Wednesday, January 29, 2020

Hydrogen Summary Essay Example for Free

Hydrogen Summary Essay * This is how hydrogen fuel cells work: 1. Gas stored in tanks 2. Atoms reach anode 3. Become hydrogen ion and a free electron 4. Ion goes through electrolyte layer 5. Hydrogen ion passes, but free electron does not 6. Free electron runs through external circuit from anode (-) to cathode (+) 7. Current of electrons creates electricity 8. Hydrogen ion enters cathode and combines with oxygen to become water which is better for the ecosystem because water vapor is not dangerous. * Why hydrogen as fuel? Efficient: not expensive to fill and it gives you more range. Emission Conscious: Hydrogen fuel cell cars release water vapor back in the atmosphere and don’t damage it by releasing C02 just like the other fuels. Fueling Up/Range: Since hydrogen is stored and highly compressed tanks it can hold more than any other fuel and has a bigger range. Global Economic Competitive Edge: Hydrogen is not as expensive as gasoline and it would cost you about  ½ of the money that you used to fill your car with gasoline to fill your car with hydrogen. * Better than other fuels: Hydrogen VS Ethanol: * Ethanol releases CO2 while hydrogen releases water vapor * Ethanol competes with the food producers(corn in the US, sugar cane in Brazil)and hydrogen doesn’t compete with anyone. * Ethanol is inefficient to produce while hydrogen is efficient. Hydrogen VS biodiesel: * Biodiesel solidifies in cold temperatures and it is harder to travel through the tubes(high viscosity) while hydrogen doesn’t solidify. * Biodiesel releases the most C02 out of all the fuels. Hydrogen releases water vapor * The range for biodiesel cars is 10% less than propanol cars . Hydrogen cars have 25% more range than biodiesel cars and 15% more than propanol cars. Hydrogen VS propanol: * Propanol has problems in high climates due to viscosity and the fuel solidifying while hydrogen cars don’t have problems with this. * Propanol releases C02 in the atmosphere, hydrogen releases water vapor. * The range for a propanol car is 15% less than a hydrogen car.

Tuesday, January 21, 2020

Skins: A whole new look on everything :: Peter Dykstra Technology Essays

Skins: A whole new look on everything Concept Background: Dykstra's concepts of linear programming and modularity take on a whole new look. Peter Dykstra the father of linear programming suggested that anything that could be done in programming could be done with a combination of three basic procedures. Sequence- procedures performed in a linear order Decision- Expressions evaluated to determine between two routes of action. Repetition- The ability of a machine to perform an operation millions of times a second. In order to clean up the commonly used "spaghetti code" of the times, Dykestra then proceeded to say that all code should be divided up into "chunks" related to a specific tasks called modules. The idea was that by abstracting these modules into "black boxes" that with well-defined input they would perform their tasks and generate predictable output. This would allow a programmer to not know anything about the modules he was using except what goes in and what comes out and still be able to use it. This modular thinking was eventually applied to a GUI interface, but is still not widely utilized. What is a "skin"? The term "skin" was first coined by a MP3 player called xxx-AMP. The GUI interface of a program is modulated and broken out from the program as explained in the previous paragraph and given the ability to be swapped with other skins to change the entire appearance of the program. Would you ever guess them to be the exact same program? Would you ever guess the creators of these GUI interfaces were not paid to do it, or necessarily even professionals? My first introduction to a program that had some characteristics of skin like behavior was a shopping cart program with a â€Å"Look and Feel Module† that they had made public to great success. Groups of users would congregate around their site and support each other by swapping self generated custom modules and knowledge on how to create them. However it was far from easy and involved more Perl than HTML or graphics work. How Does it work? Skins in the HTML world follow the same concept. A skin is a simple HTML page with special hooks for the CGI (or ASP, etc.) to connect to. For example: in the HTML a variable that must be replaced with output from the CGI would be named '$$varname:' This will cause the tag to be replaced with the CGI Perl variable $varname.

Monday, January 13, 2020

Home video game Essay

1: Why the rapid growth of Atari? Why the 1982-85 collapse? How did Nintendo rebuild the industry? What was its strategy? After Bushnell settled on Atari, his first built was the simplest game, which people knew the rules immediately, and this game could be played with only one hand. Then, Bushnell talked his way into a $ 50000 line of credit from a local bank to start his business. By 1974, 100,000 Pong-like games were sold worldwide, and although Atari manufactured only 10 percent of the game, the company still made $3. 2 million that year. Atari had a rapid growth because it is a new industry, and Atari does not have any competitor at that time. So, Atari is the only company in this home video game industry, and it has a huge power of supplier with no competitors and substitutes. After 1976, about twenty different companies were crowding into the home videogame market, Atari still has more than 50% market share in the industry. Until 1978, Atari estimated that total demand would reach 2 million units. In 1982, Atari lost $500 in the first nine months of the year. Part of the blame for the collapse was laid at the feet of an enormous inventory overhang of unsold games. With more and more new games hit the market, the average price would goes down and the profits goes down as well. Nintendo established a commanding worldwide position by the end of the decade. The first step of Nintendo was to license video game technology from Magnavox. Then, Nintendo tried to develop its own video game machine (Famicom) that combined superior graphics processing capabilities and low cost. In the US, Nintendo established a subsidiary named as Nintendo of America (NOA) by 1980, and Nintendo repositioned the market in U. S. NOA spent about 2% of sales budget for advertising and also sought out promotion partner, and it practiced careful inventory management in releasing its new games. In conclusion, Nintendo made an innovative new game system which had some competitive advantages such as cheaper, superior image quality, faster hardware processing and a connector that can be used for future addition of a modem and keyboard. 2: How was Nintendo able to capture value from the home video game business? First of all, with the video game industry’s collapse, none of the company seems to have anything to do with the with the home video business except Nintendo. So, it was a big chance for Nintendo to monopolize the video game business, and it was a good chance to negotiate and license other companies to develop games for its system. Secondly, Nintendo has good market position and distribution in United Stated. Thirdly, Nintendo has good game designing and technology, and it uses the regulation, contract and patent license to limit the market share of other game companies. 3: How was Sega able to gain market share from Nintendo? With Sega’s first game Periscope, Sega built up a respectable export business. Then, Sega realized that great games drove sales and more powerful technology gave game developers the tools to develop more appealing games. Sega also licensed other companies to develop games for the Genesis platform, but asked for lower royalty rates than Nintendo. Despite aggressive marketing in the 80s, it wasn’t until the introduction of Sonic the Hedgehog in 1991 as a direct competitor to Nintendo’s Mario character that Sega was able to capture a meaningful amount of the market with its Genesis console. The key point was Genesis does what Nintendo don’t, and Sega version out sold Nintendo’s two to one. 4: Evaluate the competitive strategy of 3DO. What flaws can you see in 3DO’s approach? The vision for 3DO was to shift the home video game business away from the existing cartridge-based format and toward a CD-ROM-based platform. The belief at 3DO is that the superior storage and graphics processing capabilities of the 3DO system would prove very attractive to game developers, allowing them to be far more creative. In turn, better games would attract customers away from Nintendo and Sega. The 3DO’s strategy was to license its hardware technology for free. However, only a few 3DO titles were available by the Christmas period where reports suggested 150 titles, and sales of the hardware were slow. As can be seen, 3DO did good at its software, but bad at its hardware. As a result, 3DO announced that it would either sell its hardware system or move into joint venture. 5: How come the Sony Play Station has succeeded where 3DO failed? Sony set up a retail channel separate from its consumer electronics sales force, and Sony has a good communication with retailers before the launch to find out how it could help them sell the play station. Sony targets its advertising for PlayStation at specific generation and age range. So, Sony focused on it retailers and customers, and it has a good market position. On the other side, 3DO only focused on its products but lack of the communication with its retailers and customers. 6: What drove Microsoft’s decision to enter the industry with its X-box offering? Because before Microsoft entered the home video game industry, it was no stranger to games. Microsoft had long participated in the PC gaming industry and was one of the largest publishers of PC games. X-box was based on Microsoft’s PC technology, and it would be much easier for software developers to write game for. Microsoft enter the industry because with annual revenues in excess of $20 billion worldwide, the home video game industry is huge and an important source of potential growth for Microsoft. 7: What lessons can be learned from the history of the home video game industry that has been used to help launch the Sony PlayStation II and Microsoft’s X-Box? Do Microsoft and Sony appear to have learned and applied these lessons? The lesson can be learned from the history of the home video industry was to focus on R&D, market positioning, cost leadership, innovation, technology and communications. Sony PlayStation II has consumed about 1. 3 billion in R&D, and Sony actually loses money on Sony PlayStation machine but gain from game CDs. On the other side, Microsoft’s X-Box cut X-box price over time but guaranteed a profit margin. There are three technical factors determined the quality of a video game: data width (in bits), clock speed (in MHz), and the amount of RAM (in bytes). Both Sony PlayStation II and Microsoft’s X-Box have their own competitive advantage in these technologies, and they also both are good game designers.

Sunday, January 5, 2020

A World Too Dependant on Technology - 912 Words

English III Mr. Brown August 18, 2011 We live in a world that is â€Å"Technologically civilized†, meaning we cannot function without technology. With today’s continuous advances, technology has now became a necessity rather a luxury. Gaining information on the internet has made people become lazier and illiterate. Social interactions between people today are very dependant on technology, which will lead to the cease of face-to-face communications. Technology can do more harm than good if humankind’s association with it increases even more. First of all, people are becoming more and more dependant on the availability of information. When seeking information, most people would use the internet rather than searching in a book. Many†¦show more content†¦In the words of Albert Einstein, â€Å"It has been appallingly obvious that technology has exceeded our humanity.† Demonstrating that one day technology around us will surpass us, Einstein supports that we are slowly letting technology take over our lives. With technology everywhere today, we find ourselves often procrastinating with it. Studies have shown that people are beginning to spend time on everything but work while at work. The technologic work atmosphere of E-mail, internet and handheld media devices, it is very easy to let it all consume your life. Technology can make us alter the way we act and think, thus losing all ability to function as a human being. Consequently, we are so dependant on technology, that if it crashed, the world would crash all together too. If we had lost our connection to the internet, many people would simply have to resort to older methods of living life. We can be less dependant on technology to control our lives and find alternatives to live without it. Accordingly, humans should not let themselves become so enveloped in technology, that if it ceases to exist, we would too. Finally, in today’s society it is impossible to live without technology, while it destroys our abilities to think for ourselves and perform simple tasks. We have become so dependant on it that we believe almost anything on the internet. Our literacy skills are slowly being lowered as technology dominates us, we constantly misspell simple words. The worldShow MoreRelatedOur Helpless Dependance on Technology1674 Words   |  7 PagesTechnology started out as a necessity, people needed it back when they werent guaranteed safety, heat, shelter etc. Technology similarly started off by accidental discoveries that slowly morphed into technology today. Technology in the past is much more different than what it is today. Take the example of fire. 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