
| Variants | Mil Mi-28 |
The Mil Mi-24 (Cyrillic ΠΠΈΠ»Ρ ΠΠΈ-24, NATO reporting name "Hind") is a large helicopter gunship and low-capacity troop transport produced by Mil Moscow Helicopter Plant and operated from 1972 by the Soviet Air Force, its successors, and over thirty other nations.
In NATO circles the export versions, Mi-25 and Mi-35, are simply denoted with a letter suffix as "Hind D" and "Hind E" respectively. Soviet pilots called the aircraft Π»Π΅ΡΠ°ΡΡΠΈΠΉ ΡΠ°Π½ΠΊ (letayushchiy tank, “flying tank”). More common unofficial nicknames were ΠΡΠΎΠΊΠΎΠ΄ΠΈΠ» (Krokodil, “Crocodile”), due to the helicopter's new camouflage scheme and Π‘ΡΠ°ΠΊΠ°Π½ (Stakan, “Glass”), because of the flat glass plates which surrounded the three place cockpit of the Hind A version.
Development
During the early 1960s, it became apparent to Soviet designer Mikhail Leont'yevich Mil that the trend towards ever-increasing battlefield mobility would result in the creation of flying infantry fighting vehicles, which could be used to perform both fire support and infantry transport missions. The first expression of this concept was a mock-up unveiled in 1966 in the experimental shop of the Ministry of Aircraft's factory number 329 where Mil was head designer. The mock-up designated V-24 was based on another project, the V-22 utility helicopter, which itself never flew. The V-24 was similar in layout and configuration to the UH-1A Huey, with a central infantry compartment that could hold eight troops sitting back to back, and a set of small wings positioned to the top rear of the passenger cabin, capable of holding up to six missiles or rockets, with a twin-barreled GSh-23L cannon fixed to the landing skid.
Mil proposed the design to the heads of the Soviet armed forces, and while he had the support of a number of strategists in the armed forces, he was opposed by several more senior members of the armed forces who believed that conventional weapons were a better use of resources. Despite the opposition, Mil managed to persuade the defence minister's first deputy, Marshal Andrey A. Grechko, to convene an expert panel to look into the matter. While the panel's opinions were mixed, supporters of the project eventually held sway, and a request for design proposals for a battlefield support helicopter was issued.
Mil engineers prepared two basic designs: a 7-ton single-engine design and a 10.5-ton twin-engine design, both based on the 1,700 hp Izotov TV3-177A turboshaft. Later, three complete mock-ups were produced, along with five cockpit mock-ups to allow the pilot and weapon station operator positions to be fine-tuned.
The Kamov bureau suggested an army version of their Ka-25 Hormone ASW helicopter as a low-cost option. This was considered but later dropped in favor of the new Mil twin-engine design. A number of changes were made at the insistence of the military, including the replacement of the 23 mm cannon with a rapid-fire heavy machine gun mounted in a chin turret, and the use of the then-under development 9K114 Shturm (AT-6 Spiral) anti-tank missile.
A directive was issued on 6 May 1968 to proceed with development of the twin-engine design. Work proceeded under Mil until his death in 1970. Detailed design work began in August 1968 under the codename Yellow 24. A full scale mock-up of the design was reviewed and approved in February 1969. Flight tests with a prototype began on 15 September 1969 with a tethered hover, and four days later the first free flight was conducted. A second prototype was built, followed by a test batch of ten helicopters.
Design
The core of the aircraft was derived from the Mil Mi-8 (NATO reporting name "Hip"), two top-mounted turboshaft engines driving a mid-mounted 17.3 m five-blade main rotor and a three-blade tail rotor. The engine configuration gave the aircraft its distinctive double air intake. Original versions have an angular greenhouse-style cockpit; Model D and later have a characteristic tandem cockpit with a "double bubble" canopy. Other airframe components came from the Mi-14 "Haze". Two mid-mounted stub wings provide weapon hardpoints, each offering three stations, in addition to providing lift. The load-out mix is mission dependent; Hinds can be tasked with close air support, anti-tank operations, or aerial combat. The body is heavily armored and the titanium rotor blades can resist impacts from .50 caliber (12.7 mm) rounds. The cockpit is overpressurized to protect the crew in NBC conditions.
Considerable attention was given to making the Mi-24 fast. The airframe was streamlined, and fitted with retractable tricycle undercarriage landing gear to reduce drag. The wings provide considerable lift at high speed, up to a quarter of total lift. The main rotor was tilted 2.5° to the right from the fuselage to counteract dissymmetry of lift at high speed and provide a more stable firing platform. The landing gear was also tilted to the left so the rotor would still be level when the aircraft was on the ground, making the rest of the airframe tilt to the left. The tail was also asymmetrical to give a side force at speed, thus unloading the tail rotor.
As a combination gunship and troop transport, the Mi-24 has no direct NATO counterpart. While some have compared the UH-1 ("Huey") as NATO's direct counterpart to the Mi-24, this is inaccurate. While UH-1s were used in Vietnam to ferry troops, and were used as gunships, they were not able to do both at the same time. Converting a UH-1 into a gunship meant stripping the entire passenger area to accommodate extra fuel and ammunition, making it useless for troop transport. The Mi-24 was designed to do both, and this was greatly exploited by airborne units of the Soviet Army during the 1980-1989 Soviet invasion of Afghanistan. The closest Western equivalent was the Sikorsky S-67 Blackhawk, which utilized many of the same design principles and was also built as a high-speed, high-agility attack helicopter with limited troop transport capability; it, like the Hind, was also designed using many components from an already existing product, the Sikorsky S-61, itself a close approximation to the Mi-8/Mi-14. The S-67, however, was never adopted for service.
Ogaden War (1977-1978)
The first use of the Mi-24 in combat was with the Ethiopian forces during the Ogaden War against the Somalis. The helicopters formed part of a massive airlift of military equipment from the Soviet Union, after the Soviets switched sides towards the end of 1977. The helicopters were instrumental in the combined air and ground assault that expelled Somali forces from Ethiopia by the beginning of 1978.
The Mi-24A was extensively used by the Vietnam People's Air Force in the Cambodian-Vietnamese War. The gunships destroyed many Khmer Rouge bases and outposts up until 1986, when KR forces were driven to the border of Thailand.
Chadian-Libyan conflict (1978-1987)
The Libyan air force actively used Mi-24As and Mi-25s during their numerous interventions in Chad's civil war.[2] The Hinds were first used in October 1980 in the battle of N'Djamena where they helped the People's Armed Forces seize the capital.
In March 1987 the Armed Forces of the North, which were backed by the USA and France, managed to seize a Libyan airforce base at Ouadi-Doum in Northern Chad. Among the aircraft captured during this raid were three Mi-25s. These were turned over to France, which in turn sent one to the United Kingdom and one to the USA.
Soviet war in Afghanistan (1979-1989)
The aircraft was operated extensively during the Soviet invasion of Afghanistan, mainly for bombing Mujahideen fighters. The US supplied heat-seeking Stinger missiles to the Mujahideen, and the Soviet Mi-8 and Mi-24 helicopters proved to be favorite targets of the rebels.
First deployment
Hinds were supplied to the Afghan government in April 1979 to deal with Mujahideen guerrillas. The Afghan pilots were well-trained and made effective use of their machines, but the Mujahideen were not soft targets. The first Hind to be lost in action was shot down by guerrillas on 30 May 1979.
The situation in Afghanistan grew worse and on 25 December 1979 Soviet troops were committed to the war, an action that would prove a major blunder. The Red Army found itself involved in a guerrilla war in a country where the rugged terrain favored the locals, who were enthusiastic, competent, and thoroughly determined fighters. The Hind seemed like an excellent weapon to help deal with the Mujahideen. Soviet field commanders requested all the Hinds they could get.
Early combat experience
After a brutal learning curve in the face of Afghan rebels, Hind pilots learned to be dangerous and cruel themselves, and the rebels called the Hind "Shaitan-Arba" (Satan's Chariot)". In one case, a Hind pilot who was out of ammunition managed to rescue a company of infantry by maneuvering aggressively towards Mujahideen guerrillas and scaring them off. The Hind was popular with ground troops, since it could stay on the battlefield and provide fire as needed, while "fast mover" strike jets could only stay for a short time before heading back to base to refuel.
The Hind's favored munition was the 80mm (3.15 in) S-8 rocket, the 57mm (2.24 in) S-5 having proven too light to be effective. The 23 mm (0.98 in) gun pod was also popular. Extra rounds of rocket ammunition were often carried internally so that the crew could land and self-reload in the field. The Hind could carry ten 100-kilogram (220-pound) iron bombs for attacks on strongpoints, while harder targets could be dealt with a load of four 250-kilogram (550-pound) or two 500-kilogram (1,100-pound) iron bombs. Some Hind crews became expert "snipers" dropping or tossing bombs precisely on targets. Fuel-air explosive bombs were also used in a few instances, though crews initially underestimated the sheer blast force of such weapons and were caught by shock waves that rattled their teeth.
Combat experience quickly demonstrated the disadvantages of having Hinds carrying troops. Gunship crews found the soldiers a concern and a distraction while being shot at, and preferred to fly lightly loaded anyway, especially given their operations from high ground altitudes in Afghanistan. Hind troop compartment armor was often removed to reduce weight. Troops would be carried in Mi-8 helicopters while the Hinds provided fire support.
It did prove useful to carry a technician in the Hind's crew compartment, handling a light machine gun in a window port. This gave the Hind some ability to "watch its back" while leaving a target area. In some cases a light machine gun was fitted on both sides to allow the technician to move from one side to the other without having to take the machine gun with him. Trying to shift a machine gun from one side of a helicopter to another while it maneuvered under fire was not merely clumsy and inconvenient, it was an invitation to deadly accidents.
This weapon configuration still left the gunship blind to the direct rear, and Mil experimented with fitting a machine gun in the back of the fuselage, accessible to the gunner through a narrow crawlway. The experiment was highly unsuccessful, as the space was cramped, full of engine exhaust fumes and was otherwise unbearable. During a demonstration an overweight Soviet Air Force general got stuck in the crawlway. Operational Hinds were retrofitted with rear-view mirrors to help the pilot spot threats and take evasive action.
The Hinds not only protected helicopter troop assaults and supported ground actions; they also protected convoys, using rockets with flechette warheads to drive off Mujahideen ambushes, performed strikes on predesignated targets, and engaged in "hunter-killer" sweeps. The hunter-killer Hinds operated in pairs at minimum, more often groups of four or eight, to provide mutual fire support. The Mujahideen learned to move mostly at night to avoid the gunships, and in response the Soviets trained their Hind crews in night-fighting, dropping parachute flares to illuminate potential targets for attack. The Mujahideen quickly caught on and scattered as quickly as possible when Soviet target designation flares were lit nearby.
Labels: Aviation
Posted by SaMeE at 8:01 AM 0 comments
Aviation
History
Many cultures have built devices that travel through the air, from the earliest projectiles such as stones and spears, to more sophisticated buoyant or aerodynamic devices such as the mechanical pigeon of Archytas in Ancient Greece[1][2], the boomerang in Australia, the hot air Kongming lantern, and kites. There are early legends of human flight such as the story of Icarus, and later, more credible claims of short-distance human flights including a kite flight by Yuan Huangtou in China, and the parachute flight and controlled glider flight of Abbas Ibn Firnas (Armen Firman).
The modern age of aviation began with the first untethered human lighter-than-air flight on November 21, 1783, in a hot air balloon designed by the Montgolfier brothers.
The practicality of balloons was limited because they could only travel downwind. It was immediately recognized that a steerable, or dirigible, balloon was required. Jean-Pierre Blanchard flew the first human-powered dirigible in 1784 and crossed the English Channel in one in 1785. Subsequent early dirigible developments included machine-powered propulsion (Henri Giffard, 1852), rigid frames (David Schwarz, 1896), and improved speed and maneuverability (Alberto Santos-Dumont, 1901).
While there are many competing claims for the earliest powered, heavier-than-air flight, the most widely-accepted date is December 17, 1903 by the Wright brothers, though their 1903 aircraft was impractical to fly for more than a short distance because of control problems. The widespread adoption of ailerons made aircraft much easier to manage, and only a decade later, at the start of World War I, heavier-than-air powered aircraft had become practical for reconnaissance, artillery spotting, and even attacks against ground positions.
Aircraft began to transport people and cargo as designs grew larger and more reliable. In contrast to small non-rigid blimps, giant rigid airships became the first aircraft to transport passengers and cargo over great distances. The best known aircraft of this type were manufactured by the German Zeppelin company.
The most successful Zeppelin was the Graf Zeppelin. It flew over one million miles, including an around-the-world flight in August 1929. However, the dominance of the Zeppelins over the airplanes of the that period, which had a range of only a few hundred miles, was diminishing as airplane design advanced. The "Golden Age" of the airships ended on June 6, 1937 when the Hindenburg caught fire killing 36 people. Although there have been periodic initiatives to revive their use, airships have seen only niche application since that time.
Great progress was made in the field of aviation during the 1920s and 1930s, such as Charles Lindbergh's transatlantic flight in 1927, and Charles Kingsford Smith's transpacific flight the following year. One of the most successful designs of this period was the Douglas DC-3 which became the first airliner that was profitable carrying passengers exclusively, starting the modern era of passenger airline service. By the beginning of World War II, many towns and cities had built airports, and there were numerous qualified pilots available. The war brought many innovations to aviation, including the first jet aircraft and the first liquid-fueled rockets.
After WWII, especially in North America, there was a boom in general aviation, both private and commercial, as thousands of pilots were released from military service and many inexpensive war-surplus transport and training aircraft became available. Manufacturers such as Cessna, Piper, and Beechcraft expanded production to provide light aircraft for the new middle class market.
By the 1950s, the development of civil jets grew, beginning with the de Havilland Comet, though the first widely-used passenger jet was the Boeing 707, because it was much more economical than other planes at the time. At the same time, turboprop propulsion began to appear for smaller commuter planes, making it possible to serve small-volume routes in a much wider range of weather conditions.
Yuri Gagarin was the first human to travel to space on April 12, 1961, while Neil Armstrong was the first to set foot on the moon on July 21, 1969.
Since the 1960s, composite airframes and quieter, more efficient engines have become available, and the Concorde provided supersonic passenger service for a time, but the most important lasting innovations have taken place in instrumentation and control. The arrival of solid-state electronics, the Global Positioning System, satellite communications, and increasingly small and powerful computers and LED displays, have dramatically changed the cockpits of airliners and, increasingly, of smaller aircraft as well. Pilots can navigate much more accurately and view terrain, obstructions, and other nearby aircraft on a map or through synthetic vision, even at night or in low visibility.
On June 21, 2004, SpaceShipOne became the first privately funded aircraft to make a spaceflight, opening the possibility of an aviation market outside the earth's atmosphere. Meanwhile, flying prototypes of aircraft powered by alternative fuels, such as ethanol, electricity, and even solar energy, are becoming more common and may soon enter the mainstream, at least for light aircraft.
Labels: Aviation
Posted by SaMeE at 7:57 AM 0 comments
Types of insurance
Any risk that can be quantified can potentially be insured. Specific kinds of risk that may give rise to claims are known as "perils". An insurance policy will set out in detail which perils are covered by the policy and which are not. Below are (non-exhaustive) lists of the many different types of insurance that exist. A single policy may cover risks in one or more of the categories set out below. For example, auto insurance would typically cover both property risk (covering the risk of theft or damage to the car) and liability risk (covering legal claims from causing an accident). A homeowner's insurance policy in the U.S. typically includes property insurance covering damage to the home and the owner's belongings, liability insurance covering certain legal claims against the owner, and even a small amount of coverage for medical expenses of guests who are injured on the owner's property.
Labels: Insurance
Posted by SaMeE at 12:20 AM 0 comments
History of insurance
In some sense we can say that insurance appears simultaneously with the appearance of human society. We know of two types of economies in human societies: money economies (with markets, money, financial instruments and so on) and non-money or natural economies (without money, markets, financial instruments and so on). The second type is a more ancient form than the first. In such an economy and community, we can see insurance in the form of people helping each other. For example, if a house burns down, the members of the community help build a new one. Should the same thing happen to one's neighbour, the other neighbours must help. Otherwise, neighbours will not receive help in the future. This type of insurance has survived to the present day in some countries where modern money economy with its financial instruments is not widespread (for example countries in the territory of the former Soviet Union).
Turning to insurance in the modern sense (i.e., insurance in a modern money economy, in which insurance is part of the financial sphere), early methods of transferring or distributing risk were practised by Chinese and Babylonian traders as long ago as the 3rd and 2nd millennia BC, respectively. Chinese merchants travelling treacherous river rapids would redistribute their wares across many vessels to limit the loss due to any single vessel's capsizing. The Babylonians developed a system which was recorded in the famous Code of Hammurabi, c. 1750 BC, and practised by early Mediterranean sailing merchants. If a merchant received a loan to fund his shipment, he would pay the lender an additional sum in exchange for the lender's guarantee to cancel the loan should the shipment be stolen.
Achaemenian monarchs of Iran were the first to insure their people and made it official by registering the insuring process in governmental notary offices. The insurance tradition was performed each year in Norouz (beginning of the Iranian New Year); the heads of different ethnic groups as well as others willing to take part, presented gifts to the monarch. The most important gift was presented during a special ceremony. When a gift was worth more than 10,000 Derrik (Achaemenian gold coin) the issue was registered in a special office. This was advantageous to those who presented such special gifts. For others, the presents were fairly assessed by the confidants of the court. Then the assessment was registered in special offices.
The purpose of registering was that whenever the person who presented the gift registered by the court was in trouble, the monarch and the court would help him. Jahez, a historian and writer, writes in one of his books on ancient Iran: "[W]henever the owner of the present is in trouble or wants to construct a building, set up a feast, have his children married, etc. the one in charge of this in the court would check the registration. If the registered amount exceeded 10,000 Derrik, he or she would receive an amount of twice as much."
A thousand years later, the inhabitants of Rhodes invented the concept of the 'general average'. Merchants whose goods were being shipped together would pay a proportionally divided premium which would be used to reimburse any merchant whose goods were jettisoned during storm or sinkage.
The Greeks and Romans introduced the origins of health and life insurance c. 600 AD when they organized guilds called "benevolent societies" which cared for the families and paid funeral expenses of members upon death. Guilds in the Middle Ages served a similar purpose. The Talmud deals with several aspects of insuring goods. Before insurance was established in the late 17th century, "friendly societies" existed in England, in which people donated amounts of money to a general sum that could be used for emergencies.
Separate insurance contracts (i.e., insurance policies not bundled with loans or other kinds of contracts) were invented in Genoa in the 14th century, as were insurance pools backed by pledges of landed estates. These new insurance contracts allowed insurance to be separated from investment, a separation of roles that first proved useful in marine insurance. Insurance became far more sophisticated in post-Renaissance Europe, and specialized varieties developed.
Toward the end of the seventeenth century, London's growing importance as a centre for trade increased demand for marine insurance. In the late 1680s, Edward Lloyd opened a coffee house that became a popular haunt of ship owners, merchants, and ships’ captains, and thereby a reliable source of the latest shipping news. It became the meeting place for parties wishing to insure cargoes and ships, and those willing to underwrite such ventures. Today, Lloyd's of London remains the leading market (note that it is not an insurance company) for marine and other specialist types of insurance, but it works rather differently than the more familiar kinds of insurance.
Insurance as we know it today can be traced to the Great Fire of London, which in 1666 devoured 13,200 houses. In the aftermath of this disaster, Nicholas Barbon opened an office to insure buildings. In 1680, he established England's first fire insurance company, "The Fire Office," to insure brick and frame homes.
The first insurance company in the United States underwrote fire insurance and was formed in Charles Town (modern-day Charleston), South Carolina, in 1732. Benjamin Franklin helped to popularize and make standard the practice of insurance, particularly against fire in the form of perpetual insurance. In 1752, he founded the Philadelphia Contributionship for the Insurance of Houses from Loss by Fire. Franklin's company was the first to make contributions toward fire prevention. Not only did his company warn against certain fire hazards, it refused to insure certain buildings where the risk of fire was too great, such as all wooden houses. In the United States, regulation of the insurance industry is highly Balkanized, with primary responsibility assumed by individual state insurance departments. Whereas insurance markets have become centralized nationally and internationally, state insurance commissioners operate individually, though at times in concert through a national insurance commissioners' organization. In recent years, some have called for a dual state and federal regulatory system (commonly referred to as the Optional Federal Charter (OFC)) for insurance similar to that which oversees state banks and national banks.
Posted by SaMeE at 12:17 AM 0 comments
Insurers' business model
Profit = earned premium + investment income - incurred loss - underwriting expenses.
Insurers make money in two ways: (1) through underwriting, the process by which insurers select the risks to insure and decide how much in premiums to charge for accepting those risks and (2) by investing the premiums they collect from insured parties.
The most complicated aspect of the insurance business is the underwriting of policies. Using a wide assortment of data, insurers predict the likelihood that a claim will be made against their policies and price products accordingly. To this end, insurers use actuarial science to quantify the risks they are willing to assume and the premium they will charge to assume them. Data is analyzed to fairly accurately project the rate of future claims based on a given risk. Actuarial science uses statistics and probability to analyze the risks associated with the range of perils covered, and these scientific principles are used to determine an insurer's overall exposure. Upon termination of a given policy, the amount of premium collected and the investment gains thereon minus the amount paid out in claims is the insurer's underwriting profit on that policy. Of course, from the insurer's perspective, some policies are winners (i.e., the insurer pays out less in claims and expenses than it receives in premiums and investment income) and some are losers (i.e., the insurer pays out more in claims and expenses than it receives in premiums and investment income).
An insurer's underwriting performance is measured in its combined ratio. The loss ratio (incurred losses and loss-adjustment expenses divided by net earned premium) is added to the expense ratio (underwriting expenses divided by net premium written) to determine the company's combined ratio. The combined ratio is a reflection of the company's overall underwriting profitability. A combined ratio of less than 100 percent indicates underwriting profitability, while anything over 100 indicates an underwriting loss.
Insurance companies also earn investment profits on “float”. “Float” or available reserve is the amount of money, at hand at any given moment, that an insurer has collected in insurance premiums but has not been paid out in claims. Insurers start investing insurance premiums as soon as they are collected and continue to earn interest on them until claims are paid out.
In the United States, the underwriting loss of property and casualty insurance companies was $142.3 billion in the five years ending 2003. But overall profit for the same period was $68.4 billion, as the result of float. Some insurance industry insiders, most notably Hank Greenberg, do not believe that it is forever possible to sustain a profit from float without an underwriting profit as well, but this opinion is not universally held. Naturally, the “float” method is difficult to carry out in an economically depressed period. Bear markets do cause insurers to shift away from investments and to toughen up their underwriting standards. So a poor economy generally means high insurance premiums. This tendency to swing between profitable and unprofitable periods over time is commonly known as the "underwriting" or insurance cycle. [6]
Property and casualty insurers currently make the most money from their auto insurance line of business. Generally better statistics are available on auto losses and underwriting on this line of business has benefited greatly from advances in computing. Additionally, property losses in the US, due to natural catastrophes, have exacerbated this trend.
Finally, claims and loss handling is the materialized utility of insurance. In managing the claims-handling function, insurers seek to balance the elements of customer satisfaction, administrative handling expenses, and claims overpayment leakages. As part of this balancing act, fraudulent insurance practices are a major business risk that must be managed and overcome.
Labels: Insurance
Posted by SaMeE at 12:16 AM 0 comments
Indemnification
The technical definition of "indemnity" means to make whole again. There are two types of insurance contracts; 1) an "indemnity" policy and 2) a "pay on behalf" or "on behalf of" policy. The difference is significant on paper, but rarely material in practice.
An "indemnity" policy will never pay claims until the insured has paid out of pocket to some third party; for example, a visitor to your home slips on a floor that you left wet and sues you for $10,000 and wins. Under an "indemnity" policy the homeowner would have to come up with the $10,000 to pay for the visitor's fall and then would be "indemnified" by the insurance carrier for the out of pocket costs (the $10,000).
Under the same situation, a "pay on behalf" policy, the insurance carrier would pay the claim and the insured (the homeowner) would not be out of pocket for anything. Most modern liability insurance is written on the basis of "pay on behalf" language.
An entity seeking to transfer risk (an individual, corporation, or association of any type, etc.) becomes the 'insured' party once risk is assumed by an 'insurer', the insuring party, by means of a contract, called an insurance 'policy'. Generally, an insurance contract includes, at a minimum, the following elements: the parties (the insurer, the insured, the beneficiaries), the premium, the period of coverage, the particular loss event covered, the amount of coverage (i.e., the amount to be paid to the insured or beneficiary in the event of a loss), and exclusions (events not covered). An insured is thus said to be "indemnified" against the loss events covered in the policy.
When insured parties experience a loss for a specified peril, the coverage entitles the policyholder to make a 'claim' against the insurer for the covered amount of loss as specified by the policy. The fee paid by the insured to the insurer for assuming the risk is called the 'premium'. Insurance premiums from many insureds are used to fund accounts reserved for later payment of claims—in theory for a relatively few claimants—and for overhead costs. So long as an insurer maintains adequate funds set aside for anticipated losses (i.e., reserves), the remaining margin is an insurer's profit.
Labels: Insurance
Posted by SaMeE at 12:15 AM 0 comments
Insurance
Principles of insurance
- A large number of homogeneous exposure units. The vast majority of insurance policies are provided for individual members of very large classes. Automobile insurance, for example, covered about 175 million automobiles in the United States in 2004. The existence of a large number of homogeneous exposure units allows insurers to benefit from the so-called “law of large numbers,” which in effect states that as the number of exposure units increases, the actual results are increasingly likely to become close to expected results. There are exceptions to this criterion. Lloyd's of London is famous for insuring the life or health of actors, actresses and sports figures. Satellite Launch insurance covers events that are infrequent. Large commercial property policies may insure exceptional properties for which there are no ‘homogeneous’ exposure units. Despite failing on this criterion, many exposures like these are generally considered to be insurable.
- Definite Loss. The event that gives rise to the loss that is subject to insurance should, at least in principle, take place at a known time, in a known place, and from a known cause. The classic example is death of an insured person on a life insurance policy. Fire, automobile accidents, and worker injuries may all easily meet this criterion. Other types of losses may only be definite in theory. Occupational disease, for instance, may involve prolonged exposure to injurious conditions where no specific time, place or cause is identifiable. Ideally, the time, place and cause of a loss should be clear enough that a reasonable person, with sufficient information, could objectively verify all three elements.
- Accidental Loss. The event that constitutes the trigger of a claim should be fortuitous, or at least outside the control of the beneficiary of the insurance. The loss should be ‘pure,’ in the sense that it results from an event for which there is only the opportunity for cost. Events that contain speculative elements, such as ordinary business risks, are generally not considered insurable.
- Large Loss. The size of the loss must be meaningful from the perspective of the insured. Insurance premiums need to cover both the expected cost of losses, plus the cost of issuing and administering the policy, adjusting losses, and supplying the capital needed to reasonably assure that the insurer will be able to pay claims. For small losses these latter costs may be several times the size of the expected cost of losses. There is little point in paying such costs unless the protection offered has real value to a buyer.
- Affordable Premium. If the likelihood of an insured event is so high, or the cost of the event so large, that the resulting premium is large relative to the amount of protection offered, it is not likely that anyone will buy insurance, even if on offer. Further, as the accounting profession formally recognizes in financial accounting standards, the premium cannot be so large that there is not a reasonable chance of a significant loss to the insurer. If there is no such chance of loss, the transaction may have the form of insurance, but not the substance. (See the U.S. Financial Accounting Standards Board standard number 113)
- Calculable Loss. There are two elements that must be at least estimable, if not formally calculable: the probability of loss, and the attendant cost. Probability of loss is generally an empirical exercise, while cost has more to do with the ability of a reasonable person in possession of a copy of the insurance policy and a proof of loss associated with a claim presented under that policy to make a reasonably definite and objective evaluation of the amount of the loss recoverable as a result of the claim.
- Limited risk of catastrophically large losses. The essential risk is often aggregation. If the same event can cause losses to numerous policyholders of the same insurer, the ability of that insurer to issue policies becomes constrained, not by factors surrounding the individual characteristics of a given policyholder, but by the factors surrounding the sum of all policyholders so exposed. Typically, insurers prefer to limit their exposure to a loss from a single event to some small portion of their capital base, on the order of 5 percent. Where the loss can be aggregated, or an individual policy could produce exceptionally large claims, the capital constraint will restrict an insurer's appetite for additional policyholders. The classic example is earthquake insurance, where the ability of an underwriter to issue a new policy depends on the number and size of the policies that it has already underwritten. Wind insurance in hurricane zones, particularly along coast lines, is another example of this phenomenon. In extreme cases, the aggregation can affect the entire industry, since the combined capital of insurers and reinsurers can be small compared to the needs of potential policyholders in areas exposed to aggregation risk. In commercial fire insurance it is possible to find single properties whose total exposed value is well in excess of any individual insurer’s capital constraint. Such properties are generally shared among several insurers, or are insured by a single insurer who syndicates the risk into the reinsurance market.
Labels: Insurance
Posted by SaMeE at 12:12 AM 0 comments
Wednesday, October 8, 2008
Horton.Hears A.Who 2008 BRRip XviD.AC3 PRoDJi


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| http://www.imdb.com/title/tt0451079 |
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Labels: Movies
Posted by SaMeE at 10:36 AM 0 comments
The X Files I Want to Believe Dvd Quality R5 (2K8)


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| http://www.imdb.com/title/tt0443701/ |





Sample
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| http://rapidshare.com/files/141753954/alli-xfiler5-xvid-sample.avi |

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| http://rapidshare.com/files/141622228/The_X_Files_I_Want_to_Believe_R5_2008.part1.rar http://rapidshare.com/files/141634388/The_X_Files_I_Want_to_Believe_R5_2008.part2.rar http://rapidshare.com/files/141646509/The_X_Files_I_Want_to_Believe_R5_2008.part3.rar http://rapidshare.com/files/141656750/The_X_Files_I_Want_to_Believe_R5_2008.part4.rar http://rapidshare.com/files/141687703/The_X_Files_I_Want_to_Believe_R5_2008.part5.rar http://rapidshare.com/files/141694347/The_X_Files_I_Want_to_Believe_R5_2008.part6.rar http://rapidshare.com/files/141700955/The_X_Files_I_Want_to_Believe_R5_2008.part7.rar http://rapidshare.com/files/141702444/The_X_Files_I_Want_to_Believe_R5_2008.part8.rar |
Labels: Movies
Posted by SaMeE at 10:13 AM 0 comments
Death Race - R5 LiNe - 2008
[URL=http://us.imdb.com/title/tt0452608/]
IMDB PUANI : 6.7/10
2008, ABD
Aksiyon / Gerilim / Macera
Paul W.S. Anderson
Paul W.S. Anderson, J.F. Lawton
Tom Cruise, Paul W.S. Anderson, Jeremy Bolt, Paula Wagner, Roger Corman
GΓΆrΓΌntΓΌ YΓΆnetmeni :Scott Kevan
Death Race 3000 (ABD)
Jason Statham[/COLOR],TyreseGibson, Ian McShane, Joan Allen, Robin Shou, Max Ryan, JasonClarke,Natalie Martinez, Robert La Sardo, Janoya Stephens, Ruth Chiang















| Code: |
http://rapidshare.com/files/152053090/DR.R5_By_Radar.part01.rar http://rapidshare.com/files/152053500/DR.R5_By_Radar.part02.rar http://rapidshare.com/files/152053821/DR.R5_By_Radar.part03.rar http://rapidshare.com/files/152054284/DR.R5_By_Radar.part04.rar http://rapidshare.com/files/152054772/DR.R5_By_Radar.part05.rar http://rapidshare.com/files/152055257/DR.R5_By_Radar.part06.rar http://rapidshare.com/files/152055793/DR.R5_By_Radar.part07.rar http://rapidshare.com/files/152056131/DR.R5_By_Radar.part08.rar http://rapidshare.com/files/152056548/DR.R5_By_Radar.part09.rar http://rapidshare.com/files/152056944/DR.R5_By_Radar.part10.rar http://rapidshare.com/files/152095415/DR.R5_By_Radar.part11.rar http://rapidshare.com/files/152095835/DR.R5_By_Radar.part12.rar http://rapidshare.com/files/152096199/DR.R5_By_Radar.part13.rar http://rapidshare.com/files/152095004/DR.R5_By_Radar.part14.rar http://rapidshare.com/files/152052640/DR.R5_By_Radar.part15.rar |
Labels: Movies
Posted by SaMeE at 10:07 AM 0 comments
Science, engineering and technology
The distinction between science, engineering and technology is not always clear. Science is the reasoned investigation or study of phenomena, aimed at discovering enduring principles among elements of the phenomenal world by employing formal techniques such as the scientific method.[8] Technologies are not usually exclusively products of science, because they have to satisfy requirements such as utility, usability and safety.
Engineering is the goal-oriented process of designing and making tools and systems to exploit natural phenomena for practical human means, often (but not always) using results and techniques from science. The development of technology may draw upon many fields of knowledge, including scientific, engineering, mathematical, linguistic, and historical knowledge, to achieve some practical result.
Technology is often a consequence of science and engineering — although technology as a human activity precedes the two fields. For example, science might study the flow of electrons in electrical conductors, by using already-existing tools and knowledge. This new-found knowledge may then be used by engineers to create new tools and machines, such as semiconductors, computers, and other forms of advanced technology. In this sense, scientists and engineers may both be considered technologists; the three fields are often considered as one for the purposes of research and reference.
Posted by SaMeE at 10:02 AM 0 comments
Technology
Technology is a broad concept that deals with a species' usage and knowledge of tools and crafts, and how it affects a species' ability to control and adapt to its environment. Technology is a term with origins in the Greek "technologia", "ΟΞ΅Ονολογία" — "techne", "ΟΞΟΞ½Ξ·" ("craft") and "logia", "λογία" ("saying").[1] However, a strict definition is elusive; "technology" can refer to material objects of use to humanity, such as machines, hardware or utensils, but can also encompass broader themes, including systems, methods of organization, and techniques. The term can either be applied generally or to specific areas: examples include "construction technology", "medical technology", or "state-of-the-art technology".
The human race's use of technology began with the conversion of natural resources into simple tools. The prehistorical discovery of the ability to control fire increased the available sources of food and the invention of the wheel helped humans in travelling in and controlling their environment. Recent technological developments, including the printing press, the telephone, and the Internet, have lessened physical barriers to communication and allowed humans to interact on a global scale. However, not all technology has been used for peaceful purposes; the development of weapons of ever-increasing destructive power has progressed throughout history, from clubs to nuclear weapons.
Technology has affected society and its surroundings in a number of ways. In many societies, technology has helped develop more advanced economies (including today's global economy) and has allowed the rise of a leisure class. Many technological processes produce unwanted by-products, known as pollution, and deplete natural resources, to the detriment of the Earth and its environment. Various implementations of technology influence the values of a society and new technology often raises new ethical questions. Examples include the rise of the notion of efficiency in terms of human productivity, a term originally applied only to machines, and the challenge of traditional norms.
Philosophical debates have arisen over the present and future use of technology in society, with disagreements over whether technology improves the human condition or worsens it. Neo-Luddism, anarcho-primitivism, and similar movements criticise the pervasiveness of technology in the modern world, claiming that it harms the environment and alienates people; proponents of ideologies such as transhumanism and techno-progressivism view continued technological progress as beneficial to society and the human condition. Indeed, until recently, it was believed that the development of technology was restricted only to human beings, but recent scientific studies indicate that other primates and certain dolphin communities have developed simple tools and learned to pass their knowledge to other generations.
Labels: Technology
Posted by SaMeE at 10:00 AM 0 comments
Microcontroller
A microcontroller (also MCU or Β΅C) is a functional computer system-on-a-chip. It contains a processor core, memory, and programmable input/output peripherals.
Microcontrollers include an integrated CPU, memory (a small amount of RAM, program memory, or both) and peripherals capable of input and output.[1]
It emphasizes high integration, in contrast to a microprocessor which only contains a CPU (the kind used in a PC). In addition to the usual arithmetic and logic elements of a general purpose microprocessor, the microcontroller integrates additional elements such as read-write memory for data storage, read-only memory for program storage, Flash memory for permanent data storage, peripherals, and input/output interfaces. At clock speeds of as little as 32KHz, microcontrollers often operate at very low speed compared to microprocessors, but this is adequate for typical applications. They consume relatively little power (milliwatts or even microwatts), and will generally have the ability to retain functionality while waiting for an event such as a button press or interrupt. Power consumption while sleeping (CPU clock and peripherals disabled) may be just nanowatts, making them ideal for low power and long lasting battery applications.
Microcontrollers are used in automatically controlled products and devices, such as automobile engine control systems, remote controls, office machines, appliances, power tools, and toys. By reducing the size, cost, and power consumption compared to a design using a separate microprocessor, memory, and input/output devices, microcontrollers make it economical to electronically control many more processes.
Embedded design
Interrupts
It is mandatory that microcontrollers provide real time response to events in the embedded system they are controlling. When certain events occur, an interrupt system can signal the processor to suspend processing the current instruction sequence and to begin an interrupt service routine (ISR). The ISR will perform any processing required based on the source of the interrupt before returning to the original instruction sequence. Possible interrupt sources are device dependent, and often include events such as an internal timer overflow, an analog to digital conversion, a logic level change on an input such as from a button being pressed, and data received on a communication link. Where power consumption is important as in battery operated devices, interrupts may also wake a microcontroller from a low power sleep state where the processor is halted until required to do something by a peripheral event.
Programs
Microcontroller programs must fit in the available on-chip program memory, since it would be costly to provide a system with external, expandable, memory. Compilers and assembly language are used to turn high-level language programs into a compact machine code for storage in the microcontroller's memory. Depending on the device, the program memory may be permanent, read-only memory that can only be programmed at the factory, or program memory may be field-alterable flash or erasable read-only memory.
Other microcontroller features
Since embedded processors are usually used to control devices, they sometimes need to accept input from the device they are controlling. This is the purpose of the analog to digital converter. Since processors are built to interpret and process digital data, i.e. 1s and 0s, they won't be able to do anything with the analog signals that may be being sent to it by a device. So the analog to digital converter is used to convert the incoming data into a form that the processor can recognize. There is also a digital to analog converter that allows the processor to send data to the device it is controlling.
In addition to the converters, many embedded microprocessors include a variety of timers as well. One of the most common types of timers is the Programmable Interval Timer, or PIT for short. A PIT just counts down from some value to zero. Once it reaches zero, it sends an interrupt to the processor indicating that it has finished counting. This is useful for devices such as thermostats, which periodically test the temperature around them to see if they need to turn the air conditioner on, the heater on, etc.
Time Processing Unit or TPU for short. Is essentially just another timer, but more sophisticated. In addition to counting down, the TPU can detect input events, generate output events, and other useful operations.
Dedicated Pulse Width Modulation (PWM) block makes it possible for the CPU to control power converters, resistive loads, motors etc.. without using lot's of CPU resources in tight timer loops.
Universal Asynchronous Receiver/Transmitter (UART) block makes it possible to receive and transmit data over a serial line with very little load on the CPU.
For those wanting ethernet one can use an external chip like Crystal Semiconductor CS8900A, Realtek RTL8019, or Microchip ENC 28J60 (buggy). All of them allows easy interfacing with low pin count.
Higher integration
In contrast to general-purpose CPUs, microcontrollers may not implement an external address or data bus as they integrate RAM and non-volatile memory on the same chip as the CPU. Using fewer pins, the chip can be placed in a much smaller, cheaper package.
Integrating the memory and other peripherals on a single chip and testing them as a unit increases the cost of that chip, but often results in decreased net cost of the embedded system as a whole. Even if the cost of a CPU that has integrated peripherals is slightly more than the cost of a CPU + external peripherals, having fewer chips typically allows a smaller and cheaper circuit board, and reduces the labor required to assemble and test the circuit board.
A microcontroller is a single integrated circuit, commonly with the following features:
- central processing unit - ranging from small and simple 4-bit processors to complex 32- or 64-bit processors
- discrete input and output bits, allowing control or detection of the logic state of an individual package pin
- serial input/output such as serial ports (UARTs)
- other serial communications interfaces like I²C, Serial Peripheral Interface and Controller Area Network for system interconnect
- peripherals such as timers, event counters, PWM generators, and watchdog
- volatile memory (RAM) for data storage
- ROM, EPROM, EEPROM or Flash memory for program and operating parameter storage
- clock generator - often an oscillator for a quartz timing crystal, resonator or RC circuit
- many include analog-to-digital converters
- in-circuit programming and debugging support
This integration drastically reduces the number of chips and the amount of wiring and circuit board space that would be needed to produce equivalent systems using separate chips. Furthermore, and on low pin count devices in particular, each pin may interface to several internal peripherals, with the pin function selected by software. This allows a part to be used in a wider variety of applications than if pins had dedicated functions. Microcontrollers have proved to be highly popular in embedded systems since their introduction in the 1970s.
Some microcontrollers use a Harvard architecture: separate memory buses for instructions and data, allowing accesses to take place concurrently. Where a Harvard architecture is used, instruction words for the processor may be a different bit size than the length of internal memory and registers; for example: 12-bit instructions used with 8-bit data registers.
The decision of which peripheral to integrate is often difficult. The microcontroller vendors often trade operating frequencies and system design flexibility against time-to-market requirements from their customers and overall lower system cost. Manufacturers have to balance the need to minimize the chip size against additional functionality.
Microcontroller architectures vary widely. Some designs include general-purpose microprocessor cores, with one or more ROM, RAM, or I/O functions integrated onto the package. Other designs are purpose built for control applications. A microcontroller instruction set usually has many instructions intended for bit-wise operations to make control programs more compact. For example, a general purpose processor might require several instructions to test a bit in a register and branch if the bit is set, where a microcontroller could have a single instruction that would provide that commonly-required function.
Microcontrollers typically do not have a math coprocessor, so floating point multiplication and division are carried out using a standard library, or the faster and more compact Horner method.
Volumes
About 55% of all CPUs sold in the world are 8-bit microcontrollers. According to Semico, Over 4 billion 8-bit microcontrollers were sold in 2006.[2]
A typical home in a developed country is likely to have only four general-purpose microprocessors but around three dozen microcontrollers. A typical mid range automobile has as many as 30 or more microcontrollers. They can also be found in any electrical device: washing machines, microwave ovens, telephones etc.
Manufacturers have often produced special versions of their microcontrollers in order to help the hardware and software development of the target system. Originally these included EPROM versions that have a "window" on the top of the device through which program memory can be erased by ultra violet light, ready for reprogramming after a programming ("burn") and test cycle. Since 1998, EPROM versions are rare and have been replaced by EEPROM and flash, which are easier to use (can be erased electronically) and cheaper to manufacture.
Other versions may be available where the ROM is accessed as an external device rather than as internal memory, however these are becoming increasingly rare due to the widespread availability of cheap microcontroller programmers.
The use of field-programmable devices on a microcontroller may allow field update of the firmware or permit late factory revisions to products that have been assembled but not yet shipped. Programmable memory also reduces the lead time required for deployment of a new product.
Where many (hundreds of thousands of) identical devices are required, using parts programmed at the time of manufacture can be an economical option. These 'Mask Programmed' parts have the program laid down in the same way as the logic of the chip, at the same time.
Labels: Computer
Posted by SaMeE at 9:52 AM 0 comments
Foreign Exchange
| Failure | In Elliott wave theory, a five-wave pattern of movement in which the fifth impulse wave fails to move above the end of the third, or in which the fifth wave does not contain the five subwaves. |
| False Breakout | Short-term movement of a rate through some conditional border (the previous top or a bottom, a level of consolidation), and then return and movement to the opposite party. |
| Fast Fourier Transform | A method by which to decompose data into a sum of sinusoids of varying cycle length, with each cycle being a fraction of a common fundamental cycle length. |
| Fast Market | A declaration that market conditions in the futures pit are so disorderly temporarily to the extent that floor brokers are not held responsible for the execution of orders. |
| Federal Reserve Bank | The governing central bank of the US. |
| Fibonacci Ratio | The ratio between any two successive numbers in the Fibonacci sequence, known as phi (ΓΈ). The ratio of any number to the next higher number is approximately 0.618 (known as the Golden Mean or Golden Ratio), and to the lower number approximately 1.618 (the inverse of the Golden Mean), after the first four numbers of the series. The three important ratios the series provides are 0.618, 1.0 and 1.618. |
| Fibonacci Sequence | The sequence of numbers (0, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233...), discovered by the Italian mathematician Leonardo de Pisa in the 13th century and the mathematical basis of the Elliott wave theory, where the first two terms of the sequence are 0 and 1 and each successive number in the sequence is the sum of the previous two numbers. Technically, it is a sequence and not a series. |
| Figure | 100 pips. |
| Fill Order | An order that must be filled immediately (or canceled). |
| c | Contracts that state agreement about the exchange of money in the future. |
| Financial Instrument | This term generally refers to any futures or option contract that is not based on an agricultural commodity or a natural resource. It includes currencies, securities, mortgages, commercial paper and stock indexes of various kinds. |
| Fine print | A reference to imaginary small type in a policy contract supposedly containing exclusions, reductions, exemptions, and limitations of coverage. Most state laws include specifications for the minimum type size that can be used in a policy, and they also provide that exclusions cannot be printed in type smaller than that used to print the benefits. |
| Fiscal Policy | Government spending and taxing for the specific purpose of stabilizing the economy. |
| Flat/Square Position | To either have no positions or positions that cancel each other out. |
| Flag | A pattern formed during a short consolidation in price movement that is contained by two parallel lines and thus looks similar to a flag on a flagpole. Additionally, the price movements before and after the flag are generally equal in length. |
| Floor Broker | A member of the stock exchange who executes orders on the floor of the exchange to buy or sell any listed securities. |
| Floor Traders | Employees of brokerage firms working on exchange trading floors. |
| Forecast | A future trend evaluation based on the exploration and analysis of the available information. |
| Foreign exchange | The purchase or sale of a currency against sale or purchase of another. |
| Forex | Foreign Exchange. |
| Forward | A deal that will commence at an agreed date in the future. Delivery of the asset is complete on the contract expiration date. |
| Forward Interest Rate | Interest rate fixed today on a loan to be made at some future date. |
| Fractal Dimension | From fractal geometry, used to describe the irregular nature of lines, curves, planes or volumes. |
| Fractals | Depiction of mathematical models that may be applied to identify data patterns. |
| Free-riding | The rapid buying and selling of a security without any intention of paying for the transaction. This practice is illegal. |
| Fundamental Analysis | The analytical method by which only the sales, earnings and the value of a given tradable's assets may be considered. |
| Future Volatility | A prediction of what volatility may be like in the future. |
| Futures | An agreement between a buyer and a seller to receive and deliver on a future date a specified amount of a product at an agreed price. |
| Futures Contract | A standardized forward contract that is traded on an exchange. |
| Futures Option | An option that gives its holder the right to buy or sell a futures contract at a certain price. |
| Futures Price | The price at which the parties to a futures contract agree to transact upon the settlement date. |
| Fuzzy Systems | A problem-solving method that can be applied to neural networks, expert systems and other comput ing methods. Fuzzy systems process inexact information inexactly and describe ambiguity rather than the uncer tainty of an occurrence and are useful in performing control and decision-making tasks. |
Labels: Forex
Posted by SaMeE at 9:21 AM 0 comments
Forex Glossary
Here are some of the most common terms used in FOREX TRADING:
Ask Price Sometimes called the Offer Price; this is the market price for traders to buy currencies. Ask Prices are shown on the right side of a quote – e.g. EUR/USD 1.1965 / 68 – means that one euro can be bought for 1.1968 USD dollars.
Bar Chart – A type of chart used in Forex Trading Technical Analysis. Each time division on the Forex chart is displayed as a vertical bar which show the following information – the top of the bar is the high price, the bottom of the bar is the low price, the horizontal line on the left of the bar shows the opening price and the horizontal line on the right of bar shows the closing price.
Base Currency –is the first currency in a currency pair. A quote shows how much the base currency is worth in the quote (second) currency. For example, in the quote - USD/JPY 112.13 – US dollars are the base currency, with 1 US dollar being worth 112.13 Japanese yen.
Bid Price – is the price a Forex trader can sell currencies. The Forex Trading Bid Price is shown on the left side of a quote - e.g. EUR/USD 1.1965 / 68 – means that one euro can be sold for 1.1965 UD dollars.
Bid/Ask Spread – is the difference between the Forex Trading bid price and the Forex Trading ask price in any currency quotation. The spread represents the Forex Trading broker's fee, and varies from Forex Trading broker to broker.
Broker – the intermediary between buyer and seller. Most FOREX TRADING brokers are associated with large financial institutions and earn money by setting a spread between bid and ask prices.
Candlestick Chart - A type of chart used in Forex Trading Technical Analysis. Each time division on the Forex Tradingchart is displayed as a candlestick – a red or green vertical bar with extensions above and below the candlestick body. The top of the extension shows the highest price for the chart division and the bottom of the extension shows the lowest price. Red candlesticks indicate a lower closing price than opening price, and green candlesticks indicate the price is rising.
Cross Currency – A currency pair that does not include US dollars – e.g. EUR/GBP.
Currency Pair – Two currencies involved in a FOREX transaction – e.g. EUR/USD.
Economic Indicator – A statistical report issued by governments or academic institutions indicating economic conditions within a country.
First In First Out (FIFO) – refers to the order open orders are liquidated. The first orders to be liquidated are the first that were opened.
Foreign Exchange (FOREX, FX,) – Simultaneously buying one currency and selling another.
Fundamental Analysis – Analysis of political and economic conditions that can affect currency prices.
Leverage or Margin – The ratio of the value of a transaction to the required deposit. A common margin for FOREX trading is 100:1 – you can trade currency worth 100 times the amount of your deposit.
Limit Order – An order to buy or sell when the price reaches a specified level.
Major Currency – The euro, German mark, Swiss franc, British pound, and the Japanese yen are the major currencies.
Minor Currency – The Canadian dollar, the Australian dollar, and the
One Cancels the Other (OCO) – Two orders placed simultaneously with instructions to cancel the second order on execution of the first.
Open Position – An active trade that has not been closed.
Pips or Points – The smallest unit a currency can be traded in.
Quote Currency – The second currency in a currency pair. In the currency pair USD/EUR the euro is the quote currency.
Rollover – Extending the settlement time of spot deals to the current delivery date. The cost of rollover is calculated using swap points based on interest rate differentials.
Technical Analysis – Analysis of historical market data to predict future movements in the market.
Tick – The minimum change in price.
Transaction Cost – The cost of a FOREX transaction – typically the spread between bid and ask prices.
Volatility – A statistical measure indicating the tendency of sharp price movements within a period of time.
Labels: Forex
Posted by SaMeE at 9:17 AM 0 comments
Hacks to Beat Rapidshare Download Limits and Waiting Time
Here are some hints to help you more efficently use rapidshare. Skipping waiting time and bypassing download limits are rapidshare hacks that everybody should know.
Rapidshare has been an excellent tool for sharing large files. Recently users have discovered ways of bypassing the download limits and skipping the waiting time. Here are a description of these methods.
Update: Two new methods of bypassing download limits have been posted. These are more advanced and may require additional software or hardware, but you should check them out when you are done with these easier methods:
Rapidshare traces the users IP address to limit each user to a certain amount of downloading per day. To get around this, you need to show the rapidshare server a different IP address.
Here are some methods for doing this:
1. Short-Out the JavaScript:
- 1. Goto the page you want to download
2. Select FREE button
3. In the address bar put the following: javascript:alert(c=0)
4. Click OK
5. Click OK to the pop-up box
6. Enter the captcha
7. Download Your File
2. Request a new IP address from your ISP server.
- Here’s how to do it in windows:
1. Click Start
2. Click run
3. In the run box type cmd.exe and click OK
4. When the command prompt opens type the following. ENTER after each new line.
ipconfig /flushdns
ipconfig /release
ipconfig /renew
exit5. Erase your cookies in whatever browser you are using.
6. Try the rapidshare download again.
Frequently you will be assigned a new IP address when this happens. Sometime you will, sometimes you will not. If you are on a fixed IP address, this method will not work. To be honest, I do not know how to do this in linux/unix/etc. If this works for you, you may want to save the above commands into a batch file, and just run it when you need it.
3. Use a proxy with SwitchProxy and Firefox:
- 1. Download and install Firefox if you have not already
2. Download and install SwitchProxy
3. Google for free proxies
4. When you hit your download limit, clean your cookies and change your proxy
4. Use an anonymous service:
- Running your system through the tor network should in theory work; however, it is difficult to use and setup. Plus, you allow others to run their evil deeds through your system as well by using this system. Anonymizer 2005 is inexpensive, easy to use, but not free. Other pay services would likely work as well.
5. You can use a bookmarklet to stop your wait times:
- 1. Open IE
2. Right Click On This Link
3. Select Add to Favorites
4. Select Yes to the warning that the bookmark may be unsafe.
5. Name it “RapidShare No Wait”
6. Click on the Links folder (if you want to display it in your IE toolbar)
7. Click OK
8. You may need to close and reopen IE to see it
9. Goto rapidshare and click the bookmarklet when you are forced to wait
Labels: Rapidshare Tools
Posted by SaMeE at 8:19 AM 0 comments
Another Rapidshare Timelimit Hack
Rapidshare.de, beloved for its content and hated for its timelimit. Hacks how to circumvent the time limit have been discovered and been put to rest by updates to its scripts. There is nevertheless a constant strife for additional hacks that remove the time limit and let you download without the waiting time.
A new trick . Its fast and easy, all you need to do is follow this three steps:
1. Visit the page of the file that you want to download.
2. Click on free.
3. Enter the following line of code into your address bar and remove everything else
javascript:alert(c=1)
Hit enter. A popup showing 1 should appear. click ok, the window disappears and you have to enter some letters and click start download.
Labels: Rapidshare Tools
Posted by SaMeE at 8:16 AM 0 comments

