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 人参与 | 时间:2021-06-20 03:31:09

But Gartner Dataquest is forecasting a modest recovery in 2002. On Tuesday (May 8), the research firm once again revised its estimate of industry performance, saying a 17 percent decline was likely for this year, followed by a slow uptick. In the third and fourth quarters TSMC's sales will be a little bit higher,” said Henry Wang, an analyst at Entrust Securities. But . . . there will be only a moderate recovery.”

Analysts have long regarded J-Phone's IMT-2000 service as a competitive threat to Docomo. J-Phone announced its own 3G service delay in March, when it pushed back its IMT-2000 service from October 2001 to June 2002 to take advantage of revised 3GPP industry group standards. But J-Phone told EE Times that it believes its national coverage will be completed about the same time as Docomo, in late 2002.

Vodafone's raised stake helps make J-Phone Docomo's biggest rival, Tachikawa said. Compared to before, there is a clear picture that we are now competing on the same ground,” he said. But rather than competing with them, we will strive to enhance demand.”

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Choosing the right instrument and using the proper measurement techniques are essential to getting the precise results. However, one common limitation lays directly between the device under test (DUT) and the test instrument: the cable. I often recommend to engineers that they should not skimp on cables. Purchase good” ones; it will save money in the long run.

In this article, I’ll show you that while this may be sound advice, the purchase of a good” cable alone may not be sufficient. I’ll also provide some guidelines for using and selecting appropriate cables as well as reasons for why you should measure every cable when it arrives and regularly before using it in a measurement. First, let’s evaluate the criteria by which we compare cables:

Cable Selection CriteriaWe typically purchase cables based on a short list of parameters. These routinely include:

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Sure there are a few other parameters, such as velocity factor, precise delay time, and operating temperature range. In some cases, we might even have our cables fabricated by any one of the numerous cable assembly companies that allow you to choose the coaxial cable, length, and connectors.

Read the entire article at EDN.

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MADISON, Wis. — Google is betting on the untested but popular Maker Movement and trusting that its build-your-own-phone project will appeal to those of us who have little say in how smartphones are made, what they do, and how they look. Google apparently believes that the project will entice 6 billion people into the smartphone fold.

Well, in the words of the smartphone prophet Buddy Holly, that’ll be the day.

Three years and a few months ago, Imagination Technologies surprised the Technorati by buying struggling but clever Caustic Graphics. The value of ray tracing has been well established, as has the painfully slow process of rendering such physically perfect images. The idea of using ray tracing on a mobile device, the arena Imagination plays in, seemed farfetched. Equally questionable was the idea that IP provider Imagination would enter into the chip or AIB PC business — it had been in that business, and that was why it went into IP.

There were hints that one day ray tracing would show up in a mobile device. After all, the performance of SoCs was accelerating at a rate faster than Moore’s law, and screen resolution in tablets was exceeding that of PCs. But for ray tracing to be useful in a time-scale commensurate with a mobile device would require something new and novel. Traditional ray casting, millions of rays, 30 times a second, is a workload that challenges 300 watt GPUs backed by a 200W X86 CPU, not lightweight work.

Do you hear the trumpets? Caustic had that novelty. Everyone who looked at Caustic’s technology (under deep, deep NDAs) judged the methodology valid, and impressive.

But ray tracing is a resource hog and time consumer. So Imagination used the novel Caustic RT engine, the powerful PowerVR shaders, and developed an invokable hybrid solution that lets the developers mix and match traditional, rasterized, polygon-based rendered objects (e.g., objects created using OpenGL ES) and physically accurate ray-traced elements in the same scene. This is a well known concept, but difficult to implement.

This hybrid rendering technique can provide high-quality dynamic lighting and shadow effects and can improve other elements of the game engine as well. One example is improving game AI. Characters in a first-person shooter that can start to see and understand the 3D environment around them, using the ray tracing to process spatial understanding, opens up a new world for realistic behavior when in-game agents can make decisions based on direct line-of-sight calculations that model what they are able to see. (There’s another side benefit to this, which helps overcome some of the latencies in the round-trip, action-reaction time in high-performance games).

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