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Off the Grid
IOP PUBLISHING NANOTECHNOLOGY Nanotechnology 24 (2013) 335703 (7pp) doi:10.1088/0957-4484/24/33/335703 Improved accuracy and speed in scanning probe microscopy by image reconstruction from non-gridded position sensor data Dominik Ziegler1, Travis R Meyer2, Rodrigo Farnham3, Christoph Brune4, Andrea L Bertozzi2 and Paul D Ashby1 1 Lawrence Berkeley National Laboratory, Molecular Foundry, 1 Cyclotron Road, 94720 Berkeley, CA, USA 2 Department of Mathematics, University of California Los Angeles, 520 Portola Plaza, Los Angeles, CA 90095-1555, USA 3 Department of Mathematics and Statistics, California State University, Long Beach, 1250 Bellflower Boulevard, Long Beach, CA, 90840-1001, USA 4 Department of Mathematics and Computer Science, University of Munster,¨ Einsteinstrasse 62, D-48149 Munster,¨ Germany E-mail: [email protected] Received 16 March 2013, in final form 3 July 2013 Published 26 July 2013 Online at stacks.iop.org/Nano/24/335703 Abstract Scanning probe microscopy (SPM) has facilitated many scientific discoveries utilizing its strengths of spatial resolution, non-destructive characterization and realistic in situ environments. However, accurate spatial data are required for quantitative applications but this is challenging for SPM especially when imaging at higher frame rates. We present a new operation mode for scanning probe microscopy that uses advanced image processing techniques to render accurate images based on position sensor data. This technique, which we call sensor inpainting, frees the scanner to no longer be at a specific location at a given time. This drastically reduces the engineering effort of position control and enables the use of scan waveforms that are better suited for the high inertia nanopositioners of SPM. -
T O C C a T a Universelle 16 Bit Zorro II Audiokarte
MacroSystem T O C C A T A Universelle 16 Bit Zorro II Audiokarte für den Commodore Amiga Benutzerhandbuch T O C C A T A - 16 Bit Analog Audio Interface für den Amiga Deutschsprachiges Anwenderhandbuch — zweite Auflage, Februar 1994 Toccata Hardware: Martin Sprave Toccata Software: Edwin Bielawski und Henning Friedl Toccata Handbuch: Henning Friedl und Ibrahim Tertemiz Toccata Platinenlayout: Bernd Gronemann Urheberrecht Toccata © Copyright 1993 by MS MacroSystem Computer GmbH, D-58454 Witten Alle Rechte, insbesondere das Recht auf Vervielfältigung, Verbreitung und Übersetzung vorbehalten. Kein Teil dieses Werkes darf ohne ausdrückliche schriftliche Genehmigung der Autoren vervielfältigt oder auf Datenträger gespeichert werden. Nutzungsrecht Die Programme dürfen nur auf dem Rechner eingesetzt werden, in dem die zugehörige Hardware installiert ist. Somit ist das Nutzungsrecht entsprechend der tatsächlichen Möglichkeit der Benutzung eines Buches beschränkt. Diskettenkopien dürfen lediglich zum Zwecke der Datensicherung angefertigt werden. Der Nachbau der Hardware und die Reproduktion des Handbuches (auch auszugsweise) sind nicht erlaubt. Haftung Dieses Produkt wurde mit großer Sorgfalt hergestellt. Trotzdem sind Fehler nie ganz auszuschließen. Es kann daher keine Gewähr dafür übernommen werden, daß Toccata unterbrechungs- oder fehlerfrei abläuft und daß die enthaltenen Funktionen in allen von Ihnen gewählten Kombinationen ausführbar sind. Für die Erreichung eines bestimmten Verwendungszwecks wird ebenfalls keine Gewähr übernom- men. Die Haftung für unmittelbare Schäden, mittelbare Schäden, Folgeschäden und Drittschäden ist, soweit gesetzlich zulässig, ausgeschlossen. Die Haftung bei grober Fahrlässigkeit und Vorsatz bleibt hiervon unberührt, in jedem Fall ist jedoch die Haftung auf den Kaufpreis beschränkt. Der Inhalt dieses Handbuches kann ohne Ankündigung geändert werden und ist nicht als eine Garan- tieerklärung anzusehen. -
Instrukcja Obsługi
Sum USB adapter SumA1200, SumA600, SumA234/CD32, SumCDTV USER GUIDE Version 1.2 Firmware: v.20151017 Table of contents Installation – Amiga 1200 ........................................................................................................................ 3 Installation – Amiga 600 .......................................................................................................................... 4 Installation – Amiga 2000/3000/4000/CD32 .......................................................................................... 6 Installation – Amiga CDTV ....................................................................................................................... 7 Mapping keys .......................................................................................................................................... 8 Configuration mode ................................................................................................................................ 9 Updating adapter’s firmware ................................................................................................................ 10 Sum Strona 2 Installation – Amiga 1200 The process of connecting the adapter should ALWAYS be performed with your Amiga being TURNED OFF. Sum USB A1200 adapter has been designed for installation inside Amiga A1200 computer. Therefore please remove your Amiga A1200 case and find the U7 chip using the following picture as a guide. This is the U7 chip you are looking for. Next you should place Sum adapter’s socket -
Graphics Systems
Graphics Systems Dr. S.M. Malaek Assistant: M. Younesi Overview Display Hardware How are images displayed? Overview (Display Devices) Raster Scan Displays Random Scan Displays Color CRT Monirors Direct View Storage Tube Flat panel Displays Three Dimensional Viewing Devices Stereoscopic and Virtual Reality System Overview (Display Devices) The display systems are often referred to as Video Monitor or Video Display Unit (VDU). Display Hardware Video Display Devices The primary output device in a graphics system is a monitor. Video Monitor Cathode Ray Tube (CRT) 1. Electron Guns 2. Electron Beams 3. Focusing Coils 4. Deflection Coils 5. Anode Connection 6. Shadow Mask 7. Phosphor layer 8. Close-up of the phosphor coated inner side of the screen Cathode Ray Tube (CRT) Refresh CRT Light emitted by the Phosphor fades very rapidly. Refresh CRT: One way to keep the phosphor glowing is to redraw the picture repeatedly by quickly directing the electron beam back over the same points. Electron Gun Electron Gun Heat is supplied to the cathode by the filament. Electron Gun The free electrons are then accelerated toward the phosphor coating by a high positive voltage. High Positive Voltage A positively charged metal coating on the inside of the CRT envelope near the phosphor screen. A positively charged metal High Positive Voltage An accelerating anode . Electron Gun Intensity of the electron beam is controlled by setting voltage level on the control grid. Electron Gun A smaller negative voltage on the control grid simply decrease the number of electrons passing through. Focusing System Focusing System The focusing system is needed to force the electron beam to converge into a small spot as it strikes the phosphor. -
What Is Computer Graphics?
What is Computer Graphics? A set of tools to create, manipulate and interact with pictures. Data (synthetic or natural) is visualized through geometric shapes, colors, textures. Exploits the pattern recognition capabilities of the human visual sys- tem. Graphical User Interfaces (GUI) - means to interact with complex applications Scientific, Engineering, Business and Educational applications. ITCS 4120-5120 1 Introduction What can we do with Computer Graphics? A core technology and infrastructure for drawing programs. Pervasive across scientific, engineering, business and educational applications. ITCS 4120-5120 2 Introduction Applications: 2D/3D Plotting ITCS 4120-5120 3 Introduction Applications:Computer-aided Drafting and Design (CAD) ITCS 4120-5120 4 Introduction Applications:Scientific Data Visualization Bio-Medicine (CAT Scan, MRI, PET), Biology. Biology (molecular structure/models), Bioinformatics (Gene sequences, proteins). Weather Data Environmental Data - pollution data.. ITCS 4120-5120 5 Introduction Applications:Medical Visualization: Visible Human Project From CT From the Physical Data ITCS 4120-5120 6 Introduction Applications:Computer Interfaces ITCS 4120-5120 7 Introduction Applications:Computer/Video Games ITCS 4120-5120 8 Introduction Applications: Entertainment (movies, animation, advertising) ITCS 4120-5120 9 Introduction Virtual and Immersive Environments ITCS 4120-5120 10 Introduction Virtual and Immersive Environments ITCS 4120-5120 11 Introduction What Disciplines does CG draw on? Algorithms Mathematics -
Basics of Video
Basics of Video Yao Wang Polytechnic University, Brooklyn, NY11201 [email protected] Video Basics 1 Outline • Color perception and specification (review on your own) • Video capture and disppy(lay (review on your own ) • Analog raster video • Analog TV systems • Digital video Yao Wang, 2013 Video Basics 2 Analog Video • Video raster • Progressive vs. interlaced raster • Analog TV systems Yao Wang, 2013 Video Basics 3 Raster Scan • Real-world scene is a continuous 3-DsignalD signal (temporal, horizontal, vertical) • Analog video is stored in the raster format – Sampling in time: consecutive sets of frames • To render motion properly, >=30 frame/s is needed – Sampling in vertical direction: a frame is represented by a set of scan lines • Number of lines depends on maximum vertical frequency and viewingg, distance, 525 lines in the NTSC s ystem – Video-raster = 1-D signal consisting of scan lines from successive frames Yao Wang, 2013 Video Basics 4 Progressive and Interlaced Scans Progressive Frame Interlaced Frame Horizontal retrace Field 1 Field 2 Vertical retrace Interlaced scan is developed to provide a trade-off between temporal and vertical resolution, for a given, fixed data rate (number of line/sec). Yao Wang, 2013 Video Basics 5 Waveform and Spectrum of an Interlaced Raster Horizontal retrace Vertical retrace Vertical retrace for first field from first to second field from second to third field Blanking level Black level Ӈ Ӈ Th White level Tl T T ⌬t 2 ⌬ t (a) Խ⌿( f )Խ f 0 fl 2fl 3fl fmax (b) Yao Wang, 2013 Video Basics 6 Color -
Introduction
By Jeremy Reimer (mailto:[email protected]) Wednesday, December 14, 2005 http://arstechnica.com/articles/culture/total-share.ars/1 17Grudzień200523:06 Introduction Electronic digital computers moved out of science fiction and into reality during World War II. Less powerful than a modern pocket calculator, the first real job for these massive machines was to speed up the calculation of artillery firing tables. Thirty years later, computers had firmly cemented themselves in the public imagination. They were huge boxes, covered with blinking lights and whirring reels of tape. Banks and big corporations all had computer rooms, closely guarded by a priesthood of programmers and administrators. Science fiction novels and movies imagined impossibly brilliant supercomputers that guided spaceships and controlled societies, yet they were still room-sized behemoths. The idea of a personal computer, something small and light enough for someone to pick up and carry around, wasn't even on the radar. Colossus Even the major computer companies at the time didn't see the point of small machines. The mainframe industry was dominated by IBM, who was the Snow White to the Seven Dwarves of Burroughs, CDC, GE, Honeywell, NCR, RCA and Univac. Mainframes took up entire floors and cost millions of dollars. There was also a market for slightly smaller and less expensive minicomputers, machines the size of a few refrigerators that sold for under a hundred thousand dollars. This industry was dominated by Digital Equipment Corporation (DEC), with strong competitors such as Data General, Hewlett-Packard and Honeywell-Bull. None of these companies considered the personal computer to be an idea worth pursuing. -
The Zorro Iii Bus Specification
THE ZORRO III BUS SPECIFICATION A General Purpose Expansion Bus for High Performance Amiga Computers Document Revision 1.10 Vernal Equinox Release by Dave Haynie March 20, 1991 Copyright © 1990, 1991 Commodore-Amiga, Inc. IMPORTANT INFORMATION "A life spent making mistakes is not only more honorable but more useful than a life spent doing nothing." -George Bernard Shaw This Document Contains Preliminary Information The information contained here, while a honest attempt to get as much Zorro III information down on paper as early and accurately as possible, is still somewhat preliminary in nature and subject to possible errors and omissions. Being early in the life of the Zorro III bus, very few Zorro III cards have yet been designed, so some features described here have not actually been tested in a system, or in some cases, actually implemented as of this writing. That, of course, is one major reason for having a specification in the first place. Commodore Technology reserves the right to correct any mistake, error, omission, or viscious lie. Corrections will be published as updates to this document, which will be released as necessary in as developer-friendly a manner as possible. Revisions will be tracked via the revison number that appears on the front cover. New revisions will always list the corrections up front, and developers will be kept up to date on released revisions via the normal CATS channels. All information herein is Copyright © 1990, 1991 by Commodore-Amiga, Inc., and may not be reproduced in any form without permission. The Zorro III Bus Specification i ii ACKNOWLEDGEMENTS "Art is I; science is we." -Claude Bernard I’d like to acknowledge the following people and groups, without whom this new stuff would have been impossible: • The original Amiga designers, for designing the first microcomputer bus with support for multiple masters, software board configuration, and room to grow. -
Graphics Hardware Cathode Ray Tube (CRT) Color CRT
Graphics Hardware Cathode Ray Tube (CRT) 1 2 3 4 5 6 Monitor (CRT, LCD,…) Graphics accelerator Scan controller Video Memory (frame buffer) 1. Filament (generate heat) Display/Graphics Processor 2. Cathode (emit electrons) CPU/Memory/Disk … 3. Control grid (control intensity) 4. Focus 5. Deflector 6. Phosphor coating Color CRT LED 3 electron guns, 3 color phosphor dots at each pixel Color = (red, green, blue) Black = (0,0,0) White = (1,1,1) Red = 0 to 100% Red = (1,0,0) Green = 0 to 100% Green = (0,1,0) Blue = 0 to 100% Blue = (0,0,1) … 1 LCD Plasma Panels Raster Display graphics How to draw a picture? Digital Display Based on (analog) raster-scan TV technology The screen (and a picture) consists of discrete pixels, and each pixel has one or multiple phosphor dots We have only one electron gun but many pixels in a picture need to be lit simultaneously… 2 Refresh Random Scan Order Refresh – the electron gun needs to come back to Old way: No pixels - The electron gun hit the pixel again before it fades out draws straight lines from location to An appropriate fresh rate depends on the property of location on the screen (vector graphics) phosphor coating Phosphor persistence: the time it takes for the a.k.a. calligraphic display, emitted light to decay to 1/10 of the original intensity Random scan device, vector drawing display Typical refresh rate: 60 – 80 times per second (Hz) Use either display list or (What will happen if refreshing is too slow or too storage tube technology fast?) Raster Scan Order Raster Scan Order What we do now: the electron gun will The electron gun will scan through the scan through the pixels from left to pixels from left to right, top to bottom right, top to bottom (scanline by (scanline by scanline) scanline) Horizontal retrace 3 Raster Scan Order Progressive vs. -
Graphic Images
Graphic Images George Seurat - “pointilist” Un dimanche apres-midi a l’Ile de la Grande Jatte Tile mosaic Output from a computer version of Lite Brite (a toy for children) Needlepoint Vector vs. Raster Display Vector (1960’s, 70’s, 80’s) • vector, stroke, line drawing, … • single phosphor (monochrome) • display list • wireframe Raster (1980’s, 90’s, 00’s) • set of horizontal scan lines (raster) • 1 or 3 (colour) beams • refresh/frame buffer • aliasing • filled polygons • Advantages: – lower cost – filled primitives – refresh independent of complexity • Disadvantages: – scan conversion (more computationally demanding) – aliasing Architecture of a Raster Display • Display controller – receives and interprets sequences of output commands • Refresh buffer – stores the entire image in an array of pixel values (bitmap) • Video controller – entire image is scanned out sequentially by video controller (inexpensive, scan-out logic) Raster Display Scan Pattern ras.ter \’ras-t<e>r\ n (ca. 1934) : a scan pattern (as of the electron beam in a cathode-ray tube) in which an area is scanned from side to side in lines from top to bottom; : a pattern of closely spaced rows of dots that form the image on a cathode-ray tube (as of a television or computer display) From Websters • Number of lines (vertical): 320, 525, 640, 768, 1024 • Resolution along the line (horizontal): 420, … • Frames/second: 25, 30, 60 • Interlaced or not Pixel Based Graphics • Resolution: – number of distinguishable lines per inch that a device can create – Horizontal x Vertical 320x420 -
A History of the Amiga by Jeremy Reimer
A history of the Amiga By Jeremy Reimer 1 part 1: Genesis 3 part 2: The birth of Amiga 13 part 3: The first prototype 19 part 4: Enter Commodore 27 part 5: Postlaunch blues 39 part 6: Stopping the bleeding 48 part 7: Game on! 60 Shadow of the 16-bit Beast 71 2 A history of the Amiga, part 1: Genesis By Jeremy Reimer Prologue: the last day April 24, 1994 The flag was flying at half-mast when Dave Haynie drove up to the headquarters of Commodore International for what would be the last time. Dave had worked for Commodore at its West Chester, Pennsylvania, headquarters for eleven years as a hardware engineer. His job was to work on advanced products, like the revolutionary AAA chipset that would have again made the Amiga computer the fastest and most powerful multimedia machine available. But AAA, like most of the projects underway at Commodore, had been canceled in a series of cost-cutting measures, the most recent of which had reduced the staff of over one thousand people at the factory to less than thirty. "Bringing your camera on the last day, eh Dave?" the receptionist asked in a resigned voice."Yeah, well, they can't yell at me for spreading secrets any more, can they?" he replied. Dave took his camera on a tour of the factory, his low voice echoing through the empty hallways. "I just thought about it this morning," he said, referring to his idea to film the last moments of the company for which he had given so much of his life. -
Apov Issue 4 Regulars
issue 4 - june 2010 - an abime.net publication the amiga dedicated to amIga poInt of vIew AMIGA reviews w news tips w charts apov issue 4 regulars 8 editorial 10 news 14 who are we? 116 charts 117 letters 119 the back page reviews 16 leander 18 dragon's breath 22 star trek: 25th anniversary 26 operation wolf 28 cabal 30 cavitas 32 pinball fantasies 36 akira 38 the king of chicago ap o 40 wwf wrestlemania v 4 42 pd games 44 round up 5 features 50 in your face The first person shooter may not be the first genre that comes to mind when you think of the Amiga, but it's seen plenty of them. Read about every last one in gory detail. “A superimposed map is very useful to give an overview of the levels.” 68 emulation station There are literally thousands of games for the Amiga. Not enough for you? Then fire up an emulator and choose from games for loads of other systems. Wise guy. “More control options than you could shake a joypad at and a large number of memory mappers.” 78 sensi and sensibility Best football game for the Amiga? We'd say so. Read our guide to the myriad versions of Sensi. “The Beckhams had long lived in their estate, in the opulence which their eminence afforded them.” wham into the eagles nest 103 If you're going to storm a castle full of Nazis you're going to need a plan. colorado 110 Up a creek without a paddle? Read these tips and it'll be smooth sailing.