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#1
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http://marsrovers.jpl.nasa.gov/mission/status.html
SPIRIT UPDATE: Spirit Continues Winter Science Studies on Mars - sol 820-827, May 01, 2006: Spirit remains healthy and is making good progress on the rover's winter campaign of scientific experiments. This week Spirit continued collecting a full-color, high-resolution, 360-degree panorama called the "McMurdo pan." When complete, the panorama will be a mosaic of 27 columns of images. The product could be finished in about six weeks, given power and data limitations. Spirit also conducted scientific analysis of a soil target nicknamed "Progress" using the instruments on the rover's robotic arm. Sol-by-sol highlights: Sol 820 (April 24, 2006): Spirit worked on acquiring column 4 of the McMurdo pan and made ground observations using the miniature thermal emission spectrometer. Sol 821: Spirit continued work on acquiring column 4 of the McMurdo pan and making ground observations using the miniature thermal emission spectrometer. Sol 822: Spirit began characterization of the undisturbed soil surface of Progress using the microscopic imager and the alpha particle X-ray spectrometer. The rover also began acquiring column 5 of the McMurdo pan and made observations with the miniature thermal X-ray spectrometer. Sol 823: Spirit continued work on characterizing the undisturbed soil surface of Progress using the microscopic imager and the alpha particle X-ray spectrometer. The rover also continued acquiring column 5 of the McMurdo pan and making observations with the miniature thermal X-ray spectrometer. Sol 824: Spirit continued work on characterizing the undisturbed soil surface of Progress using the microscopic imager and the alpha particle X-ray spectrometer. The rover also continued acquiring column 5 of the McMurdo pan and making observations with the miniature thermal X-ray spectrometer. Sols 825-827 (April 29 to May 1, 2006): Plans called for analyzing Progress with the Moessbauer spectrometer and acquiring columns 6 and 7 of the McMurdo pan. Odometry: As of sol 824 (Apil 28, 2006), Spirit's total odometry remained at 6,876.18 meters (4.27 miles). |
#2
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Log: Don't mean to be a jackass.
Dark matter energy source: explained (for real). Gravitational atmospherics (discovered, thermogravitation exists) Black holes: under study, they shouldn't exist in large spiral galaxies as a larger full swirling system such as a hurricane would form and take shape. White holes: may exist in the large spiraling galaxy nucleus (nothing can enter the eye, not even light, as mass moves with maximum energy, extremely high energies and heat, repelling all electrons in the eye in such highly energized conditions. though larger jets are seen in old galaxies meaning larger mass, but also more chaotic debris entering the eye, causing electrons to be repelled from a highly charged energetic central galaxy eye (eyes are used for hurricanes, perhaps a better name is needed for the spiral galaxy nucleus) Quasars: explained. The eye phenomena explains why quasars appear as bright lights. The source of the light comes from the center of the galaxy, from its eye, and appears as quasars (the source of light arriving from the galaxy outshgines the whole galaxy itself), because the galaxy is facing Earth head on from its center. The current speculations that quasars may be galaxies that went on fire, its gasses at large seems to be a less convincing explanation. Spiral galaxy rings: Hundreds of millions of old stars surround spiral galaxies in a ring, a debris basically like Saturn's ring, but not one that is cause by collisions or breaking moons, but for any active spiraling galaxy Debris naturally accumulates in a ring around the whole active structure. I love logs. |
#3
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Reposting yesterday's research, which was denied as all deny
what is not a lie. -- Spiral galaxies should not have a solar object in their center, but the swirling characteristics expanded to the system at large, as a hurricane, a full swirling system and an eye. One of the findings which proves this observation is that I read that no X-Rays seem to be arriving from the nuclei of quasars, a place where a massive black hole was expected, but years of testing and gathering X-Ray signals indicated that the galaxy nucleus did not produce X-Rays. A different source of X-Rays arrived from jets. I do not have a reference to the publication unfortunately which I read once. -- Quasars turn out to be galaxies facing Earth. Their eyes like lasers outshining the whole Galaxy, eyes of light, shining out of... an eye of spiraling conditions. Two tails like often seen with hurricanes. Huge explosive turbulant activities near the center. The center that is like inside a planet, void of gravitation, a natural place for an opening. A hurricane. A spiral galaxy. A central place of high energy, temperature and heat generating very bright light. Where is the blackhole they are talking about? Somehow momentum seems to overwhelm Einstein's relativistic black holes, his models, the world's models. Perhaps the Universe is simply a lot bigger than it appears in the minds of human beings. Once the Universe was an Earth, and the Sun, the Moon and the stars orbiting it, below hell, above in the clouds: heavens. Hurricanes are very small and disorganized. They are equivalents of smaller galaxies. http://www.howardsview.com/Revenge/hurricane.jpg Galaxies are more. Pour rain into the eye of the hurricane and its humidity spirals up and out. Low pressures keep things there dry. Low pressures keep things there cool. Very cool, and very dry. Old galaxies were more active in their nucleus producing stronger jets, because the Universe was more chaotic. That is. http://www.burg-halle.de/~albrecht/b...laxy%20M51.jpg It is heavy raining. Heavy turbulance producing gravitational waves and many things, but unlike hurrican storms moving along currents, often more than one hurricane in a row, these objects are unique, and attract each other. I propose that all spiral galaxies have a faint ring surrounding them. A ring consisting hundreds of millions of old stars, accumulated from the cosmos, a ring which feeds the tails of the spiraling galaxy storm. A storm of heat, as heat needs action. Collisions. Accumulation. And high and low atmospheric pressures. Except low pressures in space may not have ability to attract matter more, but it probably does, we know so little of dark energies. -- |
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Except low pressures in space may not have
ability to attract matter more, but it probably does, we know so little of dark energies. Expand this, ok? : You need to see first that a spiral galaxy acts as a full swirling system as a hurricane, swirling away anything from the center, thus due to the magnity of spiral galaxies, one can conclude observing the nature of strong swirling properties resembling hurricane- like features, that if no solar mass exists in the center of such naturally swirling entities, then we are talking of an atmospheric phenomena where high and low pressures exist. The proof of dark matter energy lays in the realization of void space carrying a gravitational pressure in comparison to high-pressure regions where matter is dense in the region. If there is no black hole in the heart of spiral galaxies due to the swirling hurricane-al natures, then one finds that due to the appropriate natures of gravitation applied in spiraling galaxies, there is a necessity for gravitational growth in low-pressure mass-free regions, thus the correspondense of weaker gravitational aspects playing roles in high-pressure regions of space. Why? Why does this explain dark energies arising in the emptiness of space? In my mind it was all so clear yesterday because I understood everything that I was talking about. Let's prove the discovery. a) assumption: "no X-Rays arrive from the spiral galaxy nucleus (and quasars) as expected." (Read an article once that that is the case with a quasar, where years of X-Ray measurements showed that X-Rays did not arrive from a hypothetical black hole there as was expected). I propose that is the case for most galaxies, that no X-Rays should arrive from their nucleus, and jets should carry different X-Rays. b) assumption: "most spiral galaxies and large swirling entities in space which was calculated to have a black hole should have a light beam exiting its nucleus in North and South directions." This is based on hurricanes and the nature of general swirling conditions. My proposition is that rather than a black hole, the way nature works is that for 'masses of black holes', high energy conditions are reached and swirling characteristics with an eye are born, from where the inner wall of the eye generates an outward-evaporative environment of high pressure from where matter swirls out very energetically along the North and South poles of the environment titulated as having a black hole. This can be modeled as pouring rain into the heart of a hurricane eye would quickly dry and evaporate up in swirling fashion along currents, just as electrons form jets in active galaxies. The source of the jets may be that debris in a chaotic galacy nucleus may make it into the eye from the North and South opening of the eye, and the highly energized wall matter in the eye rejects electrons, which escape from this high magnetic energy zone in forms of jets in two directions, repelled. The region surrounding the wall of the eye of is of course highly charged as the swirling of very high-pressure, high-temperature mass is very energized from its nuclear activities, a very turbulant and explosive region of a highly-compressed and massive environment. One needs to see that accumulation of percipitation near the center of the hurricane does not close up its eye, and explain why that is. To arrive to showing that dark energy arises in space void of matter, one first needs to show that there is no solar mass in the nucleus of large spiraling galaxies as such a galaxy as a full acts as a hurricane system, producing an eye and not a mass central solar object called a black hole. |
#5
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So dark energy exists, because:
Its how it works. It has to be there because if its like this in one place it has to be that in the other. I already know, but I don't know how to say it. So, its proof. |
#6
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Its simply because dark energy exists because the light
one exists in otherwise black holes, which sieze to exist in spiral galaxy nuclei as a solar object, but important to be recognized in terms of spiral galaxies acting as a swirling system, as a whole, as a hurricane. And from that conclusion, one finds the properties of dark energies being a natural conclusion of this good nightly sky of the place that has acting in the other which is then of proof of the this because that of an area of the highlight of the place because. |
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Proof. Why don't just scientists want to work on this.
The moderated sci.astro.research people say this is no accept, for here. And I tried to be serious, but they did not like to see hurricanes and mixes of issues which they think is the case but its not that like they think of my approach. It is has to be of that normal which they are not that of agreement with the approach of the presentation of the information presented for the community which they moderate for their professional sides to be of value of community and partnership standard approach, in consideration with science and society and standards which they feel as usual and scientific, I am have a science degree as computer scientist, but I am a scientist, but they will not get approved for solving my science by my community. |
#8
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Work of my science. The problem of the Microsoft OS's
handling of the internal graphics solutions, and they should apply a different concept compatible with me. --- This thesis is on a new simplified concept on Windows OS Display Management, based on my 1980's generic ideas about early Windows programming methodologies: I have developed for my thesis in 1989 a mini-windows programming environment. I was fascinated with the idea of windows systems, and built a graphics-based windows GUI environment at the time with controls. My research was independent at the time from Microsoft Windows products. The main difference was that I was not focusing on memory-saving architectures, but more on how I envisioned the future. I assumed in my designs that memory will be plenty and not to worry about. Basically I came up with a lot simpler and 'friendlier' development environment than the architecture of focusing on 'repainting' windows upon messages, I avoided a lot of unnecessary coordinate calculations, complex message maps and the use of complex macros. I tried to avoid complex structures, preserve a simple command interface, and have a set of simple functions available with as little number of parameters as possible so I can memorize the function names and program rapidly. Although I used graphics modes such as Hercules Monochrome, CGI, EGI, VGA and later Super-VGA, I kept a text-mode element rastel for modeling control spacing (80 by 25 for basic resolution, I think 33 rows for VGA-mode) for easy alignments of button widths, control spacings, to avoid something that is often hard with Microsoft Visual C++/MFC to align pixels. I have succeeded at the time (late 80's, early 90's) to have a development environment where I can type up GUI applications very rapidly. What stopped my project in the market were technological uncertainties as companies seeked standards which were hard to synchronize into a development product, especially compatibilities with Microsoft Windows due to having different design approaches in regards to my project. Visual C++ specialized on office architectures, while I on simple windows and sub-windows and simple programming commands. After a decade and extensive working experience in the client/server/telecom/database products world, I have revised the idea of my old windows product, and its potentials in 2006. I would like to describe the importances of this potential windows client/server/web/database/gaming/ busines development environment for Microsoft's considerations. What is so different about my old complete 'GLIB' Windows Programming Environment? In two words: memory management. Certain simplifications. A window would be held in memory, and write to the window's memory once, and not having to worry about repainting, only upon the programmer's decision to do so. Confusing? Windows can be managed in memory and repainted internally and automatically. Such a feature carries huge programming benefits. In the early 90's memory was expensive. Repainting windows was a memory-efficient design. Having 20, 30 open windows and storing all memory for pixel information today is not so resource expensive and that is why I am writing about this windows design. (see details below) I will continue describing the highlights of my old Windows OS by showing how complex features and message maps can be (Is it time to move on from 'memory efficient' messaging models toward programming- oriented graphical device programming approaches/models? Hard to say for sure.): Windows Interface Simplicity: For example in my old design I had one getkey() function to receive all messages with extended message features for handling mouse and windows commands. A simple case handling and routing to functions rather a macro-defined message system. All in one place and in front of the eye. A window with a getkey() loop. The default message to a window is a key pressed on the keyboard or a mouse click, a window resizing instruction or messages from buttons instructing to, say: close the window and asking for the subsequent use of the CloseWindow feature exiting the window's GetKey() loop. The classic underlieing windows architecture described here is based on internal management of pixels in a window as if they were a screen of their own, which is a window screen by default, a sub-screen, a sub-monitor inside a larger screen/monitor. Observe a simple program in this basic windows development environment: #include gwin.h void WinMain( void ) { WINDOW win = OpenWindow( 40, 10, "Sample window" ); // Opens Sample window dialog of 40 default characters wide // and 10 default row heights" ); // Space added for 10 default text rows under Title Bar win.AddBottomCenteredButton( "OK", MSG_CLOSE_WINDOW ); // Button displayed in horizontal center of 9th and 10th row win.WriteCenteredText( 5, "Hello World!" ); // Y position = 5th row while ( win.GetKey() != MSG_CLOSE_WINDOW ) ; win.CloseWindow(); // closes active window } The basic idea seen with the simple code above, is that the development environment starts from somewhere basic, and moves to more complex features. Note, there is no need to repaint a window in the code above or add additional message-handler functions, a window is created and exists with its own pixel-memory space and works on its own naturally, maintaining what's been written in there until its closed. The window here is to be thought of as a display memory space. No complex structures and maintenance are needed once something is written into the window, but the use of simple graphics function calls (and parameters) to write and erase contents from the window. A printer would be like a window as well, and not a device context. OpenPrinter... Draw... Print... ClosePrinter. I would be interested in building up an OS development environment based on this core windows programming language environment where a programmer uses functions which write (directly would be most optimal) into the window's memory, and a background interface takes care of updating the screen efficiently based on the pixel-information held in the memory for each window. Of course one would arrive to the need of using repaint features when a window is resized, but that is not so Windows OS driven any more here but a programmer-specific task. The memory-approach to windows vs. Microsoft's repaint-message driven approach is very feasable for implementation. Memory is not as expensive today and plenty of memory should exist for holding the contents of each window pixel by pixel in memory. This windows memory-management idea is based on a simple memory mapping system that correlates screen memory with screen outputs intelligently. This approach creates very beneficial programming aspects in the educational world for learning Windows programming and its basic concepts with ease, allowing overall easy learning and Windows programming from the basic windows methodologies and concept levels, particularly more brief code and less need for general maintenances... managing a window as a memory screen of its own offering a much simpler development environment. Basically this involves taking a few features from Microsoft Windows and automating them. I would be happy to consult this concept with Microsoft further. I can offer an easy design layout of such a GUI system model, which lays in the core of the Windows operating system. Such a change would have to be backwards compatible with existing programs but offer a new set of Windows programming tools and commands for developers. Can the basics of Windows be preserved and returned to writing to display memories as individual non-Microsoft Windows applications used to do so? Can the powerful two worlds reunite as a graphics standard that both graphics card and display manufacturers, Microsoft and programmers utilize? Perhaps saving memory resources approach is not the most important in 2006 when memory capacities in computers double for the money spent every year or so. Perhaps some aspects can be simplified, or at least in the research lab for now. I believe I revised an old and worthy dream for a Windows OS Model, one that brings display/monitor features close, features like programming and gaming, a feasable but not most efficient solution today, but once accepted as standard other industries could join in improving its graphics control standards. The simple idea that each window should have its memory space correlated with displaying the contents of the window on screen, a window which is like a screen of its own, a sub-screen, and the Windows OS which is responsible for displaying the windows based on their pixel-memory information and not based on what needs to be repainted when a window layout changes. There is a definite plus for programmers, offers a more brief, better managed source code and easier approach, learning process and code management to the overall fundamental aspects of Windows programming. What becomes most apparent is how one programs and represents (in schools) windows programs in code. OpenWindow (parameters, settings) Draw GetMessages loop/rout message handling CloseWindow (when GetMessage returns CloseWindow instruction.) Notice, no focusing on repainting and complex messages, because those features are taken care of internally by the Windows OS, and were really just resource-saving driven concepts, an old design that follows the 80's computer world architectures of basic computer resource solutions, say by computers with 64K memories. If you give my automated windows memory management a chance, I am happy to provide further concepts, implementation and OS design details. And old idea, but perhaps no better time to revise it. I have further enhanced design concepts for OS-automated gaming, client-server, datababase and web development needs, as well as thoughts on platform compatibilities and interfacing issues. THE CURRENT APPROACH TO ACHIEVING STORING WINDOWS IN MEMORY AND HAVING AN ENGINE AUTOMATICALLY DISPLAY THE PIXEL CONTENTS OF THESE WINDOWS FROM THE STORED MEMORY WOULD BE: xxxxxxxxxxxxxxxxxx A RECOMMENDED WINDOWS OS APPROACH TO STORE CONTENTS OF ALL WINDOWS' DISPLAY AREAS IN MEMORY: All drawing commands to the window make it directly into the memory space of the window and changes to the window in visible regions as fast as possible appear on the screen as well. Graphics-card hardware coordinating with the Window memory space (in the hierarchies of windows) is probably not an ideal solution for graphics card manufacturers, so the Windows OS needs to maintain a screen for being displayed. The windows needs to coordinate their memory layout with the screen layouts and coordinate visiblities and offsets. If a memory space is allocated for the window - non-redraw based but statically generated as part OS window frame / part window client area in memory - the memory spaces need to flash accordingly into the common screen memory space. The argument here is that perhaps more is drawn, if not the whole screen when say just a single pixel is updated. This is not a desired solution. The ideal solution would be something along Macintosh, that the hardware would work together with the OS graphics needs so that the pixel memory of a window on screen would be reserved on the graphics adapter, so all drawing would occur at optimal instant speeds -- in other words so a SetPixel command would take a brief hardware time to process. That's how it has to be solved. Can it be solved? A SetPixel instruction would take place in the Window's memory, which is mapped to the screen memory using coordinate offset maps. Perhaps the OS could map many windows rapidly to use assembly to process a SetPixel command, calculate its new offset on the screen and determine if its in a visible region. The Microsoft OS cannot be expected to step into the territory of hardware specifications, so one seeks the best software solution until in the future standards may arise. The Windows OS needs to have a very efficient set of graphics functions that translate windows graphics functions and display them on the screen as rapidly as possible. The thesis idea here that memory should be stored for each window independently is further explored here for programmer and operating system benefits and disadvantages: The windows operating system communicates with the graphics driver. It fetches the data from the memory spaces of the Windows it stores in memory, and sends the composed results from the multi-windows environment to the graphics adapter for displaying. When a window appears or hides, the OS does not need to ask for repaint instructions, but now manages most of these tasks without repaint instructions occurring to the individual windows. When a new window is painting its contents, the contents make it both to the memory space of the window and to the screen, which looses processing time. I believe the 'Machintosh design' would address this by allocating a hardware process to each window's memory and would use hardware to coordinate the display of the changes by eliminating software arrangements. Again, Microsoft using this approach would remain in having to process the memory spaces of windows, arrange and display the coordinated results with extra software processings. A SetPixel would go to the Window's memory space and to the Display through offsets and determination of visibility in relation to the order of other Windows and finally to the display. However the stored memory for each window would allow an effective management of window ordering without need for repainting, which I am trying to eliminate basically for the programming comfort and elegance. Once a line is drawn into a window, it can stay there in its pixel memory space and painted and refreshed on the screen from memory when window layouts change. A repaint can occur if the window is resized and the programmer desires to recalculate the layout for his window, in which case he may need to erase the contents of his window (either in memory until the repaint operatins are complete) and have the window appear with the changes, or have each instruction appear as drawn. This approach sets the old-fashioned clean approach to display management and its resources and takes some time to reorchestrate into an efficient windows graphical developer's user interface. No focus on repainting as the visible contents of the Windows are stored... Simply as now there is sufficient memory available for such a Windows Operating System feature and programming style should become different, easier, cleaner. Once the pixels are in the Window space, Windows can take care of painting it. It shouldn't be too hard, and the windows should flash into place instantly without observed redrawing time when appearing from below another window. An elegant feel when a browser window reappears without processing time involved in connecting to the server over the net and fetching the information. Storing a copy of the window should steal microprocessing time from drawing, but increase the speed involved in switching between windows. If the graphics card manufacturers would offer embedded windows offset features, the issue with the loss of microprocessing time with go away, and an overall smooth windows graphics OS would be allowed to be born, perhaps similar to Macintosh's coordination of Windows processes through hardware and software and not only through the use of software. From a programmer's standpoint of working with the contents of a Window in memory makes work with graphics far more comfortable, as dealing with the graphics memories in older graphics adapters, a direct access for the programmer to pixel data makes life easier and the development becomes more manageable and more fun as well. Conclusion: The problem is using extra memory for keeping bitmap copies of windows (memory is becoming less a problem these days) and drawing twice, with say a line, once drawing into the memory space of the window, and once to the screen, and only hardware could optimize the two into a single efficient operation, but graphics adapter manufacturers would not be bothering with mixing otherwise needed graphical Windows OS and hardware features for PC-s. Always back in the past, with stupid people like Bill Gates who said: nobody needs more than 128K memory. I was never like that. |
#9
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How does one beat Windows makers and make them
think of the future and not only of the present and past and not how things are put together bit by bit (Microsoft), but how things really are? |
#10
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Summary: It is time to rebuild Windows from scratch
according to current memory capacities, and not build on the old technologies. Again, rather than this update, Microsoft should be thinking of the future, which it won't. Knucklehead Gates. |
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