Lithium-ion batteries have also been in the news lately. That’s because these batteries have the ability to burst into flames occasionally. It’s not very common just two or three battery packs per million have a problem but when it happens, it’s extreme. In some situations, the failure rate can rise, and when that happens you end up with a worldwide battery recall that can cost manufacturers millions of dollars.
So the question is, what makes these batteries so energetic and so popular? How do they burst into flame? And is there anything you can do to prevent the problem or help your batteries last longer? In this article, we’ll answer these questions and more.
Lithium-ion batteries are popular because they have a number of important advantages over competing technologies:
Continue reading...10. May 2008
The basic technology that makes all of this possible is fairly simple. A still film camera is made of three basic elements: an optical element (the lens), a chemical element (the film) and a mechanical element (the camera body itself). As we’ll see, the only trick to photography is calibrating and combining these elements in such a way that they record a crisp, recognizable image.
There are many different ways of bringing everything together. In this article, we’ll look at a manual single-lens-reflex (SLR) camera. This is a camera where the photographer sees exactly the same image that is exposed to the film and can adjust everything by turning dials and clicking buttons. Since it doesn’t need any electricity to take a picture, a manual SLR camera provides an excellent illustration of the fundamental processes of photography.
The optical component of the camera is the lens. At its simplest, a lens is just a curved piece of glass or plastic. Its job is to take the beams of light bouncing off of an object and redirect them so they come together to form a real image — an image that looks just like the scene in front of the lens.
But how can a piece of glass do this? The process is actually very simple. As light travels from one medium to another, it changes speed. Light travels more quickly through air than it does through glass, so a lens slows it down.
When light waves enter a piece of glass at an angle, one part of the wave will reach the glass before another and so will start slowing down first. This is something like pushing a shopping cart from pavement to grass, at an angle. The right wheel hits the grass first and so slows down while the left wheel is still on the pavement. Because the left wheel is briefly moving more quickly than the right wheel, the shopping cart turns to the right as it moves onto the grass.
The effect on light is the same — as it enters the glass at an angle, it bends in one direction. It bends again when it exits the glass because parts of the light wave enter the air and speed up before other parts of the wave. In a standard converging, or convex lens, one or both sides of the glass curves out. This means rays of light passing through will bend toward the center of the lens on entry. In a double convex lens, such as a magnifying glass, the light will bend when it exits as well as when it enters.
This effectively reverses the path of light from an object. A light source — say a candle — emits light in all directions. The rays of light all start at the same point — the candle’s flame — and then are constantly diverging. A converging lens takes those rays and redirects them so they are all converging back to one point. At the point where the rays converge, you get a real image of the candle. In the next couple of sections, we’ll look at some of the variables that determine how this real image is formed.
Cameras: Focus
We’ve seen that a real image is formed by light moving through a convex lens. The nature of this real image varies depending on how the light travels through the lens. This light path depends on two major factors:
* The angle of the light beam’s entry into the lens
* The structure of the lens
The angle of light entry changes when you move the object closer or farther away from the lens. You can see this in the diagram below. The light beams from the pencil point enter the lens at a sharper angle when the pencil is closer to the lens and a more obtuse angle when the pencil is farther away. But overall, the lens only bends the light beam to a certain total degree, no matter how it enters. Consequently, light beams that enter at a sharper angle will exit at a more obtuse angle, and vice versa. The total “bending angle” at any particular point on the lens remains constant.
As you can see, light beams from a closer point converge farther away from the lens than light beams from a point that’s farther away. In other words, the real image of a closer object forms farther away from the lens than the real image from a more distant object.
You can observe this phenomenon with a simple experiment. Light a candle in the dark, and hold a magnifying glass between it and the wall. You will see an upside down image of the candle on the wall. If the real image of the candle does not fall directly on the wall, it will appear somewhat blurry. The light beams from a particular point don’t quite converge at this point. To focus the image, move the magnifying glass closer or farther away from the candle.
Continue reading...3. May 2008
Before the invention of the sound card, a PC could make one sound – a beep. Although the computer could change the beep’s frequency and duration, it couldn’t change the volume or create other sounds.
At first, the beep acted primarily as a signal or a warning. Later, developers created music for the earliest PC games using beeps of different pitches and lengths. This music was not particularly realistic — you can hear samples from some of these soundtracks at Crossfire Designs.
Fortunately, computers’ sound capabilities increased greatly in the 1980s, when several manufacturers introduced add-on cards dedicated to controlling sound. Now, a computer with a sound card can do far more than just beep. It can produce 3-D audio for games or surround sound playback for DVDs. It can also capture and record sound from external sources.
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25. May 2008
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