text:
Signetics 2650 & 2636 programming/Getting started

Tutorial — Getting started
The objective of this tutorial is to gently introduce the mechanics of assembling, running and debugging a simple piece of code using WinArcadia. We'll be using the debugger to step through the program instruction by instruction, both to learn about using the debugger and also to gain a better understanding of how the processor works.

If you haven't done so already, instructions for downloading and installing WinArcadia can be found at ../WinArcadia/.

Tutorial program
The code for this tutorial can be found at ../Tutorial code - getting started/. Copy & paste this code into a text file and append the standard label definitions file ../Tutorial code/. Save the file as intro.asm in the Projects folder.

Open WinArcadia. If the emulator screen is not displaying INTERTON VC 4000, use menu items: Options > Machine > Interton

In the emulators command line, enter bp 0. This sets a breakpoint to stop execution of the program as soon as it starts.

Again in the command line, enter asm intro. This assembles the program we just created and opens a WinArcadia Output window which, if the assembly was successful, should include the message 0 warnings, 0 errors. It will also have created an assembly listing and a binary file in the Projects folder. Open the list file, intro.lst. The first column shows us the address where a line of program is stored, and the second column shows one, two or three bytes of the machine code. The rest of the line is the program we wrote.

WinArcadia will have automatically started to execute the program, but has been stopped straight away when it hit the breakpoint we entered at $0000. In the command line enter s. This will Step through the next instruction and display the state of the processor in the output window. The only thing that the first instruction — bcta,un reset — will have done is set the Instruction Address Register IAR to $0004, the address equivalent to label reset.

Step again (enter s in the command line). The instruction lodi,r0 $20 has been executed and we can see that r0 now holds $20.

Step twice again. These two instructions set up the Program Status Word. Our goals here are to disable interrupts, set the return address stack pointer to zero. See Reset.

The next instruction, eorz r0, is a single byte instruction that has the effect of setting r0 to $00, and then we save that in the 'effects' register. This turns off the audio and clears the $\overline{ invert bit}$.

We then take a branch to the subroutine InitPVI. Notice how the stack pointer SP has been incremented to 1, and the first location in the Return Address Stack is $000F.

The first two instructions in the subroutine set r0=0 and r3=$CA in preparation for setting all the PVI registers to 0. R3 will be used as an index register.

Step the program so that you are viewing the instruction stra,r0 object1,r3-. Notice that the debugger is showing us that index register r3 has been auto-decremented to $C9 and that r0 is going to be stored in SCORE34, the last address in the PVI that we can write to. Open the Tools menu and turn on the UVI/PVI(s) monitor. You should see that SCORERT is 00. Step twice more and SCORELT will also be set to OO.

We could go on single stepping through the loop if we needed to debug something, but in our case we are going to skip to the end of the loop we are in by using the r l command. This runs until after the next BDRR/BDRA/BIRR/BIRA/BRNR/BRNA instruction which does not branch. Note that this does not work for BCTR/BCTA/BCFR/BCFR.

The next line sets R3 up as an index ready to load shape and position data for object 1 which is fetched from a data table one. As you step through this loop, you can see the X and Y coordinates of object 1 being set in the PVI monitor. There is not a great deal more to see now, so click the Pause button at the top of the emulator window and the program run to its end. The emulator screen should be showing a black screen, four white score digits and a small magenta box.

One feature of the debugger is the Guide ray which shows where the TV beam would be as each instruction is being executed. It is turned on and off from the command line instruction gr. The picture here shows the guide ray as our program overwrites the default Interton display. If you watch the beam as you single step through the program you can see just how few instructions can be performed on each horizontal line of the scan.

To run the program again, select File > Reset to game and the program should once again hit the breakpoint at $0000. Note however that the emulator is still showing our black screen and magenta box. It is probably fairer to start again by selecting File > Reinitialise machine. Note that the emulator must not be Paused for either of these to work.

Once back to the green Interton screen, type bl in the command line. This will list all breakpoints in the output window, and it should say None as they were cleared when the machine was reinitialised. So the breakpoint will need to be set and the program assembled again. You can now repeat all the above, or type h in the command line to see all the commands that can be used in the debugger and perhaps try some out.

One final and powerful feature of the debugger are conditional breakpoints. These enable a breakpoint to be set if a particular condition is met. As an example enter bp 001e r3 eq 1 in the command line and let the program run. It should stop in loopIS when the index register r3 reaches 1. There are many other conditional options including testing memory data or any register including PSU, PSL, SP, CC, RASn. For full details see Help > Manual


text:
User talk:Clean Boys

JackPotte (discuss • contribs) 14:20, 12 December 2021 (UTC)

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: User talk:Clean Boys


text: Talk:Kannada/Introduction

title: Talk:Kannada/Introduction


text: Talk:Kannada/Alphabet

title: Talk:Kannada/Alphabet


text: Talk:Kannada/Animals

title: Talk:Kannada/Animals


text: Talk:Kannada/Body

title: Talk:Kannada/Body


text: Talk:Kannada/Colors

title: Talk:Kannada/Colors


text: Talk:Kannada/Birds

title: Talk:Kannada/Birds


text: Talk:Kannada/Vegetables

title: Talk:Kannada/Vegetables


text: Talk:Kannada/Directions

title: Talk:Kannada/Directions


text: Talk:Kannada/Flowers

title: Talk:Kannada/Flowers


text: Talk:Kannada/Fruits

title: Talk:Kannada/Fruits


text: Talk:Kannada/Foods

title: Talk:Kannada/Foods


text: Talk:Kannada/Grains

title: Talk:Kannada/Grains


text: Talk:Kannada/Family relations

title: Talk:Kannada/Family relations


text: Talk:Kannada/Days and Months

title: Talk:Kannada/Days and Months


text: Talk:Kannada/Music

title: Talk:Kannada/Music


text: Talk:Kannada/Greetings

title: Talk:Kannada/Greetings


text: Talk:Kannada/Noun

title: Talk:Kannada/Noun


text: Talk:Kannada/Talking about oneself

title: Talk:Kannada/Talking about oneself


text: Talk:Kannada/Questions

title: Talk:Kannada/Questions


text: Talk:Kannada/Objects

title: Talk:Kannada/Objects


text: Talk:Kannada/Zodiac Signs

title: Talk:Kannada/Zodiac Signs


text: Talk:Kannada/Food and Drink

title: Talk:Kannada/Food and Drink


text: Talk:Kannada/Verb

title: Talk:Kannada/Verb


text: Talk:Georgian/Countries

title: Talk:Georgian/Countries


text: Talk:Tanchangya

title: Talk:Tanchangya


text: Talk:Tanchangya/Vocabulary/Academic Subjects


text: Talk:Tanchangya/Introduction/About

title: Talk:Tanchangya/Introduction/About


text: Talk:Tanchangya/Introduction

title: Talk:Tanchangya/Introduction


text: Talk:Tanchangya/Grammar

title: Talk:Tanchangya/Grammar


text: Talk:Tanchangya/Vocabulary/Animals

title: Talk:Tanchangya/Vocabulary/Animals


text: Talk:Tanchangya/Vocabulary/Direction

title: Talk:Tanchangya/Vocabulary/Direction


text: Talk:Tanchangya/Contributor's Guide

title: Talk:Tanchangya/Contributor's Guide


text: Talk:Tanchangya/Vocabulary/Body parts

title: Talk:Tanchangya/Vocabulary/Body parts


text: Talk:Tanchangya/Vocabulary/Colors

title: Talk:Tanchangya/Vocabulary/Colors


text: Talk:Tanchangya/Vocabulary/Computing

title: Talk:Tanchangya/Vocabulary/Computing


text: Talk:Tanchangya/Vocabulary/Numbers

title: Talk:Tanchangya/Vocabulary/Numbers


text: Talk:Tanchangya/Vocabulary/Time

title: Talk:Tanchangya/Vocabulary/Time


text: Talk:Tanchangya/Vocabulary/Clothes and accessories


text: Talk:Tanchangya/Vocabulary/Banking

title: Talk:Tanchangya/Vocabulary/Banking


text: Talk:Tanchangya/Vocabulary/Family and people


text: Talk:Tanchangya/Vocabulary/Food and Drink


text: Talk:Tanchangya/Vocabulary/Countries, languages and nationalities


text: Talk:Tanchangya/Vocabulary/Health

title: Talk:Tanchangya/Vocabulary/Health


text: Talk:Tanchangya/Vocabulary/Countries of the World


text: Talk:Tanchangya/Vocabulary/Dates

title: Talk:Tanchangya/Vocabulary/Dates


text: Talk:Tanchangya/Vocabulary/Weather and seasons


text: Talk:Tanchangya/First Person

title: Talk:Tanchangya/First Person


text: Talk:Tanchangya/Second Person

title: Talk:Tanchangya/Second Person


text: Talk:Tanchangya/Third Person

title: Talk:Tanchangya/Third Person


text: Talk:Tanchangya/Cases

title: Talk:Tanchangya/Cases


text: Talk:Tanchangya/Past Tense

title: Talk:Tanchangya/Past Tense


text: Talk:Tanchangya/Tanchangya Alphabets

title: Talk:Tanchangya/Tanchangya Alphabets


text: Talk:Tanchangya/Tanchangya Number

title: Talk:Tanchangya/Tanchangya Number


text: Talk:Tanchangya/Pronouns

title: Talk:Tanchangya/Pronouns


text: Talk:Tanchangya/Nouns

title: Talk:Tanchangya/Nouns


text: Talk:Tanchangya/Festival

title: Talk:Tanchangya/Festival


text: Talk:Tanchangya/Festival/Bisu Mela

title: Talk:Tanchangya/Festival/Bisu Mela


text: Talk:Tanchangya/Dress

title: Talk:Tanchangya/Dress


text: Talk:Tanchangya/Cuisine

title: Talk:Tanchangya/Cuisine


text: Talk:French/Vocabulary/Family

title: Talk:French/Vocabulary/Family


text: Talk:False Friends of the Slavist/Map zachodъ


text: Talk:False Friends of the Slavist/Map město


text: Talk:False Friends of the Slavist/Map zakazъ


text: Talk:False Friends of the Slavist/Map stěna


text: Talk:False Friends of the Slavist/Map ložьko


text: Talk:False Friends of the Slavist/Map grěšiti


text: Talk:False Friends of the Slavist/Map blǫdъ


text: Talk:False Friends of the Slavist/Map ponosъ


text: Talk:False Friends of the Slavist/Map posъlъ


text: Talk:False Friends of the Slavist/Map brakъ


text: Talk:False Friends of the Slavist/Map rychlъ


text: Talk:False Friends of the Slavist/Map čuti


text: Talk:False Friends of the Slavist/Map meč


text: Talk:False Friends of the Slavist/Map kuča


text: Talk:False Friends of the Slavist/Map veselьje


text: Talk:False Friends of the Slavist/Map obyvatělь


text: Talk:False Friends of the Slavist/Map zlodějь


text: Talk:False Friends of the Slavist/Map čьrstvъ


text: Talk:False Friends of the Slavist/Map vozъ


text: Talk:False Friends of the Slavist/Map obъchodъ


text: Talk:False Friends of the Slavist/Map chyba


text: Talk:False Friends of the Slavist/Map skoro


text: Talk:False Friends of the Slavist/Map kalъ


text: Talk:False Friends of the Slavist/Map batogъ


text: Talk:False Friends of the Slavist/Map razъsъkazъ


text: Talk:False Friends of the Slavist/Map otъkazъ


text: Talk:False Friends of the Slavist/Map znojь


text: Talk:False Friends of the Slavist/Map zdanie


text: Talk:Brahmin Tamil/Introduction

title: Talk:Brahmin Tamil/Introduction


text: Talk:Brahmin Tamil/Lesson1

title: Talk:Brahmin Tamil/Lesson1


text: Talk:Brahmin Tamil/Grammar1

title: Talk:Brahmin Tamil/Grammar1


text: Talk:Brahmin Tamil/Lesson2

title: Talk:Brahmin Tamil/Lesson2


text: Talk:Brahmin Tamil/Grammar2

title: Talk:Brahmin Tamil/Grammar2


text: Talk:Brahmin Tamil/Lesson3

title: Talk:Brahmin Tamil/Lesson3


text: Talk:Brahmin Tamil/Grammar3

title: Talk:Brahmin Tamil/Grammar3


text: Talk:Brahmin Tamil/Lesson4

title: Talk:Brahmin Tamil/Lesson4


text: Talk:Brahmin Tamil/Grammar4

title: Talk:Brahmin Tamil/Grammar4


text: Talk:Brahmin Tamil/Lesson5

title: Talk:Brahmin Tamil/Lesson5


text: Talk:Brahmin Tamil/Grammar5

title: Talk:Brahmin Tamil/Grammar5


text: Talk:Brahmin Tamil/Lesson6

title: Talk:Brahmin Tamil/Lesson6


text: Talk:Brahmin Tamil/Grammar6

title: Talk:Brahmin Tamil/Grammar6


text: Talk:Brahmin Tamil/Lesson7

title: Talk:Brahmin Tamil/Lesson7


text: Talk:Brahmin Tamil/Grammar7

title: Talk:Brahmin Tamil/Grammar7


text: Talk:Brahmin Tamil/Grammar8

title: Talk:Brahmin Tamil/Grammar8


text: Talk:Brahmin Tamil/Lesson9

title: Talk:Brahmin Tamil/Lesson9


text: Talk:Brahmin Tamil/Grammar9

title: Talk:Brahmin Tamil/Grammar9


text: Talk:Bengali/Greetings

title: Talk:Bengali/Greetings


text: Talk:Bengali/Script/Conjuncts 1

title: Talk:Bengali/Script/Conjuncts 1


text: Talk:Bengali/Time and date

title: Talk:Bengali/Time and date


text: Talk:Bengali/Talking about oneself

title: Talk:Bengali/Talking about oneself


text: Talk:Bengali/Origins

title: Talk:Bengali/Origins


text: Talk:Bengali/Sentence patterns

title: Talk:Bengali/Sentence patterns


text: Talk:Bengali/Months

title: Talk:Bengali/Months


text: Talk:Bengali/Animals

title: Talk:Bengali/Animals


text: Talk:Bengali/Body

title: Talk:Bengali/Body


text: Talk:Bengali/Dressing

title: Talk:Bengali/Dressing


text: Talk:Bengali/Relations

title: Talk:Bengali/Relations


text: Talk:Bengali/Dialects

title: Talk:Bengali/Dialects


text: Talk:Bengali/Lesson 1

title: Talk:Bengali/Lesson 1


text: Talk:Bengali/Lesson 2

title: Talk:Bengali/Lesson 2


text: Talk:Bengali/Today

title: Talk:Bengali/Today


text: Talk:Bengali/Script/Vowels

title: Talk:Bengali/Script/Vowels


text: Talk:Bengali/Script/Diacritics

title: Talk:Bengali/Script/Diacritics


text: Talk:Bengali/Exercise 1.2

title: Talk:Bengali/Exercise 1.2


text: Talk:Bengali/Family relations

title: Talk:Bengali/Family relations


text: Talk:Bengali/Script

title: Talk:Bengali/Script


text: Ordinary Differential Equations/Definition, reduction of explicit equations to first order


text:
Signetics 2650 & 2636 programming/Tutorial code - getting started

Tutorial code - Getting started
This is the code for the tutorial Getting started

reset_vector: bcta,un	reset interrupt_vector: retc,un	       ;just in case an interrupt occurs before we disable them reset: lodi,r0 $20	;initialise program status word, just to be sure! lpsu           ;inhibit interrupts, stack pointer=0 lpsl           ;register bank 0, without carry, arithmetic compare

eorz	r0 stra,r0	effects  ;initialise the 74LS378 bsta,un InitPVI  ;initialise video chip

endless: bctr,un endless

InitPVI: eorz	r0		;r0 = 0 lodi,r3	$CA		;set 1F00-1FC9 to 00 (most of PVI) loop1:			       ;sets all colours to black, turns off sound, score 1 field at top. stra,r0	shape1,r3- brnr,r3	loop1
 * subroutine - initialise PVI
 * subroutine - initialise PVI

lodi,r3 $0E loopIS:			;load sprite shape and coords loda,r0 one,r3- stra,r0 shape1,r3 brnr,r3 loopIS lodi,r0 $17 stra,r0 colours12 retc,un

one: db	$FF db	$81 db	$81 db	$81 db	$81 db	$81 db	$81 db	$81 db	$81 db	$FF db	100	;hc db	100	;hcb db	100	;vc db	200	;voff


text: Programming in LOLGraphics 3.4/Preface

title: Programming in LOLGraphics 3.4/Preface


text: Advanced Calculus/Printable version

title: Advanced Calculus/Printable version


text: Anim8or - Basics to Advanced/Printable version


text: Understanding Air Safety in the Jet Age/Printable version


text: Template:IPA symbol/sandbox

title: Template:IPA symbol/sandbox


text:
PostgreSQL/Transactions

All data-changing operations like,  , or   must run within a surrounding construct which is called a TRANSACTION. Transactions are created with the SQL command  and finished with either   or. During the lifetime of the transaction the changes to the database are written only preliminarily. At the end,  finishes the transaction regularily and commits all intended data changes, or   aborts the transaction and reverts all those preliminary changes.

In addition to this explicit usage of SQL keywords to manage transactions, some of PostgreSQL's client libraries create implicitly a new transaction if one of the data-changing operations doesn't run in an explicitly created transaction. In this case, the operation is automatically committed immediately after its execution.

 * Hint: When working within a procedure or function, there is a  construct to define 'blocks'. In this context the meaning of   (no semikolon after BEGIN!) differs from what is explained here. You can avoid the ambiguity by using the keywords   as an alternative for   in the context of transactions. Besides that,   conforms to the SQL standard.

Transactions generate a great relief for applications. Especially for business logic that must execute many statements as a consistent unit - like the above money transfer from one bank account to another -, there is no need to take individual actions after an error occurred in the middle of a transaction. In many cases it's enough to restart the transaction or to handle errors in a unified way.

Transactions in PostgreSQL guarantee that all requirements of the ACID paradigm are fulfilled, see next chapter.

Sub-Transactions
Within a transaction the keyword  defines and denotes a position, to which the transaction may be rolled-back.

title: PostgreSQL/Transactions


text:
PostgreSQL/ACID

The ACID paradigm is a cornerstone of database management systems. With respect to data modifications, the paradigm demands that transactions must fulfill certain requirements and have to guarantee that they are satisfied not only during regular operations but also in all cases of minor and major problems like mutual-locking, connection-loss, server-down, disk-full, disk-crash, ... .

Please note especially that the requirements are defined at the transaction level. They are named:

 * Atomicity
 * Consistency
 * Isolation
 * Durability

As shown in the previous chapter every single write operation or a collection of write operations is embedded in a transaction. Read operations may also be part of a transaction.

Atomicity
All writing operations within a transaction create a single, undividable unity. Either all of them succeed or none. Writing operations to different tables are an example of such a situation. Another example is the decrease of one person's bank account and the associated increase of another bank account during a money transfer.

Consistency
At the end of a transaction, the database is in a consistent state. All defined integrity rules like uniqueness, check constraints, foreign-key and primary-key definitions are fulfilled. Furthermore, all involved triggers have been successfully executed. It's possible that during the lifetime of a transaction those rules may be broken, e.g. the foreign key relationship of two nodes in a doubly-linked list.

In essence, a transaction transfers the database from one consistent state to another consistent state.

Isolation
In many cases, transactions run in parallel. But the database system gives them the illusion that they act one after the other. Depending on the chosen isolation level, the exact behavior of competing read and write operations may differ. Nevertheless, PostgreSQL guarantees in all cases, that read operations never block write operations and write operations never block read operations.

Durability
Durability guarantees that after a successful termination (COMMIT) of a transaction, the carried-out changes keep in the database, even if a significant problem like a disk crash occurs. PostgreSQL implements this by saving the data changes not only in the data files but - redundant - also in Write-Ahead-Log (WAL) files. Therefore it is recommended that data and WAL files shall be stored on different disks.

title: PostgreSQL/ACID


text:
LMIs in Control/pages/D-Stabilization of Switched Systems

D-Stability Controller for Switched Systems

This LMI lets you specify desired performance metrics like rising time, settling time and percent overshoot. Note that arbitrarily switching between stable systems can lead to instability whilst switching can be done between individually unstable systems to achieve stability.

The System
Suppose we were given the switched system such that

\begin{align} \dot x(t)&=A_ix(t)+B_iu(t)\\ y(t)&=C_ix(t)+D_iu(t) \end{align}$$

where $$A_i\in\mathbb{R}^{mxm}$$, $$B_i\in\mathbb{R}^{mxn}$$, $$C_i\in\mathbb{R}^{pxm}$$, and $$D_i\in\mathbb{R}^{qxn}$$ for any $$t\in\mathbb{R}$$. $$i \in 1,...,k$$ modes of operation

The Data
In order to properly define the acceptable region of the poles in the complex plane, we need the following pieces of data:

 * matrices $$A_i$$, $$B_i$$
 * rise time ($$t_r$$)
 * settling time ($$t_s$$)
 * percent overshoot ($$M_p$$)

Having these pieces of information will now help us in formulating the optimization problem.

The Optimization Problem
Using the data given above, we can now define our optimization problem. We first have to define the acceptable region in the complex plane that the poles can lie on using the following inequality constraints:

Rise Time: $$\omega_n{\leq}{1.8 \over t_r}$$

Settling Time: $$\sigma{\leq}{-4.6 \over t_s}$$

Percent Overshoot: $$\sigma{\leq}{-ln({M_p}) \over {\pi}}|{\omega_d}|$$

Assume that $$z$$ is the complex pole location, then:

\begin{align} {\omega_n}^2=\|z\|^2&=z^{*} z\\ {\omega_d}=Im{z}&={(z-z^{*}) \over 2}\\ {\sigma}=Re{z}&={(z+z^{*}) \over 2} \end{align}$$

This then allows us to modify our inequality constraints as:

Rise Time: $$z^{*} z-{1.8^2 \over {t_r}^2}{\leq}0$$

Settling Time: $${(z+z^{*}) \over 2}+{4.6 \over t_s}{\leq}0$$

Percent Overshoot: $$z-z^{*}+{{\pi} \over ln({M_p})}|z+z^{*}|{\leq}0$$

which not only allows us to map the relationship between complex pole locations and inequality constraints but it also now allows us to easily formulate our LMIs for this problem.

The LMI: An LMI for Quadratic D-Stabilization
Suppose there exists $$ P > 0 $$ and $$ Z $$ such that

\begin{align} \begin{bmatrix} -rP && A_iP+B_iZ \\ (A_iP+B_iZ)^T && -rP \end{bmatrix} < 0 \\

A_iP+B_iZ+(A_iP+B_iZ)^T +2\alpha P&<0, and\\

\end{align}$$

\begin{align} \begin{bmatrix} A_iP+B_iZ+(A_iP+B_iZ)^T && c(A_iP+B_iZ-(A_iP+B_iZ)^T) \\ c((A_iP+B_iZ)^T -(A_iP+B_iZ)) && A_iP+B_iZ+(A_iP+B_iZ)^T\end{bmatrix} < 0 \end{align}$$

for $$ i = 1,...,k $$

Conclusion:
The resulting controller can be recovered by

$$K=ZP^{-1}$$.

Implementation
The implementation of this LMI requires Yalmip and Sedumi /MOSEK


text:
User:Bluetraycer/sandbox

Robust Stabilization of Nonlinear Systems

The Optimization Problem
Consider a non linear system whos dynamics are given by $$\dot{x} = Ax + h(t,x) $$

where $$x \in \mathbb{R}^n$$,$$ A \in \mathbb{R}^{n \times n}$$ and $$ h:\mathbb{R}^{n+1} \rightarrow \mathbb{R}^n $$, $$A$$ is Hurwitz stable and $$h(t,x)$$ is piecewise continuous in both $$t$$ and $$s$$

Assume that $$h^T(t,x)h(t,x) \leq \alpha^2x^TH^THx$$

where $$\alpha > 0$$ and $$H \in \mathbb{R}^{lxn}$$

The Data
The data is dependent on the type the state-space representation of the 9-matrix plant; therefore the following must be known for this LMI to be calculated: $$ A \in \mathbb{R}^{m \times m} $$, $$ B_1 \in \mathbb{R}^{m \times n} $$, $$ B_2 \in \mathbb{R}^{m \times p} $$, $$ C_1 \in \mathbb{R}^{n \times m} $$, $$ D_{11} \in \mathbb{R}^{n \times n} $$, $$ D_{12} \in \mathbb{R}^{n \times p} $$, $$ C_2 = I $$, $$ D_{21} = 0 $$, and $$ D_{22} = 0 $$. What must also be considered is which matrix or matrices will be "switched" during optimization. This can be denoted as $$ A(\delta) $$.

The LMI: Switched Systems $$H_2$$ Optimization
There exists a scalar $$ \gamma $$, along with the matrices $$ X > 0 $$, $$ W $$, and $$ Z $$ where:

\begin{align}

||S(P,K(0,0,0,F))||^{2}_{H_2} \leq \gamma \\    \\     trace W < \gamma \\    \\     A X + X A^T + B_2 Z + Z' B_2'+B_1 B^{T}_{1} < 0 \\    \\     \begin{bmatrix} X & (C_1 X + D_{12} Z)^{T} \\ C_1 X + D_{12} Z & W \\ \end{bmatrix}&>0\\

\end{align}$$

Where $$ F = Z X^{-1} $$ is the controller matrix. This also assumes that the only switching matrix is $$ A $$; however, other matrices can be switched in states in order for more robustness in the controller.

Conclusion:
The results from this LMI gives a controller gain that is an optimization of $$ H_2 $$ for a switched system optimization.

Implementation

 * H2 switched state-feedback optimization example

title: User:Bluetraycer/sandbox


text:
LMIs in Control/pages/Stability of nonlinear systems

Robust Stability of Nonlinear Systems

The Optimization Problem
Consider a non linear system whos dynamics are given by

$$\dot{x} = Ax + h(t,x) $$

where $$x \in \mathbb{R}^n$$,$$ A \in \mathbb{R}^{n \times n}$$ and $$ h:\mathbb{R}^{n+1} \rightarrow \mathbb{R}^n $$, $$A$$ is Hurwitz stable and $$h(t,x)$$ is piecewise continuous in both $$t$$ and $$s$$

Assume that $$h^T(t,x)h(t,x) \leq \alpha^2x^TH^THx$$

where $$\alpha > 0$$ is the bounding parameter and $$H \in \mathbb{R}^{l\times n}$$

The Data
The matrices necessary for this LMI are A and H.

The LMI: Switched Systems $$H_2$$ Optimization
There exists a scalar $$ \gamma $$, along with the matrices $$ Y > 0 $$ such that:

\begin{align} \begin{bmatrix} AY+YA^T & I & YH^T \\ I & -I & 0\\ HY & 0 & -\gamma I     \end{bmatrix}&<0\\

\end{align}$$

Conclusion:
The system is robustly stable to degree $$\alpha$$ is the LMI is feasible.


text:
LMIs in Control/pages/Robust stabilization of nonlinear systems

Robust Stabilization of Nonlinear Systems

The Optimization Problem
Consider a non linear system whos dynamics are given by

$$\dot{x} = Ax + Bu + h(t,x) $$

where $$x \in \mathbb{R}^n$$,$$ A \in \mathbb{R}^{n \times n}$$, $$B \in \mathbb{R}^{n \times m}$$ and $$ h:\mathbb{R}^{n+1} \rightarrow \mathbb{R}^n $$, $$A$$ is Hurwitz stable and $$h(t,x)$$ is piecewise continuous in both $$t$$ and $$s$$

We assume $$(A,B)$$ is stabilizable so

$$u(x) = Kx$$,  $$K \in \mathbb{R}^{m \times n}$$

Assume that $$h^T(t,x)h(t,x) \leq \alpha^2x^TH^THx$$

where $$\alpha > 0$$ is the bounding parameter and $$H \in \mathbb{R}^{l\times n}$$

The Data
The matrices required to solve this problem are A, B, H

The LMI: Nonlinear Systems Robust Stabilization
There exists scalars $$\gamma$$, $$\kappa_Z$$, and $$\kappa_Y$$, along with the matrices $$ Y > 0 $$ such that the following optimization problem is feasible.

\begin{align} \text{minimize}\ & \gamma + \kappa_Z + \kappa_Y \\ \text{subject to}\ &Y > 0\\ &\begin{bmatrix} AY+YA^T + BZ +Z^TB^T & I & YH^T \\ I & -I & 0\\ HY & 0 & -\gamma I     \end{bmatrix}&<0\\ &\gamma - \frac{1}{\alpha^2} < 0\\ &\begin{bmatrix} -\kappa_Z I & Z^T\\ Z & -I\end{bmatrix} < 0\\ &\begin{bmatrix} -Y & -I\\ -I & -\kappa_Y I\end{bmatrix} < 0 \end{align}$$

Conclusion:
The controller K can be recovered by the relation

$$K = ZY^{-1}$$


text:
LMIs in Control/pages/Switched Systems Pole Placement

Pole Placement for Switched Systems

This LMI lets you provide specifications of the switched system closed loop poles. Note that arbitrarily switching between stable systems can lead to instability whilst switching can be done between individually unstable systems to achieve stability.

The System
Suppose we were given the switched system such that

\begin{align} \dot x(t)&=A_ix(t)+B_iu(t)\\ y(t)&=C_ix(t)+D_iu(t) \end{align}$$

where $$A_i\in\mathbb{R}^{mxm}$$, $$B_i\in\mathbb{R}^{mxn}$$, $$C_i\in\mathbb{R}^{pxm}$$, and $$D_i\in\mathbb{R}^{qxn}$$ for any $$t\in\mathbb{R}$$. $$i \in 1,...,k$$ modes of operation

The Data
In order to properly define the acceptable region of the poles in the complex plane, we need the following pieces of data:

 * matrices $$A_i$$, $$B_i$$
 * desired closed loop pole bound ($$\alpha$$)

Having these pieces of information will now help us in formulating the optimization problem.

The Optimization Problem
Using the data given above, we can now define our optimization problem. We first have to define the acceptable region in the complex plane that the poles can lie on. Assume that $$z$$ is the complex pole location, then:

 * $$Re(z) \leq \alpha$$

The LMI: An LMI for Pole Placement
Suppose there exists $$ P > 0 $$ and $$ Z $$ such that

\begin{align} A_iP+B_iZ+(A_iP+B_iZ)^T +2\alpha P&<0,

\end{align}$$

for $$ i = 1,...,k $$

Conclusion:
The resulting controller can be recovered by

$$K=ZP^{-1}$$.

Implementation
The implementation of this LMI requires Yalmip and Sedumi /MOSEK


text:
LMIs in Control/pages/Switched Systems Rise time

Rise time Specification for Switched Systems

This LMI lets you specify desired performance (rise time). Note that arbitrarily switching between stable systems can lead to instability whilst switching can be done between individually unstable systems to achieve stability.

The System
Suppose we were given the switched system such that

\begin{align} \dot x(t)&=A_ix(t)+B_iu(t)\\ y(t)&=C_ix(t)+D_iu(t) \end{align}$$

where $$A_i\in\mathbb{R}^{m \times m}$$, $$B_i\in\mathbb{R}^{m\times n}$$, $$C_i\in\mathbb{R}^{p \times m}$$, and $$D_i\in\mathbb{R}^{q \times n}$$ for any $$t\in\mathbb{R}$$. $$i \in 1,...,k$$ modes of operation

The Data
In order to properly define the acceptable region of the poles in the complex plane, we need the following pieces of data:

 * matrices $$A_i$$, $$B_i$$
 * rise time ($$t_r$$)

Having these pieces of information will now help us in formulating the optimization problem.

The Optimization Problem
Using the data given above, we can now define our optimization problem. We first have to define the acceptable region in the complex plane that the poles can lie on using the following inequality constraints:

Rise Time: $$\omega_n{\leq}{1.8 \over t_r}$$

Assume that $$z$$ is the complex pole location, then:

\begin{align} {\omega_n}^2=\|z\|^2&=z^{*} z\\ \end{align}$$

This then allows us to modify our inequality constraints as:

Rise Time: $$z^{*} z-{1.8^2 \over {t_r}^2}{\leq}0$$

The LMI: An LMI for Rise time Specification
Suppose there exists $$ P > 0 $$ and $$ Z $$ such that

\begin{bmatrix} -rP && A_iP+B_iZ \\ (A_iP+B_iZ)^T && -rP \end{bmatrix} < 0 $$

for $$ i = 1,...,k $$

Conclusion:
The resulting controller can be recovered by

$$K=ZP^{-1}$$.

Implementation
The implementation of this LMI requires Yalmip and Sedumi /MOSEK


text:
User:Eadamski1945

Hello my name is Eddy who is in 4th grade

title: User:Eadamski1945


text:
Signetics 2650 & 2636 programming/Objects

=Tutorial — Objects=

The most powerful feature of the PVI are its four reprogrammable objects. Several sources cite this Signetics chip (c.1977) as being the first commercially available hardware implementation of a memory mapped object on a video chip.

Tutorial code
The code for this tutorial can be found at Tutorial code - objects. It generates the static screen shown here. There are four objects, 1,2,3 and 4 in different colours and sizes. There are also duplicates of objects 1, 2 and 4.

This is the section of code that programs these objects. It is taken from the list file created by the WinArcadia assembler: ;set the colour of the four objects: 002D 0403    :        lodi,r0 %00000011 002F CC1FC1  :        stra,r0 colours12	    ; obj 1 white, 2 red 0032 0429    :        lodi,r0 %00101001 0034 CC1FC2  :        stra,r0 colours34	    ; obj 3 green, 4 yellow

; set the size of the four objects: 0037 04E4    :        lodi,r0 %11100100 0039 CC1FC0  :        stra,r0 objectsize

; load the shape and size of the four objects: 003C 070E    :        lodi,r3 $0E :loopISe: 003E 0F4059  :        loda,r0 one,r3- 0041 CF7F00  :        stra,r0 shape1,r3 0044 0F6067  :        loda,r0 two,r3 0047 CF7F10  :        stra,r0 shape2,r3 004A 0F6075  :        loda,r0 three,r3 004D CF7F20  :        stra,r0 shape3,r3 0050 0F6083  :        loda,r0 four,r3 0053 CF7F40  :        stra,r0 shape4,r3 0056 5B66    :        brnr,r3 loopISe Lets look at each part in turn.

Colour
The pixels within one object are all the same colour. The colour of each object is set by three bits (giving a choice of eight colours) in the PVI registers at $1FC1 and $1FC2.

The program sets: $1FC1 = 00000011 = 00 000 011 =  white  red $1FC2 = 00101001 = 00 101 001 =  green  yellow

Size
The size of each object can be set independently to one of four different sizes. Each object can have a height of either 10, 20, 40 or 80 lines, and the widths are scaled similarly to 8, 16, 32 or 64 horizontal clocks. The individual pixels are not square; they are roughly twice as wide as they are tall, an important point to remember when designing shapes. The program sets: $1FC0 = 11100100 = 11 10 01 00 = x8 x4 x2 x1

Object descriptors
The shape and position of the four objects are each defined by 14 registers called an object descriptor, comprised, in order, as 10 bytes of shape data, a horizontal coordinate(HC), a horizontal coordinate for the duplicates(HCB), a vertical coordinate(VC) and a vertical offset for the duplicates(VCB).

The code that programs these objects copies blocks of data from tables one, two, three, four to the object descriptors $1F00, $1F10, $1F20 and $1F40. Register R3 is used as an index register to go through a loop 14 times, on each pass setting up one byte in each of the four object descriptors.

Shape
In the ten-bytes of the object descriptor that defines the shape, and bits set to zero are transparent, while bits set to a one are displayed as the programmed colour.

Position
The position of any primary object on the screen is set by its corresponding horizontal(HC) and vertical(VC) coordinates with the origin at the top left of the screen. The coordinates can be any eight bit value, but a horizontal coordinate greater than 227 pushes the object off the right hand side of the screen, and vertical coordinate greater than 252 will be off the bottom of the screen.

Duplicates
The power of these objects comes from the fact that they can be output again further down the screen. And again and again…. In fact it is possible to have up to 80 objects on the screen at one time. These are referred to as duplicates. A duplicated object will always be below its predecessor, and they cannot overlap. The horizontal coordinate of a duplicate is simply the distance from the left edge of the screen, in the same way that the original duplicate is specified. The vertical position of a duplicate is trickier; it is set as a vertical offset from its predecessor.

It is also possible to reprogram the shape, size and colour of an object between duplicates, but that requires some real-time programming which will be discussed in a later tutorial.

Object 1 has a horizontal coordinate of 10, as do its duplicates. Its vertical coordinate is 20, and all of its duplicates are offset vertically by 20 from its predecessor.

Object 2’s duplicates are shifted 5 pixels left, and offset vertically by 10.

Object 3 is all on its own. Its duplicate has been pushed off the bottom of the screen by setting the vertical offset to 250.

Object 4’s duplicates are all touching. This is achieved by setting the offset to 255. This may seem a little odd, but if 255 is converted to 8 bit binary and then interpreted as a signed two’s complement number, we get -1. This is because VCB has to be set to “the number of lines -1” that you want to be skipped. If you want a gap of just one line, set VCB to 0 and so on.

Exercises

 * 1) Change the size of an object.
 * 2) Change shape of an object.
 * 3) Change the position of an object.
 * 4) Change the position of an object's duplicates.


text:
Natural Disasters/Tornado

Preparation

 * If you are able, build a storm shelter inside your dwelling, or identify a suitable sturdy space in the innermost lowermost portion of the structure.
 * Stock your shelter with the usual emergency supplies, plus the following:
 * Some suggest that wearing a helmet during a tornado may prevent head injury.
 * Keep closed toe shoes in your shelter. When the tornado is over, you may have to enter a debris filled landscape. Emergency services will be stressed following an event, so it's important that you don't injure yourself by stepping on a stray nail or glass shard.
 * A thick fabric sheet to cover your body and eyes.
 * Safety Goggles

Watch vs. Warning
During a Tornado Watch a tornado is possible but not yet confirmed - This is a good time to make preperations. A Tornado Warning means a tornado has been confirmed - Seek shelter immediately.

Finding Shelter
When a Tornado warning is in effect, seek the nearest shelter possible and stay there until the danger has passed. Avoid windows, vehicles, and

Common Mistakes

 * Never open windows, as this just wastes time.
 * Never seek shelter in an underpass, because wind patterns increase the danger.
 * Don't panic.

After
Damage following a tornado may be significant, impacting utilities, basic infrastructure, and straining emergency services.

title: Natural Disasters/Tornado


text: Category:Book:Handbook of the Swatow Vernacular modernized


text: Back Pain/Printable version

title: Back Pain/Printable version


text: Building Haycocks/Tools

title: Building Haycocks/Tools


text:
Natural Disasters/Flash Flood

Preperations

 * Follow best practices if you must build in a floodplain.
 * If there is adequate time before rainfall during a flash flood warning, evacuate to a safe area.

During

 * Flood water can be deceptive! It is difficult to determine the depth or speed of floodwater.
 * Do not attempt to cross floodwater in an automobile.
 * Even shallow water can disable or carry away heavy vehicles such as trucks.
 * If you do find yourself in a automobile which is being carried away by floodwater, abandon it immediately - It is a lost cause.
 * Do not directly touch floodwater if possible. Floodwater is rarely pure and may contain contaminants such as sewage, chemicals, electical hazards, or sharp debris. Because flood water is often murky, you may not be able to truly see what hazards are in the water.

title: Natural Disasters/Flash Flood


text: Climate Change/Printable version

title: Climate Change/Printable version


text:
Natural Disasters/Wildfire

During

 * Wildfires can move with surprising speed.
 * If you are ordered to evacuate, do so.

title: Natural Disasters/Wildfire


text:
Natural Disasters/Flood

Preperation

 * Build out of floodplains if possible.

title: Natural Disasters/Flood


text:
Natural Disasters/Derecho

During
Derechos hit quickly, leaving you minimal time to react once one is inbound - you must seek shelter immediately.

title: Natural Disasters/Derecho


text:
Natural Disasters/Blizzard

Preperation

 * Maintain a good stock of food and water on hand when blizzards are likely.
 * Have a way to stay warm with no power.

During
Minimize exposure of skin to the cold.

title: Natural Disasters/Blizzard


text:
Russian/Vocabulary/Body Parts

голова - head

спина - back

нос - nose

лицо - face

глаза - eyes

рот - mouth

зубы - teeth

уши - ears

живот - stomach

горло - throat

рука - hand/arm

нога - foot/leg

колено - knee

title: Russian/Vocabulary/Body Parts


text:
Russian/Vocabulary/Countries

Россия - Russia

Украина - Ukraine

Беларусь - Belarus

Молдова - Moldova

Италия - Italy

Германия - Germany

Франция - France

Испания - Spain

Швейцария - Switzerland

Швеция - Sweden

США - USA (Соединенные Штаты Америки - United States of America)

Канада - Canada

Бразилия - Brazil

Аргентина - Argentina

Египет - Egypt

Марокко - Morocco

Китай - China

Япония - Japan

Индия - India

Казахстан - Kazakhstan

Австралия - Australia

Вьетнам - Vietnam

title: Russian/Vocabulary/Countries


text:
User talk:102.23.98.11

Wikijunior is for 8 year old children. Content is deliberately simplified. If you think something is inaccurate, improving it is a good idea. Removing it is not acceptable especially when you use "ooooooooooooooooooooooooooooooooooooooooooooooooooooooo" as an edit summary which has an obvious red flag for a bad edit and is deliberately unhelpful. Your edit was reverted by a Reviewer - Wikibooks using this tool to quality assure edits - not by the use of admin tools. QuiteUnusual (discuss • contribs) 15:11, 14 December 2021 (UTC)

title: User talk:102.23.98.11


text:
User talk:Eadamski1945

I am eddy who loves to type about stuff from Lexia core 5 reading and other apps I am a imformational typer Eadamski1945 (discuss • contribs) 18:48, 14 December 2021 (UTC)

title: User talk:Eadamski1945


text:
User:ELLANDREJTEAH/sandbox

The Beauty Algorithm: The New Tool of Manipulation
We are living through the technology era; everything is being or has already been changed by technology. Technological evolution hasn’t changed our physical appearance. But, Sherry Turkle, founding director of the MIT Initiative on Technology and Self, said in her TED talk that technology “is taking us to places where we don't want to go.” In this case, it tries to tell us how we should look. To get more likes and followers on social media platforms, you have to use filters to “better” the way you look. That is what Renee,Yaseen explained when she said that Instagram users change their looks to engage their followers.

That constant use of filters is unfavorable because it makes people addicted to filters, and consequently, they don’t feel beautiful when they don’t use them. That is what Dr. Amy Stater, deputy director at the University of West England’s Center for Appearance Research, means when she says, “[t]he concern is that consistent exposure to a perfect image will leave people feeling like they don’t measure up.” In reality, filtering one’s pictures every day or seeing perfect images of others makes people insecure and makes them feel less comfortable and beautiful naturally. People always feel the constant need to retouch their pictures or videos and at some point will want to feel permanently “beautiful,”  which in some cases has led to unnecessary cosmetic surgeries that sometimes lead to death. Take the case of Solange Magnano, a former Miss Argentine who died in 2009 after a “complication arising from plastic surgery,” as stated by CNN reporter Marc Tutton.

The use of beauty algorithms by every social media site is intentional. Beauty algorithms were made to make us insecure about ourselves so that we will need assistance to “perfect” ourselves. That is precisely what Naveen,Joshi explains in his text, “What AI is doing in the beauty and cosmetic industry.” Naveen assumed that beauty algorithms help companies to increase their sales and profits. Beauty algorithms happen to be an “illusion of perfection,” which hides what Digital director, writer, and creative consultant Brooke McCord calls a “disturbing truth.” She explains how the beauty algorithm is trying to convince us that it can better our looks and life, but the reality is that it is just being used to brainwash people to manipulate them. Facebook and other social media platforms are already doing this by selling us the entertainment dream to be able to spy on us, get all the information they need. At the same time,  we are connected to their platforms, and after selling our data to third parties without our acknowledgement and making money on our backs. That is exactly what Jeff Orlowski explained in his 2020 documentary The Social Dilemma.

Beauty algorithms are affecting us physically, emotionally and mentally. We are now more stressed about how we look and are desperately trying to look like the “perfect” faces and sharpened bodies we constantly have been shown by social media. In the podcast interview “The AI of Beholder” by Jennifer Strong, she explained that

Computers are ranking the way people look—and the results are influencing the things we do, the posts we see, and the way we think. Ideas about what constitutes “beauty” are complex, subjective, and by no means limited to physical appearances. Elusive though it is, everyone wants more of it. That means big business and increasingly, people harnessing algorithms to create their ideal selves in the digital and, sometimes, physical worlds.

During the report, Strong and everyone she interviews agrees on the same fact that beauty is a vast industry that is ready to make profits off consumers at any cost.

Beauty algorithms and technological inventions in general are designed by a small group of people mostly white and or asian who don’t know much about other societies' cultures. They innocently acknowledge or rely only on their own culture.And, their judgments and point of view always show up in their inventions. That clearly explains whyThe assistant Professor of Information system at Robert H. Smith School of business in college Park, Lauren Rhue,Ph. D, Found out that facial recognition programs exhibit “Two distinct types of bias”, the stereotype and racist. In fact, she demonstrated how the facial recognition software  failed to give real and objective results for each of the 400 NBA player photos from the 2016 to 2017 season she used for the experiment. Rhue believes The emotions reading Tech  reflects stereotypes and prejudices since it scored black faces angrier than white faces even when they both had the same smile. She also attested that facial recognition programs as well as beauty algorithms are coded in favor of one group (whites), excluding others, especially blacks.

Why would a program designed to be used by everyone focus only on one group of people and ignore other people’s reality during the coding process? Well, the best way to destabilize and dominate a group of people is to make them doubtful about who they really are. By using beauty algorithms, racism is being implanted into our everyday lives. We are so confused about ourselves that now what we used to call “beautiful” is progressively becoming “ugly” to us. I remember, growing up in West Africa, plus size women were the most “beautiful” in the eyes of most people. To them, being plus size showed how well-fed and healthy people are. Yes, it was not always a good fact for skinnier people, but that is how it was. Years later, when TV started to broadcast more European movies, promoting skinny as sexy, the ideal of beauty started to change. Men started to prefer skinnier women and the plus size beauties became “unwanted.” I also remember in my younger years, I used to hear people say “Wow! This person is so dark! She is so black, her skin is so beautiful!”As the years went on and the cosmetic industry promoted skin bleaching products, being black became a shame; it now shows that you don’t have good body hygiene. For example in the Pears’ soap advertisement based on the “washing the blackamoor white” it was said that black skin is dirty and needs to be washed off to become clean, white. From this, we can say imperialism has never really stopped, the heir to imperialism just made imperialism subtle. Like old Africans like to say, “The dog will never change the way he  sits.” The saddest part is that the younger generation are now thinking that it’s not normal to be natural. Most of them don't know about imperialism, racism, and or slavery so it make it easier for imperialismst hidding behind technologies and progress to manipulate them. I have a sad memory of a young lady in my high school that boys used to bully by calling her “midnight” just because she was very black.

We all know that when opening up to the world, a person is opening up to diversity, and I believe diversity is the most beautiful and essential part of human history; it’s not always easy to be fair or accept everyone’s values and or ways to live, but as a globalized society we must take each other’s differences in a way to make the world a better place to live in. Beauty algorithms, filters, and cosmetic surgeries are indeed having a very negative impact on our modern society by causing self-consciousness, worry, and pessimistic views of our bodies. However, they have some agreable aspects in our everyday lives. Filters make our interactions on social media more interesting and relaxing, contributing to our well-being. In fact,filters Like Sun Baby, Shrek, Disney pixar face, Moth Everywhere,..were first introduced to us for fun purposes and they are still being used for that purpose on platforms like Instagram,Tik Tok and Snapchat. These filters are so funny and entertaining that Lauren Webber, popularly known as Laurenzside, an American online gamer, commentator, YouTuber, TikToker and social media star, decided to try them during videos for her followers. In her video called “Trying the Weirdest Instagram filter ever made,” she tried some filters on herself. She was happy and relaxed during the process and honestly I was also enjoying it while watching the videos. We have too many severe topics like Coronavirus, cancer, mass shootings, climate change, and all the disasters that come with it, so we need amusing things like emojis and filters to relax us. Also, beauty algorithms and plastic surgery could be used to give back smiles to people after accidents or disasters where a person has lost one or several body parts. Many women in the world have been victims of acid attacks that completely destroyed the look of their faces and bodies. Plastic surgeries and beauty algorithms may be the only options they may  have to get a better look and make them happy again. I agree that we “are beautiful just the way we are” and “we don’t have to change a thing, the world should change its heart,” like Alesia Cara says in her song “Scars to Your Beautiful,” but if you think you need to change a thing to be happy, you should be given the chance to do so because the only real reason for living is happiness.

To conclude, it can be said that overall, technology has helped us have a better life. However, our new way to live is not always what we plan it to be. We are being dragged by “monsters” hiding behind technology to make profit from us. We should now know that everything “new is not always good” and be careful with what we believe in.

title: User:ELLANDREJTEAH/sandbox