This document discusses the aeromedical transfer of critically ill patients. It covers the composition of the transfer team, necessary equipment including ventilators, monitors, pumps and analysis tools. It then discusses potential issues during flight like changes in altitude, and special considerations for patients with trauma, surgery, or neurological, respiratory or circulatory conditions. The checklist, therapeutic regimens and staffing for transfers are also outlined.
This document provides guidelines for the transport of critically ill patients. It discusses the physiological impacts of transportation, including decreased oxygenation and increased risks of ventilation-associated pneumonia and changes in hemodynamics. It also notes risks from the unfamiliar transport environment and potential for equipment problems or discontinuity of care. The guidelines recommend assessing patient stability, controlling their condition, communicating between teams, properly preparing and packaging the patient and equipment, monitoring them during transport, and evaluating the process afterwards to minimize risks and ensure patient safety.
Contention Aware Lock Scheduling For Transactional DatabasesNima Ghaedsharafi
Lock managers are among the most well-studied components in concurrency control and transactional systems. However, one question seems to have been generally overlooked: “when there are multiple lock requests on the same object, which one(s) should be granted first?”
Nearly all existing systems rely on a FIFO (first in, first out) strategy to decide which transaction(s) to grant the lock to. However, in this paper, we show that the choice of lock scheduling has significant ramifications on the overall performance of a transactional system. Despite the large body of research on job scheduling outside the database context, lock scheduling presents subtle but challenging requirements that render existing results on scheduling inapt for a transactional database. By carefully studying this prob- lem, we present the concept of contention-aware scheduling, show the hardness of the problem, and propose novel lock scheduling algorithms (LDSF and bLDSF), which guarantee a constant factor approximation of the best scheduling. We conduct extensive experiments using a popular database on both TPC-C and a microbenchmark. Compared to FIFO— the default scheduler in most database systems—our bLDSF algorithm yields up to 300x speedup in overall transaction latency. On the other hand, our LDSF algorithm, which is simpler and achieves comparable performance to bLDSF, has already been adopted by open-source community, and chosen as default scheduling strategy in MySQL 8.0.3
The document provides an overview of the ATMega32 microcontroller. It describes the microcontroller's key features which include being 8-bit, low-power, and having 32Kbytes of programmable flash memory. It also outlines the microcontroller's ports, power sources, and oscillator options. Programming tools that can be used with the ATMega32 like various compilers and hardware programmers are also listed.
This document discusses the aeromedical transfer of critically ill patients. It covers the composition of the transfer team, necessary equipment including ventilators, monitors, pumps and analysis tools. It then discusses potential issues during flight like changes in altitude, and special considerations for patients with trauma, surgery, or neurological, respiratory or circulatory conditions. The checklist, therapeutic regimens and staffing for transfers are also outlined.
This document provides guidelines for the transport of critically ill patients. It discusses the physiological impacts of transportation, including decreased oxygenation and increased risks of ventilation-associated pneumonia and changes in hemodynamics. It also notes risks from the unfamiliar transport environment and potential for equipment problems or discontinuity of care. The guidelines recommend assessing patient stability, controlling their condition, communicating between teams, properly preparing and packaging the patient and equipment, monitoring them during transport, and evaluating the process afterwards to minimize risks and ensure patient safety.
Contention Aware Lock Scheduling For Transactional DatabasesNima Ghaedsharafi
Lock managers are among the most well-studied components in concurrency control and transactional systems. However, one question seems to have been generally overlooked: “when there are multiple lock requests on the same object, which one(s) should be granted first?”
Nearly all existing systems rely on a FIFO (first in, first out) strategy to decide which transaction(s) to grant the lock to. However, in this paper, we show that the choice of lock scheduling has significant ramifications on the overall performance of a transactional system. Despite the large body of research on job scheduling outside the database context, lock scheduling presents subtle but challenging requirements that render existing results on scheduling inapt for a transactional database. By carefully studying this prob- lem, we present the concept of contention-aware scheduling, show the hardness of the problem, and propose novel lock scheduling algorithms (LDSF and bLDSF), which guarantee a constant factor approximation of the best scheduling. We conduct extensive experiments using a popular database on both TPC-C and a microbenchmark. Compared to FIFO— the default scheduler in most database systems—our bLDSF algorithm yields up to 300x speedup in overall transaction latency. On the other hand, our LDSF algorithm, which is simpler and achieves comparable performance to bLDSF, has already been adopted by open-source community, and chosen as default scheduling strategy in MySQL 8.0.3
The document provides an overview of the ATMega32 microcontroller. It describes the microcontroller's key features which include being 8-bit, low-power, and having 32Kbytes of programmable flash memory. It also outlines the microcontroller's ports, power sources, and oscillator options. Programming tools that can be used with the ATMega32 like various compilers and hardware programmers are also listed.
This document discusses different types of Ethernet networking technologies and protocols. It covers IEEE 802 standards for local area networks including Ethernet, fast Ethernet, and Gigabit Ethernet. It also describes common cabling types and frame formats used in Ethernet networks. Different media access control methods are examined, such as carrier sense multiple access with collision detection.
This document discusses medium access control protocols for local and metropolitan area networks. It covers static and dynamic channel allocation and describes several multiple access protocols including ALOHA, carrier sense multiple access, collision-free protocols, and limited-contention protocols. Specific protocols covered in more detail include pure ALOHA, persistent and nonpersistent CSMA, CSMA/CD, bit-map and binary countdown collision-free protocols, and wireless LAN protocols.
This document outlines the early game development process from concept to proposal. It discusses developing the initial game idea, refining it into a concept document that establishes the premise, player motivation, unique selling proposition, target market, and other key details. The concept is then expanded into a full project proposal that provides additional details on gameplay mechanics, story/characters, production schedule/budget, development team, and risks. The goal is to take the initial game idea and sell the concept to key decision makers to gain approval for full development.
ARM is a type of reduced instruction set computer (RISC) microprocessor architecture. It is used in many smartphones, tablets and other mobile devices. ARM licenses its chip designs to many companies like Samsung, Qualcomm and nVidia. ARM chips are cheaper than other designs because they use less power, transistors and die area following the principles of performance per watt or PPA. This allows ARM to spread the large R&D costs across the industry. As a result, ARM has seen great market penetration in mobile applications and is expanding into other areas like robotics and appliances.
The document discusses game engines, which are systems that handle the creation and development of video games. Game engines include components like a rendering engine, physics engine, collision detection, sound, scripting, animation, and artificial intelligence that are reused across games. Popular game engines like Source, Unreal Engine, and Unity are discussed, along with examples of games made with each engine. The document recommends Unity as a game engine due to its simplicity, power, cross-platform support, large community, and asset store.
This document discusses different types of Ethernet networking technologies and protocols. It covers IEEE 802 standards for local area networks including Ethernet, fast Ethernet, and Gigabit Ethernet. It also describes common cabling types and frame formats used in Ethernet networks. Different media access control methods are examined, such as carrier sense multiple access with collision detection.
This document discusses medium access control protocols for local and metropolitan area networks. It covers static and dynamic channel allocation and describes several multiple access protocols including ALOHA, carrier sense multiple access, collision-free protocols, and limited-contention protocols. Specific protocols covered in more detail include pure ALOHA, persistent and nonpersistent CSMA, CSMA/CD, bit-map and binary countdown collision-free protocols, and wireless LAN protocols.
This document outlines the early game development process from concept to proposal. It discusses developing the initial game idea, refining it into a concept document that establishes the premise, player motivation, unique selling proposition, target market, and other key details. The concept is then expanded into a full project proposal that provides additional details on gameplay mechanics, story/characters, production schedule/budget, development team, and risks. The goal is to take the initial game idea and sell the concept to key decision makers to gain approval for full development.
ARM is a type of reduced instruction set computer (RISC) microprocessor architecture. It is used in many smartphones, tablets and other mobile devices. ARM licenses its chip designs to many companies like Samsung, Qualcomm and nVidia. ARM chips are cheaper than other designs because they use less power, transistors and die area following the principles of performance per watt or PPA. This allows ARM to spread the large R&D costs across the industry. As a result, ARM has seen great market penetration in mobile applications and is expanding into other areas like robotics and appliances.
The document discusses game engines, which are systems that handle the creation and development of video games. Game engines include components like a rendering engine, physics engine, collision detection, sound, scripting, animation, and artificial intelligence that are reused across games. Popular game engines like Source, Unreal Engine, and Unity are discussed, along with examples of games made with each engine. The document recommends Unity as a game engine due to its simplicity, power, cross-platform support, large community, and asset store.
1. ساز های خنیای باستانی ایرانی
استاد شایگان
توسط : نیما قائدشرفی و امیررضا شعرا
1
2. موسیقی و ایران
•دستگا هها، نغمه ها، ، آوازها و ساز ها
•هزاران سال پیش از میلاد مسیح
•دل نشییییین تر، سییییاد هتر و قابیییی تییییر ،
اکنون درسترس
•گسییییییییییییییییترر دوره ی قا ییییییییییییییییار در زمییییییییییییییییان
سیییییییییییدین نا یییییییییییرا دی شیییییییییییاه توسیییییییییییط
امیرکبیر
نگاره ای درعمارت هشت بهشت اصفهان
2 ساز های سنتی موسیقی ایرانی
3. محدوده وتی
نام دیگر منیقه وتی
مجموعییییه ا ییییواتی تو یییییدی در محییییدوده بییییین ز رتییییر و ب تییییر توسییییط
ساز گو ند.
3 ساز های سنتی موسیقی ایرانی
4. دستگاه موسیقیای ایران
یک توالی از پرد ههای مختدف موسیقی که آن توالی حس و شور خاص ی
را به شنونده انتقال می دهد.
انواع دستگاه ها
•دستگاه شور
•دستگاه س هگاه
•دستگاه همایون
•دستگاه ماهور
•دستگاه نوا
•دستگاه چ ارگاه
•دستگاه راس پنج گاه
4 ساز های سنتی موسیقی ایرانی
5. دسته بندی ساز ها
•حیث نس
• دزی
•چوبی
•سفالی
•حیث نوع وشک تو ید وت
• زهی
• زخمه ای
• آرشه ای
• کوبش ی
• کوبه ای
• بادی
5 ساز های سنتی موسیقی ایرانی
6. سه تار
•زهی و مضرابی موسیقی ایرانی
•ه خانواده ی سازهایی چون دوتار و
تنبور
•با ناخ انگشتان اشاره ، میانی، حدقه
ی دس راس
4 سی از نس ولاد و برنج یا برنز •
•پرده ها از نس روده حیوانات یا
ابریش
۲۶ •
پرده قاب حرک ً
• سه اکتاو
تقر با
• دای ظر ف و تو دماغی و تا حدودی
غمگین
6 ساز های سنتی موسیقی ایرانی
7. ا زا سه تار
-12 سی ها
-11 سی گیر
-10 خرک
-9 فحه
-8 کاسه
-7 دسته
-6 پرده های رعی )سه لایی(
-5 پرده های ا لی )چ ارلایی(
-4 شییانک
-3 پرده قب از شییانک
-2 گوش ی ها
-1 سرپنجه یا عبه گوش ی
7 ساز های سنتی موسیقی ایرانی
8. دو تار
•زهی ولی مضرابی نیس
•با ناخ ، زخمه می زنند
•بدنه از چوب درخ شاه توت
2 تار از نس ابریش چندلایه •
13 11 تا پرده قاب •
حرک •پرده ها از نس روده حیوانات یا
ابریش
ً
• دو اکتاو
تقر با
•دسته از چوب زردآ و یا گردو
8 ساز های سنتی موسیقی ایرانی
9. تار
•زهی با زخمه می زنند
3 زوج سی از نس ولاد و برنز •
28 پرده قاب حرک •
4 اکتاو •
•پرده ها از نس روده گوسفند
•بدنه از چوب درخ شاه توت
•دسته از چوب گردو
•پوس بزغا ه
9 ساز های سنتی موسیقی ایرانی
10. تنبور )طنبور (
• زهی از گونه ی وت
۱۵۰۰ پیش از میلاد •
2 یا 3 سی از نس ولاد و برنز •
13 تا 14 پرده قاب حرک •
2 اکتاو •
• پنج انگش هر دو دس
• پرده ها از نس روده حیوانات یا ابریش
• کاسه از چوب ک نه ی توت
• فحه از چوب زرد آ و
• دسته از چوب گردو
10 ساز های سنتی موسیقی ایرانی
11. قانون
• زهی از خانواده قدیمی سیتار
• عبه چوبی به شک ذوزنقه
• تاری از ابریش و گاه از روده و گاه از مفت ول
سی
• بین 48 تا 63 تار
24 پرده قاب حرک •
3 تا 3.5 اکتاو •
• با 2 انگش سبابه و دو مضراب همانند چنگ
نواخته
• بدنه از چوب ا را
• ، پرده ی گردان ، شییانک ، گوش ی ، خرک ،
11 پوس ، کدید ساز های سنتی موسیقی ایرانی
12. رباب
• زهی زخمه ای
• نواحی خراسان و ا غانستان
• عب های به شک خربزه
• بین 4 تا 6 زوج تار
• تارها در قدی از روده ولی امروزه از تار های
مخصوص ماهگیری
6 •
پرده قاب حرک ً
• یک اکتاو
حدودا
• بدنه از چوب توت بی دانه
• کاسه ، خرک ، پرده ، پوس ، دسته ، عبه ی
گوش ی، سی گیر ، شییانک
12 ساز های سنتی موسیقی ایرانی
13. کمانچه
• زهی آرشه ای
4 تار از نس ولاد و برنز •
14 تا 21 پرده قاب حرک •
• بین دو تا سه اکتاو
• بدنه از ترک های خ شده ی درخ توت ،
گردو ، کاج و یا ا را
• پوس را معمولا از دل گاو، پوس ماهی،
پوس بز یا آهو
•سی آرشه از یال اسب
• کاسه ، خرک ، پرده ، دسته ، عبه ی گوش ی،
سی گیر ، شییانک و علاوه بر ای ا زا ، پایه
13 ساز های سنتی موسیقی ایرانی
14. سنتور
• زهی کوبش ی
• ً
ایرانی
سازی کاملا
• عبه ای ذوزنقه ای شک
• دو مضراب چوبی
72 سی از نس ولاد و برنز •
18 چ ار فتی سی •
• به طور معمول 9 خرک
18 پرده قاب حرک •
• حدود 2.5 اکتاو
• بدنه از گردو، سرو، شمشاد، توت، شاه توت، توت
سیاه، آزاد و و
• مضراب ها از نس چوب گردو
• کاسه ، خرک ، پرده ، دسته ، عبه ی گوش ی، سی گیر ،
شییانک و علاوه بر ای ا زا ، پایه
14 ساز های سنتی موسیقی ایرانی
15. نای هف بند
•سازی بادی
• از گیاه نی
• همانند نامش بر د می شود
• نواختن با ب
• بین دو دندان نیش و گرد کردن
زبان در پایین و پش
•شام 6 سوراخ
21 پرده •
•حدود 3 اکتاو
• گیاه نی ، پوس گوسفندی ، سری
برنجی
15 ساز های سنتی موسیقی ایرانی
16. سرنا
•سازی بادی
•بوق و کرنا
•در قدی از شاخ حیوانات
•شام 7 سوراخ
14 پرده •
•حدود 3 اکتاو
•ه نوازی با ده
• نس بدنه از چوب گردو
•ا زا سری برنجی ، بی
16 ساز های سنتی موسیقی ایرانی
17. تنبک
•سازی کوبه ای
•دمبک، دنبک یا ضَرب
•طب های ام شک
•در قدی از چوب، سفال و دز ولی
امروزه قط چوب
21 پرده •
3 اکتاو •
• نس بدنه از چوب ا را ، گردو ، توت
•پوس از دل گاو ، پوس بز، آهو
•ا زا بدنه ، پوس ، گ میخ
17 ساز های سنتی موسیقی ایرانی
18. دف
•سازی کوبه ای
•حدقه ای چوبی اس که پوس نازکی
بر آن
•با ضرب ههای انگش
14 پرده •
2 اکتاو •
• نس پوس از پوس حیوانات یا
طدق های پلاستیکی
•ا زا : بدنه ، پوس ، گ میخ
18 ساز های سنتی موسیقی ایرانی