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= = = Shahr Kheybonari-ye Fathi = = =
Shahr Kheybonari-ye Fathi (, also Romanized as Shahr Kheybonārī-ye Fatḥī) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 48, in 9 families.
= = = Sarcheshmeh-ye Mushemi = = =
Sarcheshmeh-ye Mushemi (, also Romanized as Sarcheshmeh-ye Mūshemī) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 123, in 27 families.
= = = McAfee Peak = = =
McAfee Peak is the highest mountain in the Independence Mountains of northern Elko County, Nevada, United States. It ranks twenty-first among the most topographically prominent peaks in the state. The peak is located within the Mountain City Ranger District of the Humboldt-Toiyabe National Forest.
= = = Max Hoelz = = =
Max Hoelz (14 October 1889 – 15 September 1933) was a German Communist, most known for his role as a 'Communist Bandit' in the Vogtland region.
Hoelz was born the son of a day labourer and emigrated to Britain in 1905 to become a mechanic.
Hoelz served in the German army during the World War I but was wounded and worked on the railways. Towards the end of the war he was working in a reinforced concrete construction company near Mulhouse in Alsace where he received news his wife in Vogtland was ill, leading him to travel back to Falkenstein with soldiers returning from the front, amongst whom he helped form the Falkenstein Workers' and Soldiers' Council on 9 November 1918. However, he was shortly forced out of the council by his co-chair Sturl, a USPD member, but despite this he joined the USPD and got a job selling subscription to their new journal for the Vogtland, Vogtlandische Volkszeitung. Hoelz went on to found the local branch of the Communist Party of Germany (KPD) in Falkenstein in Spring 1919 and became a leader of the unemployed in the town.
During the Kapp Putsch Hoelz helped form a Red Army in Vogtland. However the activities of his mobile detachment consisting of sometimes as many as 200 armed men caused dismay to the KPD leaders, and soon Heinrich Brandler of the Chemnitz KPD ensure he was expelled from the party. As the Communist Workers Party of Germany (KAPD) was at that time bringing together former KPD activists who were disillusioned with the moderate politics of the KPD leadership, he soon joined them, finding himself more at home amongst their ranks. In the aftermath of the crushing of the Ruhr Red Army, the Vogtland was surrounded by 50,000 government troops and Hoelz led his army to the border with Czechoslovakia where they were surrounded by the Reichswehr. The Red Army split up into detachments to avoid the Reichswehr and Hoelz was eventually arrested in Czechoslovakia and then deported to Austria.
After returning to Vogtland in late 1920, Hoelz organised a band of around 50 men equipped with arms and bicycles to try and free those detained after the Kapp Putsch. The first bombing he organised was of the Falkenstein Rathaus on 6 March 1921 and others targeted courthouses throughout Germany.
Later in his 1929 autobiography 'From the "White Cross" to the Red Flag' he regretted taking part in this these attacks,
"It was a serious political error to approve, and sometimes even take part, in raids on bank buildings, post offices, etc. by expropriation squads. These funds flowed into the hands of the then leaders of the KAPD, thus fulfilling a political purpose by financing the printing of newspapers and leaflets. Only a small part was used over the years to help comrades who were living illegally in various parts of Germany. Unfortunately, the proletarian relief organization Rote Hilfe Deutschland (Red Aid Germany) did not exist at that time."<
Hoelz was one of the leaders of armed groups during the March Action in the Mansfelder district and ended up on trial in Berlin in May 1921 where he was sentenced to life imprisonment.
He was released by an amnesty in 1928 and moved to the Soviet Union where he remained critical of Communist Parties of Germany and the Soviet Union as well as of the Comintern as a whole. His request to return to Germany was turned down. He drowned in the Oka River near Nizhny Novgorod on 15 September, 1933.
= = = Sarkun-e Biseytun = = =
Sarkun-e Biseytun (, also Romanized as Sarkūn-e Bīseytūn) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 40, in 7 families.
= = = Sar Rash = = =
Sar Rash (; also known as Sar Rashīl and Sar Rīsh) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 88, in 17 families.
= = = Sartal-e Abdarreh = = =
Sartal-e Abdarreh (, also Romanized as Sartal-e Ābdarreh; also known as Sartal and Sar Tūl) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 50, in 10 families.
= = = Livengood gold deposit = = =
The Livengood gold deposit is an advanced gold exploration project located northwest of Fairbanks, Alaska.
Placer gold was discovered in Livengood Creek in 1914. The hardrock Livengood gold deposit was located by drilling by AngloGold Ashanti (U.S.A.) Exploration Inc. in 2003 and 2004. Livengood was acquired from AngloGold Ashanti in 2006 by the current project owner International Tower Hill Mines (ITHM). In 2016 ITHM reported proven and probable reserves of 391.66 million tonnes of ore at a grade of 0.71 g/t of gold for 8.97 million ounces.
= = = List of Northeast Corridor infrastructure = = =
This is a list of major infrastructure on the Northeast Corridor, a rail line running through the northeast United States. The list includes major interlockings, bridges, tunnels, and past and present stations, including MBTA Orange Line, WMATA Orange Line, and PATH stations on separate tracks but sharing the right-of-way. It is intended as a companion to the list of stations in the main article.
= = = Sar Tang ol Majan = = =
Sar Tang ol Majan (; also known as Sar Tang) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 27, in 6 families.
= = = Virtual Boy hardware = = =
The Virtual Boy hardware includes the console as well as a variety of accessories. The Virtual Boy is Nintendo's first 32-bit system.
The PPU is 16-bit, and the hardware control unit is 8-bit.
The Virtual Boy system uses a pair of 1×224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using flat oscillating mirrors. These mirrors vibrate back and forth at a very high speed, thus the mechanical humming noise from inside the unit. Each Virtual Boy game cartridge has a yes/no option to automatically pause every 15–30 minutes so that the player may take a break.
One speaker per ear provides the player with audio.
The Virtual Boy Console was the first video game console that was supposed to be capable of displaying "true 3D graphics" out of the box, in a form of virtual reality. Whereas most video games use monocular cues to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as parallax. In a manner similar to using a head-mounted display, the user looks into an eyepiece made of neoprene on the front of the machine, and then an eyeglass-style projector allows viewing of the monochromatic (in this case, red) image.
The Virtual Boy uses an oscillating mirror to transform a single line of LED-based pixels into a full field of pixels.
Nintendo claimed that a color display would have made the system too expensive and resulted in "jumpy" images, so the company opted for a monochrome display. To achieve a color display, Nintendo would have used a combination of red, green, and blue LEDs. At the time, blue LEDs were still considerably expensive and would in turn raise the price of the final product. This in combination with the other drawbacks helped influence Nintendo's decision to release the Virtual Boy as a monochrome device.
The Virtual Boy was meant to be used sitting down at a table, although Nintendo said it would release a harness for players to use while standing.
The Virtual Boy, being a system with heavy emphasis on three-dimensional movement, needed a controller that could operate along a Z axis. The Virtual Boy's controller was an attempt to implement dual digital "D-pads" to control elements in the aforementioned 3D environment. And, until the Nintendo 3DS's Circle Pad Pro accessory was released, the Virtual Boy was Nintendo's only handheld that had a second directional input.
The controller itself is shaped like an "M" (similar to a Gamecube controller). Players hold onto the sides of the controller and the part that dips down in the middle contains the battery pack. There are six buttons on the controller (A, B, Start, Select, L, and R), two D-pads, and the system's "on/off" switch. The two directional pads are located on either side of the controller at the top. The "A" and "B" buttons are located below the pad on the right side and the "Start" and "Select" buttons are located in the same spot on the left side. What would normally be called "shoulder buttons" ("L" and "R") are located behind the area where the pads are, on the back of the controller, functioning more as triggers.
In more traditional 2-dimensional games, the two directional pads are interchangeable. For others with a more 3D environment, like "Red Alarm", "3D Tetris", or "Teleroboxer", each pad controls a different feature. The symmetry of the controller also allows left-handed gamers to reverse the controls (similar to the Atari Lynx).
One of the unique features of the controller is the extendable power supply that slides onto the back. It houses the six AA batteries required to power the system. This can be substituted with a wall adapter, though a "slide on" attachment is required for the switchout. Once the slide on adapter is installed, a power adapter can be attached to provide constant power.
During development, Nintendo promised the ability to link systems for competitive play. The system's EXT (extension) port, located on the underside of the system below the controller port, was never officially supported since no "official" multiplayer games were ever published, nor was an official link cable released. (Although "Waterworld" and "Faceball" were going to use the EXT port for multiplayer play, the multiplayer features in the former were removed and the latter was canceled.)
= = = Shutavar = = =
Shutavar (, also Romanized as Shūtāvar, Shootavar, and Showtāvar) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 1,247, in 221 families.
= = = Tal Badam = = =
Tal Badam (, also Romanized as Tal Bādām) is a village in Tayebi-ye Sarhadi-ye Gharbi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its population was 30, in 7 families.
= = = Ab Anjir-e Delik = = =
Ab Anjir-e Delik (, also Romanized as Āb Anjīr-e Delīk; also known as Āb Anjīr) is a village in Tayebi-ye Sarhadi-ye Sharqi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its existence was noted, but its population was not reported.
= = = Nintendo 64 technical specifications = = =
This article describes the processor, memory, and other components of the 1996 Nintendo 64 home video game console. It then goes on to explain the specs of the Nintendo 64's components in more detail, and details the sub components therein.
The Nintendo 64's central processing unit (CPU) is the NEC VR4300, a licensed variant of the 64-bit MIPS Technologies R4300i, itself a cost-reduced derivative of the MIPS R4200. Built by NEC on a 350 nm process, the VR4300 is a RISC 5-stage scalar in-order execution processor, internal 24 KB direct-mapped L1 cache (16 KB for instructions, 8 KB for data). Although a floating-point unit exists as a logical coprocessor, there is no dedicated physical FPU datapath on the VR4300; instead, the integer pipeline is shared for this purpose, meaning that floating-point instructions will stall the pipeline. The 4.6 million transistor CPU is cooled passively by an aluminum heatspreader that makes contact with a steel heat sink above.
With a clock rate of 93.75 MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the fifth generation of video game consoles. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit data precision operations. N64 game titles generally use faster and more compact 32-bit data-operations, as these are sufficient to generate 3D scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space, which came at a premium with contemporary technology. The CPU is constrained by a 562.5 MB/s bus to the system RAM, and in order to access the RAM, the CPU must go through the Reality Coprocessor (RCP), and can not use DMA to do so as the RCP can. This issue is further compounded by the RDRAM's high access latency.
Programs emulating the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and trap the few subroutines that actually make use of 64-bit instructions.
Nintendo 64's graphics and audio duties are performed by the 64-bit SGI coprocessor, named the Reality Coprocessor, or RCP. The RCP is a 62.5 MHz chip split internally into two major components, the Reality Display Processor (RDP) and the Reality Signal Processor (RSP). Each area communicates with the other by way of a 128-bit internal data bus that provides 1.0 GB/s of bandwidth. The RSP is a MIPS R4000-based 128-bit integer vector processor. It is programmable through microcode, allowing the chip's functions to be significantly altered by each software title if necessary, to allow for different types of work, precision, and workloads. A number of microcodes were provided by Nintendo, while a few companies, such as Rare and Factor 5, would later develop their own microcodes. The RSP performs transform, clipping and lighting calculations, and triangle setup. The Reality Display Processor is primarily the Nintendo 64's pixel rasterizer, and also handles the console's Z-buffer compute.
The RCP was developed by SGI's Nintendo Operations department, led by engineer Dr. Wei Yen (who later founded ArtX in 1997). The RCP was manufactured by NEC, using its 350 nm 3LM CMOS process, which NEC had introduced in 1994. The processor contains 2.6million transistors manufactured using this process. The processor has a size of 81 mm², giving it a transistor density of over 32,000 per square mm.
Instead of a discrete sound processor, the RSP frequently performs audio functions, although the CPU can be tasked with this as well. It can play back most types of audio (dependent on software codecs) including uncompressed PCM, MP3, MIDI, and tracker music. The RSP is theoretically capable of a maximum of 100 channels of PCM at a time, but only in a case where all system resources are devoted to audio. It has a maximum sampling rate of 48 kHz with 16-bit audio. In practice, however, storage limitations caused by the ROM cartridge format limit the audio size and thus quality. Some game titles are designed for higher quality audio when storage expansions are available, as with "F-Zero X Expansion Kit".
The RDP performs rasterization, converting images into raster format before output to the display. The RCP also provides the CPU's access to main system memory via a 562.5 MB/s bus. Unfortunately, this link does not allow direct memory access for the CPU. The RCP, like the CPU, is passively cooled by an aluminum heatspreader that makes contact with a steel heat sink above.
The final major component in the system is the random-access memory, or RAM. Following its design heritage in SGI supercomputing, the Nintendo 64 implemented a unified memory architecture (UMA), instead of having separate banks of memory for CPU, audio, and video, as seen on its competitors. The RAM itself consists of 4.5 megabytes (0.5 MB for anti-aliasing) of Rambus RDRAM, fabricated by NEC. System RAM is expandable to a total of 9 MB with the Expansion Pak. The RAM has a 9-bit data bus at 250 MHz; as RDRAM transfers data at both the rising and falling edge of the signal (a technique also known as DDR), it provides the system with 562.5 MB/s peak bandwidth, shared between CPU and RCP.
Rambus technology was quite new at the time and offered Nintendo a way to provide a large amount of bandwidth at a relatively low cost. The narrow bus makes board design easier and cheaper than the higher width data buses required for high bandwidth out of slower-clocked RAM types (such as VRAM or EDO DRAM); this way, the N64 mainboard could be designed with only 2 layers. However, RDRAM, at the time, came with a very high access latency. The combination of high bandwidth and high latency meant that significant effort was required from developers to achieve optimal results. Early N64 revisions use two 18 Mbit RAM chips; in ca. 1998 these were replaced with a single 36 Mbit chip, same as was used on the Expansion Pak.
The Nintendo 64 Game Pak ROM cartridges are much faster than contemporary CD-ROM drives that data can be streamed in real-time from cartridges as if they are additional RAM, thus maximizing the efficiency of the system's RAM. This was a common practice for developers of many games, such as Nintendo EAD's "Super Mario 64" or Factor 5's "Indiana Jones and the Infernal Machine".
The system allows for video output in two formats: composite video and S-Video. This is accomplished through the proprietary "MULTI OUT" connector on the rear of the system, which was carried over from the SNES and later reused on the GameCube. Although the digital-to-analog converter chip used in early models had the capability to produce RGB video, it was not connected by default for this purpose, and later revisions lacked the pin connections for this purpose entirely.
The system came bundled with a composite cable (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK) were a RF modulator and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.
The system supports standard-definition resolutions up to 480i (576i for PAL units). Few games make use of this mode, and most of those which do also require use of the Expansion Pak RAM upgrade. Most games instead use the system's low-definition 240p (288p for PAL models) modes. A number of games also support widescreen display ratios using either anamorphic widescreen or letterboxing. Games with support for this include "Banjo-Tooie", "Donkey Kong 64", "GoldenEye 007", "", "Jet Force Gemini", "Perfect Dark", "", "", "", "", "Hybrid Heaven", and "South Park".
= = = Ab Riz-e Haft Cheshmeh-ye Mahtab = = =
Ab Riz-e Haft Cheshmeh-ye Mahtab (, also Romanized as Āb Rīz-e Haft Cheshmeh-ye Mahtāb; also known as Āb Rīz) is a village in Tayebi-ye Sarhadi-ye Sharqi Rural District, Charusa District, Kohgiluyeh County, Kohgiluyeh and Boyer-Ahmad Province, Iran. At the 2006 census, its existence was noted, but its population was not reported.
= = = Yerrapalli Formation = = =